lambda Saturday, 19 March 2005
Posted by MJCS @ 03/19/2005 10:07:03 | Category: Half-Life 1 Modification
Source: GHOST OPs
Are you a mapper? Is your friend a mapper? G.H.O.S.T. Ops offers the most open-ended, well-documented, and powerful mod mapping capabilities ever. Tired of having to blow things up to win? In G.H.O.S.T., anything can be an objective. Steal data, lower bridges, activate elevators, break into buildings, hold off attackers! Want interactive steam effects? Shootable lights? Real-time weather? Hackable computers? Walls that can only be destroyed with C4 charges? A story-based experience beyond simple DM and defense? A mod team who will work with you to help your unique level idea come to life? Visit our Mapping Forums and check out our Mapping Guide to find out more!


I am pleased to announce that our own Javert, long-time fan and dedicated internal alpha tester, is our new Lead Tester! He will be in charge of coordinating, monitoring, and reporting on our internal testing in order to insure that each release from now on will be of the highest quality possible. Congratulations Javert, and welcome aboard!


We have prepared a temporary manual for new gamers, to help answer some frequent asked questions!

http://www.ghostopsmod.com/forums/index.ph...st=0#entry52693

Enjoy! It will be expanded on as we progress and will eventually have its own page, but for now it resides in the forums. You do not have to register to view it, though, so browse away!
Posted by MJCS @ 03/19/2005 10:06:27 | Category: Half-Life 1 Modification
Source: Resident Evil: To Serve and Protect
Well over the last several weeks LOTS has been going on. I'll try and explain everything and keep it as brief as possible.

"Realization"

Around 2 weeks ago our message boards gained a sudden influx of members from the Brain Bread forums (which will be from here on out known as BB). Several of them applied and were accepted to the team including _Civilian_Soldier_ and (4THIDUSA) SSG H. Civilian Soldier was working on a reskin of our Cop Zombie when he brought to my attention that he had seen it on the Brain Bread forums. This lead me to two possibilities. That either...

1.) MaXeR (the creator of the model) had ripped it off from elsewhere which I doubted.

This was impossible seeing as the model had been created last summer before BB's release and I had seen pictures throughout the whole of its creation. Not to mention MaXeR just wasn't the type of person that would rip something off.

or

2.) The model was leaked from our team FTP.

This second possibility became more definite when we began investigating just how bad the situation was. It turned out more than half of our object models were leaked and were being distributed by the individuals {MGS}Liquid Snake, Rusty, Memnon, and Omega 1.5. After doing some further research Incy247 was able to get {MGS}Liquid Snake to reveal who had given him our files. He referred us to Memnon who he informed us was an alias for a former Oraculus Studios Team Member named Temp.

We were given Memnon's IP addresses from the BB forums by the very cooperative administrative and moderation staff and cross-checked them with IP addresses recorded by posts by Temp.

They matched and corroborated Liquid Snake's story.

Temp was guilty of leaking our models. I'm sure you're all wondering why. I am too. He's been banned from our forums and Termin8tor is actively pursuing legal action as he owns our webspace.

"Assessment"

We began trying to do damage control to see if we couldn't curtail the further release of our models. Unfortunately, it seemed that these were not only being freely distributed across the BB forums, others had taken models from these freely distributed packs and were using them in their own works totally oblivious to their stolen nature. This multiplied the problem 10 fold. It was now apparent that there was no way to prevent the files from being spread further.

Anyways, we began discussing what to do about it in the Team Chat portion of our forums. It was obvious to all of us that we couldn't just continue on with production like nothing had happened. We couldn't risk staying in internal development until we had every aspect intended for a Beta and then having our boards spammed and our project badmouthed for stolen models that had actually been our own. The next option was to simply scrap all the leaked models and start over. I simply wasn't willing to do that and I'm sure many others weren't as well.

"Restoration"

I came up with the concept of a Plan B.

Plan B included a heavily intensified work regiment for the following 2 weeks with the end product being a large extension onto the Alpha 1.1 version we had been working toward that would be released publicly. That way the models would be out in the open anyway and the damage would be dropped to nearly zilch.

After a serious model leak/theft many projects die. I wonder if that's not what our attacker had had in mind. However, we were far enough along that releasable build was not totally unrealistic.

2 weeks later here we are...

"Presenting Public Alpha 1.1"

I've worked the team's finger bloody and now I present to you Public Alpha 1.1.

This includes...

Basic Gamemode
-Nail-gun boarding (Still glitchy)
-Player score
-Music
-3 complete maps. Optimized for playability
-RE_SUBURBIA
-RE_RPD (First Floor)
-RE_MALL

The zombies continue to evolve with such features as
-Biting
-Holding the player
-Headshots
-Attacking nail-gun placed boards (still glitchy)
-4 different types of zombies
-Feeding off of dead players

And probably many others that are just slipping my mind at the moment...

"Festivities"

We're planning on releasing following a party in IRC where several choice members of the Oraculus Studios Team will participate in a radio show. During breaks in the music we'll answer questions asked in the IRC room as well as releasing never before in game shots.

This should begin around 3:30 PM Central Time this Wednesday.

The IRC room and channel will be announced later this week.

A promotional video should also be coming later today.

This Wednesday, 3/16/05, Survival Horror gets a whole new medium!
Posted by MJCS @ 03/19/2005 10:05:17 | Category: Half-Life 2 Modification
Source: HL2 CTF
Now that Beta 1.2 has been out for a few days, we've gotten a lot of feedback about the changes we've made. The feedback about changes made to the speed and sprint in particular are the focus of a lot of complaints. I won't go into the justification for why those were added (see the forums), but it seems that we under-estimated how many people really liked Beta 1.1 movement, and we've also heard from a lot of people who like the 1.2 movement. Hit the polls in the forum and let us know what you think.

As an extra tidbit, here's what we've been working on since 1.2:

* Fixed longstanding HL2DM underwater sound death bug
* Fixed auto team balance keeping you dead
* Performance optimizations on ctf_dirtwork
* Near complete rework and optimizations to ctf_defrost
* Fixed cl_autoweaponswitch not working in some situations
* Added notice for auto team switches

Toying with the idea of restoring 1.1 movement via a cvar. Let us know what you think.
lambda Friday, 18 March 2005
Posted by MJCS @ 03/18/2005 20:45:31 | Category: Site News
I have been sick for the last few days. Sorry for the lack of updates. Regular posting will resume tomorrow
lambda Tuesday, 15 March 2005
Posted by MJCS @ 03/15/2005 00:41:47 | Category: Half-Life
Source: AMX Mod X
We've released a quick patch to the core DLL (amxmodx_mm). This fixes a problem where running Metamod-p could cause AMX Mod X to crash when using modules. If you're not running Metamod-p, there is no reason to get these updates.

For more information about the problem, click here, or to get the downloads, visit the downloads page and update your base package, or download the binaries attached to this post. Thanks to evilspy for quickly diagnosing and fixing the problem.

Lastly, you may have noticed a bit of downtime today. I apologize for this, I was applying some patches and accidentally damaged some packages. It's all set now.
Posted by MJCS @ 03/15/2005 00:26:43 | Category: Half-Life 2 Modification
Source: Cold War Melting Point
So before we get to the media, we're going to introduce our new team members! We've had quite a few, and they will appear on the staff page at some point! So our new team members are -- 04 --, a new concept artist, slum, a new texture artist, VrHead, another new texture artist, and slush, a programmer. You can check out some of -- 04 --'s work in our forums in this thread. You'll be seeing more of that, no doubt about it, in the near future. Slum is the man behind the AR-15 skin, which you can see in our “about” section under weapons. VrHead has also been working on a lot, you'll probably see something of his pop up in the media forum soon. And slush has been rather busy with life, but you'll eventually see the fruits of his labor.

On the heals of that great news, we do have some disappointing news. Sonofagun and Hollywood have felt the pressures of real life, and have had to step away from the project. We wish them the best of luck. We have also had Joene, TORbear, sandyshorts, and JMU1337 take leaves of absence do to their lives, and we hope to have them back soon.

And, before we get to the media, I'll echo what I said in the last news post. We need programmers, another animator, and we would love to have another 1-3 motivated mappers join the team. Send in your application today!

And finally, the media ya'll have been waiting for! We've got 6 things for you today. A-4 Skyhawk, modeled by SidewinderX, skinned 1911, skinned my Salvo, skinned AR-15, skinned by slum, SKS and BTR-152 model by Waedoe, and the Makarov model by Darg. Have comments on them? Post them in the media and artwork forum!



Anyway, I figured I'd post a little something up while we get ready for a real update for ya'll! In our Suggestions forum there are a variety of topics that are begging for your input! You also might want to check out this thread in our forums and say hi to some of our new team members.

Speaking of new team members, we are still looking for a few more team members to help us out! Specifically, we would love to have another animator to help out George who is churning animations out for us, as well as another programmer. Jobs, babies, and school have rendered 3 of our programmers too busy to work for the time being, so [=hris and slush would LOVE more help on that end. Interested in any of the above or more? Apply!
Posted by MJCS @ 03/15/2005 00:26:16 | Category: Half-Life 2 Modification
Source: The Xenom Conflict
We offer new information about our mod and some first work in progress screenshots.

At this point I want to announce again that we need some more members.
You can view our offered jobs on the left "stats" screen. If you're interested in this modification and want to help us, please feel free to register at our forums and / or join our team.
Posted by MJCS @ 03/15/2005 00:25:58 | Category: Half-Life 2 Modification
Source: modDB
Related: Strider Mod
Pilotable Strider Alpha Mod v0.3.1: TITAN's WAR (MULTIPLAYER)
HELICOPTER STRIKES BACK

SECOND BETA: Pilotable Strider, Pilotable Helicopter, Pilotable APC and Sniper Rifle.

Changes in version 0.3.1:
  • Fixed Strider "climb buildings" bug

  • Fixed Target ID HUD

  • Fixed Strider weapon-damage bug

  • Fixed strider cannon bug when player exits vehicles

  • Fixed Strider respawn (No more strider mod without striders).

  • Fixed dedicated server model and sound problems.

  • Added Combine APC

  • Added Combine Helicopter

  • Added Sniper Rifle (AWP).


New ConCommands:
  • sv_killStriders: Kill all striders in-game and respawn.

  • sv_killhelicopters: Kill all helicopters in-game and respawn.

  • sv_killApcs: Kill all APC's in-game and respawn.


New maps:
  • str_road
  • str_wolfcity2

  • str_destroyedcity

  • str_factory


Comments, bugs and suggestions, e-mail me: StriderMod@thequartz.com
Posted by MJCS @ 03/15/2005 00:25:25 | Category: Half-Life 2 Modification
Source: Halflife2.net
Related: Shadows of Winter
After last week's announcement that displayed more of Sir Phoenixx's handiwork, I received a few e-mails asking what the swords of this game will look like. Here's our rendition of what the Longsword will manifest itself in our game as:


The four versions will all function identically but may be obtained from different regions within our game's setting.

Different cultures will have their own aesthetics. These differences are discernible from the more traditional cruciform designs of the Ahearn & Lowen Longswords to the outlandish shapes of the Kardrak Longsword & Stowengarde Gladius.
To learn more about the arms & armour of this game, visit our Equipment section.

We'd also like to welcome our newest team member; Kovac. He'll be responsible for prop modeling and his incredible talents will be a welcomed addition to our team.

Finally, A few more character-concept renderings have also been added to our Characters section.
Posted by MJCS @ 03/15/2005 00:24:54 | Category: Half-Life 2 Modification
Source: HL2 Hold Out

Also, Louissi, Darklord101 and I have been working on skinning this beast C4l3B created. It should be done soon and weighs in at an amazing 1200 polys! Less then half the polys of your average CS gun! That means we can have a lot of these, and your FPS will hardly take a hit.