lambda Monday, 28 September 2009
Posted by MJCS @ 09/28/2009 02:14:42 | Category: Half-Life 2 Modification
Source: Off Limits
  • Removed specular maps from hands

  • Fixed shell exit and muzzle flash positions on mp5k

  • Fixed shell exit and muzzle flash positions on target

  • Fixed shell exit and muzzle flash positions on omnicol

  • Fixed target reload glitch (was a bitch to solve, since I had to learn animation and more for it)

  • Fixed target sliderelease not working correctly on reload_empty

  • Fixed target sliderelease being wrong in all non _empty animations

  • Fixed glitch in omnicol smash

  • Fixed hand position during omnicol smash (was floating)

  • Added phong lighting to omnicol instead of cubemaps (to fix the hard reflections transitions, doesn’t look good in Russia yet, need to fix the map itself as well)

  • Added phong lighting to target instead of cubemaps (to fix the hard reflections transitions, doesn’t look good in Russia yet, need to fix the map itself as well)

  • Added phong lighting to mp5k instead of cubemaps (to fix the hard reflections transitions, doesn’t look good in Russia yet, need to fix the map itself as well)


*Russia changes*
  • Fixed spidertank roofsupports having a nodraw texture

  • Raised fusebox in armory by 8 units so you can jump on it again (like before the Orange Box port)

  • Updated chopper hangar attic so there is a bit more room to run around (removed shelves)

  • Made chopper hangar attic accessable with one doorway instead of two

  • Removed access to overhead crane in chopper hanger

  • Replaced BSP overhead cranes in chopper hangar with models (adding a bit more detail to them)

  • Opened up the center corridor leading into the railroad tunnel again, this hopefully will open up armory/missile silo and the tunnel a bit more to the mid spidertank room
Posted by MJCS @ 09/28/2009 01:57:50 | Category: Half-Life 2 Modification
Source: Orion Project
Hello fans! We just finished a smaller playtest that occurred simply because we had 8-10 individuals all online and wanting to play Orion. So we said, why not! Lets play!

We are gearing up towards this Sunday's big beta test. We are expecting 24-32 players to participate in that playtest. We will be grabbing a lot of screen-grabs and footage from that playtest. However, today we had 4 on 4 and were able to get some nice screens as well. Nice enough for the community! We hope you enjoy!


Join us on our forums to get an exclusive chance to play Orion early!
http://www.orion-project.net/forum/
Posted by MJCS @ 09/28/2009 01:50:39 | Category: Half-Life 2 Modification
Source: Orion Project
Here are some quick screen grabs from today's playtest! *Note- please don't mind any graphical errors - these are all work in progress and is no where considered done!





Don't forget to register on our Official forums over at: http://www.orion-project.net/forum/ To get an exlusive invite to playtest our beta with us early before its public release!
Posted by MJCS @ 09/28/2009 01:42:35 | Category: Half-Life 2 Modification
Source: Resistance and Liberation
We here are RNL are looking for help! We are in need of the skills of a quality texture artist! Please stop and put in an application at our site. There are many other positions available as well, so feel free to see how you can help with the Mod. Why are you still here? Go sign up today!
lambda Wednesday, 23 September 2009
Posted by MJCS @ 09/23/2009 00:39:11 | Category: General
Related: Left 4 Dead
Valve, creators of best-selling game franchises (such as Half-Life, Portal, Team Fortress, and Counter-Strike) and leading technologies (such as Steam and Source), today announced that Crash Course -- the second downloadable content (DLC) update for its co-operative zombie thriller, Left 4 Dead (L4D) -- will be made available worldwide on September 29 on Xbox 360 and PC.

Crash Course delivers new single-player, multiplayer and co-operative gameplay to both platforms, and bridges the gap between the end of the "No Mercy" campaign and the beginning of "Death Toll" in the original game.

While containing both Survival maps and a Co-operative Campaign, the primary goal of Crash Course is to deliver a complete Versus mode experience in just 30 minutes, resulting in a streamlined version of the game's existing Versus campaigns. A recharge timer for infected teammates has also been added, and item spawn behavior has changed for more balanced gameplay.

Left 4 Dead is an action horror game from Valve that blends the social entertainment experience of multiplayer games such as Counter-Strike and Team Fortress with the dramatic, narrative experience made popular in single player action game classics such as the Half-Life series of games. Released in November of 2008, L4D has earned over 50 industry awards from outlets around the world and sold almost 3 million copies worldwide.

For more information, please visit www.l4d.com
lambda Saturday, 19 September 2009
Posted by MJCS @ 09/19/2009 22:20:33 | Category: Half-Life 2 Modification
Source: Age of Chivalry
What are the goals the Team has for the game? ? What the game strives to be


The teams basic, core goal is to create the best melee combat game ever made. Its more than that though, what we are really striving to do is bring the power and intensity of the epic big screen medieval movies to the hands of the player.

One of our goals has always been to push the envelope, to do what no one else is doing, to do things first and I think that?s what being a MOD is really all about, you need to be creative, you need to offer the players something they just cant experience from a game bought in stores yet.


The New Agathian Crusader Closeup


One of the most ambitious goals the team has is to bring story to multi-player, in an impactful and meaningful way. We dont feel that any game has delivered a successful storyline in multi-player, maybe L4D is the best so far, but there were so many elements of story missing that it just didnt have the same feel. This is a goal we also don?t feel like we?ve met yet and it?s something we have huge plans for the future with. We have drawn up plans for an extensive interactive dynamic campaign system that will actually display to the player not only each battles effect on the war and allow players to play an active part in which battlefield will be played next and will also have an ultimate end to the campaign and a team shall be declared the victor and ruler of all the lands of Agatha!

How did it all begin? ? A brief History on Age of Chivalry

We started this project mostly because we wanted to play a really intense first person medieval combat game and felt that no games in this genre had done it right yet. The original mod was actually originally started by a couple of other fellows but included some of our current members as well, that mod was called Valandil (since deceased) but when half the team decided to go for 3rd person and the other half wanted 1st person a divide was created and the founders of our game left Valandil and created Age of Chivalry in 2004.


The New Agathian Crusader Fullshot


Team Chivalry was formed and work began on what would become Age of Chivalry. We started gathering the left over assets and got a first playable copy (alpha) made in just a few months. But the team had bigger ideas than just being a crowbar deathmatch mod.
The goals where set high and a lot of ideas where planned and tested. The team lacked a good programmer for a very long time. But luck changed and by the time the team had decided on how they wanted the melee system to work. It didnt take very long before we had a working, if simplistic, melee game.

Development continued through alpha and beta stages and after securing a great programmer with a ton of workplace experience who is still with us today (Enra) we were able to make a ?1.0? release in late august of 2006. We felt that it was now or never and decided to release what we had and just do what microsoft would have done. Better to release something and have it tangibly exist than staying as vaporware. So we just made sure that there was no show-stopping bugs and then packed what we had and announced the release. The release was a success, and with the feedback we got from the community we could focus our efforts on what was important to make the game better.
In 2007 Age of Chivalry received the ?Top 10 Mod of the Year Editors Choice Award? from moddb.com and we had a big increase in fans and players enjoying the game. Team morale skyrocketed.


The New Mason Crusader Closeup


Spring 2008, we got word from Valve that we had been chosen as one of 5 mods to be released on Steam and given steamworks support. No date for this release was set. So we worked like crazy hoping that the release would be sometime soon. But the weeks went, then months went and we werent allowed to say a single word about it either. We had a perfectly working version uploaded to Steam ready for a release for several months before the final word from Valve about the release date was set. It was the calm before the storm.

Friday, September 26, 2008 the game was released on Steam. The release went perfect and we where overwhelmed with the amount of players. This boosted AoC into having over 100 playable servers running at the same time. It was crazy times for the team. We never had over 100 players and usually on less than 10 servers at the same time before. I cannot say how happy we all were, it was like a moment of shock to the whole team.


The New Mason Crusader Fullshot


February 26th, 2009 was the day we released the largest update in AoC?s history yet to date. The working name of the update was "CR1 or Content Release 1" but once released we decided to start giving the updates better names. So as this release contained content that would start putting the names of the players on the award boards (in-game statistics), we decided that the name "Heroes & Legends" was a very suitable name.

June 30th, 2009, we released CR2, also known as Age of Chivalry, Toe to Toe. This update brought a ton of updates to the game, most notably objective indicators, achievements and the T2T movement system. Player feedback to this release has been excellent and player numbers have reached heights of over 500 players at one time. This is the current release available to the public at time of posting.


The New Agathian Crusader Gets a Graphic Beheading
Posted by MJCS @ 09/19/2009 21:43:57 | Category: Half-Life 1 Modification
Source: Earths Special Forces
Over the past 6 months Dalte has been working hard on adding various FX systems to ESF. Originally the goal of the video was to show all of the subtle camera shakes that give ESF some extra flavor. The problem is that most camera moves are attached to attacks and other new features so the video gradually grew into a general teaser for ESF: Final. Enjoy!


Earth's Special Forces Mod for Half-Life ESF: Final Sept. 2009 Teaser video - Mod DB

There is a lot of new content in the video. Here's a brief list of highlights to look for:

  • Camera shakes (beam charges, turbo swoop, blocking, etc.)

  • Speed lines & dust trail (0:37)

  • Teleport lines (0:56)

  • Beam explosion FX (0:35)

  • Character leaning into turns (1:01)