lambda Friday, 25 March 2005
Posted by MJCS @ 03/25/2005 17:41:38 | Category: Half-Life 2 Modification
Source: modDB
Related: Green Devils
Hi everyone,

You did not hear anythiing from us for quite some time but now there is even more to report.

We are still working on our project. So the model of the Stielhandgranate 24 has been textured. Sam made the bren light machine gun, the VW Type 82 KĂĽbelwagen has been reworked and now work has continued on the Junkers Ju52 Transport Plane.

More pics of the Junkers, the KĂĽbelwagen and the Bren light machine gun can be seen in our forums.
We welcome Flarpuff to our mod who is working as a mapper for us and already begun working on a test-map.

Thats all for the moment.
A happy easter fest to everyone, stay with us and watch the developement of the mod...
Posted by MJCS @ 03/25/2005 17:36:39 | Category: Half-Life 2 Modification
Source: Heat Mod
It's time for some more shots of backyard. Though the map has made a big step forward these screens are not representing the final version...
For more information and screenshots take a look at our maps .plan!

At the moment we are modding hard to get as much work as possible into the next internal playtest.
Posted by MJCS @ 03/25/2005 16:03:41 | Category: Valve
Source: G4 Tech TV
A New HL2 Level With New Lighting Technology Will Be Unveiled on Attack of the Show

One of biggest gaming stories of 2004 was the long-awaited release of Half-Life 2, which not only achieved “instant classic” status but also brandished bleeding-edge graphics and gameplay. And now, Attack of the Show will unveil a whole new level for Half-Life 2 that’ll give gamers a glimpse into the future of PC graphics.

On Wednesday’s show, Valve’s Doug Lombardi will give an exclusive demonstration of the previously unseen “The Lost Coast,” an upcoming expansion that utilizes a brand-new technology that Valve is implementing into the Source engine. Called “high-dynamic range lighting,” this new technology enables a leap in lighting realism from even the current high benchmark set by Half-Life 2 and the existing Source engine.

Tune in to see how the multiple “Game of the Year” award-winning Half-Life 2 will look even more life-like. For hardcore gamers, this is a must-see!
Wednesday, March 30 at 7 p.m. ET / 4 p.m. PT
Repeat Airings:
  • 3/31/05 12:00 a.m. ET

  • 3/31/05 3:00 a.m. ET

  • 3/31/05 12:00 p.m. ET

  • 4/03/05 12:00 a.m. ET


Posted by MJCS @ 03/25/2005 15:51:44 | Category: Hosted Site
Source: Hostile Intent
Hello Hostile Intent Fans, I bring you sad news today. My fellow dev team members are mean children. They have locked me in Charles’ basement, forcing me to pump out news posts. Even worse, they’ve barred me from testing, while continuously sliding pretty screenshots under my door. Talk about unfair, huh?

Well, time to get back at them. I present to you more of the elusive mystery map:


Maybe next time those meanies will let me play.

Other than that, work is steaming ahead. In just these few days Rifter has released another build of animations to the testers, which improve on the crouch animations. Talon released a gigantic pack of final weapon models. Cream, not to be outdone, has given us some extremely hot, never before heard sounds that will replace the aging ones of old. OpticHelix got into the mix as well, releasing an updated version of hi_offshore, but more on that next time.

Oh, and somebody tell Charles that the light bulb burnt out and that it’s dark in here without it.
Posted by MJCS @ 03/25/2005 10:04:48 | Category: Half-Life 2 Modification
Source: Halflife2.net
Related: WOTA
Sorry about that, we had a bit of technical difficulty. I had to purchase a new webhost, and configure some stuff to work right again. But things should be working somewhat well, with exception to the forum

A few recent posts and recently joined members were lost, we're working to repost our work, but the members will have to register again.

Also, if you experience a problem using the forum, please tell me! You can PM me on the forums or e-mail me Morganhahaha -at- hotmail.com with a screenshot of your error, and instructions on how to do it again.

We have still been making progress, we're back from spring break and ready to get back into things.
Posted by MJCS @ 03/25/2005 10:01:53 | Category: Half-Life 2 Modification
Source: Dystopia
Fueled by the incredible feedback from our trip to Valve's offices, over the past weeks Team Dystopia has been pumping through an amazing amout of work. We're proud to show off a handful of in game screenshots, giving everyone an idea how much progress Dystopia has undergone in the last few weeks.

This shot shows off the intial Punks spawn area on Caliban's map The Osaka Connection. The weapon being held is the Sniper Rifle, available to players using the Medium augmentation class.

Taz00's map titled, The Slums, is shaping up nicely. The weapon displayed is the mamoth Ion Cannon, one of the 3 massively powerful weapons available to the Heavily augmented class.

These next two screenshots are both taken on Termi's map, Vaccine. This first one was snapped in the final objective room, with two enemy players seen preparing to attack the computer core.

The final screenshot was taken in the spawn room outside the computer core area. The weapon being held in both this and the above screenshot is the Machine Pistol, which is a side arm available to all augmentation classes.
Also for your viewing and desktop wallpapering pleasure we have a wonderful piece of art by our newest team member DaaDaa:
Posted by MJCS @ 03/25/2005 09:54:01 | Category: Half-Life 2 Modification
Source: Troy: Divine Playground
Hey all,
Here's a status update for the Troy: Divine Playground mod. We've been working hard on the code, and we're about to finish our third milestone on March 29th. All the weapons are working, primary and secondary attack. We're now in the process of balancing them… it's quite hard to hit someone with a bow from a long distance!
  • Normal and divine attacks completed for the weapons

  • Most of the skills are working, we will need to playtest and balance them

  • The NPCs are using different weapons (a combine chasing you with a sword and a shield is quite funny to see)

  • NPC respawn system done

Coding is advancing well, and we are in the process of finishing the first prototype map. We are now looking for dedicated mappers to join our team. If you have experience in level making and are interested in T: DP, please send us examples of previous work at kiroke@troymod.com.
We also have two new weapon renders to show you: the sword (by Jean-Baptiste) and the dagger (by Teresuac). More weapons are being modeled and textured at this time.

At the beginning of the month we recorded a lot of sounds in a professional studio: many thanks to PCT and Doum! We did a quite lengthy video showing up the making of the sounds. Enjoy!
[Download Available From Troy Website]

Tell us what you think here!
lambda Thursday, 24 March 2005
Posted by MJCS @ 03/24/2005 19:29:04 | Category: Half-Life 2 Modification
Source: Sands of War
Sands-of-War2 history contest
It's been a while since we last had a contest here. A new one has just been opened where everybody gets the chance to write the history for Sands-of-War2.

Contest details and rules can be found here:
http://sow.hl2files.com/forum/viewtopic.php?t=1037


Sands-of-War2 concept art
Below you can see some sketches for some of the sniper-like weapons in SoW2. The first two are for AIM And the last for CoDe. Remember that this is just sketches.
Posted by MJCS @ 03/24/2005 17:57:19 | Category: Half-Life 1 Modification
Source: GHOST OPs
Download: GHOST OPs 1.1 Full
Download: GHOST OPs 1.1 Patch
Changelog:

Additions
  • Added info_specmessage

  • Added map definable spectator messages.

  • C4 cannot be planted on func_breakables belonging to the other team.

  • Aim mode does not modify duck speed

Bug Fixes
  • Fixed a number of encountered crashes

  • Information about objectives now wraps on the hud

  • Fixed say text on spectators

  • Improved network performance

  • Removes loose weapons for a team when a team's trigger_spawn is fired

  • Removes corpses when a player respawns

  • Priming grenades no longer rattles

  • Grenades now behave correctly if held too long when primed, or a player is killed holding a primed grenade

  • Partially implemented spectator modes

  • If all players leave a team, the map will change if game has started

  • Players leaving a team also fire info_eliminates

  • Last player leaving a team creates a 30 second period after which, if a team is missing players, the map will change

  • Fixed C4 arming exploit.

  • func_breakables no longer continuously spawn gibs.