lambda Wednesday, 13 October 2004
Posted by MJCS @ 10/13/2004 11:46:13 | Category: Half-Life 2 Modification
Source: Resistance and Liberation
This week we bring you some new media that our art team has concluded. First off we have finalized versions of the BAR, and MG42. Each has been done by our resident artist's Juggz and Sarge. We also have a new piece of concept art finished by our very talented Skwerl. Last but not least, we have the Wirbelwind created by Creasemaster and Juggz. Please jump over to the media page for the rest of our weapons, vehicles, and player models.


We'd also like to continue the notice that Resistance and Liberation is still in need of a coder and a few animators. Please visit our application page and submit your work to us. We'll gladly get back to you as soon as possible.
Posted by MJCS @ 10/13/2004 11:41:54 | Category: Half-Life 1 Modification
Source: FPS Central
Related: MechMod
Last night, ZacK and myself had an inteam game with a lot of bots which he managed to get working with MechMod.

And in the end, ZacK (Bonta-kun in the screenshot) somehow managed to get even more frags then me - someone has to teach that spammy bloke a lesson! >_<

Anyhow, we thought it would be nice to post some screenshots of the skirmish. Please note, that one of them is actually a teaser for an attack never seen by the public before. :0)



lambda Tuesday, 12 October 2004
Posted by MJCS @ 10/12/2004 22:46:02 | Category: Steam
Source: Steam
An update to the Steam client has just been released. Steam will update itself automatically when you restart. Servers will need to be restarted. Here is a list of the changes:

STEAM CHANGES:

Fixed rcon packet exploit
Posted by MJCS @ 10/12/2004 17:21:57 | Category: Hosted Site
Source: CrackerJack Level Design
Well you might be thinking... wtf took you long enough to update the site. And for those of you who might be thinking.... I agree. Life is busy, and the body is lazy. Would that be considered an excuse? Actually the real excuse is that I got a new computer, which is quite amazing, never seen compiles run so fast. However, i didnt have my site on this computers hard drive, so just this weekend, I transferred it on over. So this is why i am finally posting.. good enough for you >:O

Anyways, to the news and what the hell is going on. Ghost OPs is nearing completion and all the animations are done. I am now heading their mapping department and creating a guide/faq for mappers who decide to create custom maps. In Nightwatch news were working diligently, i think everyone has hit a mappers block, or somethings going on thats causing a bit of set back, I have alot of new screens, but nothing i feel is worth showing yet. As for the Specialists, were currently half way through the beta and pushing through at a nice pace. tm_abandoned is finished and coders are fixing hte teamplay problems using my map as a basis to test.

CS: Source, is it now on everyone website? Anyways if you havent played.. play it.. i was originally not a CS fan, but the source engine, as many have said, brings it to a whole new level. HL2 should be quite exciting. But this doesnt mean ill be jumping right into the engine, i still have tons of HL1 stuff left to do. As for my D3 map, thats on a serious hualt till NW is finished.

Updates should appear more frequently now, sorry guys.
Posted by MJCS @ 10/12/2004 16:57:04 | Category: Half-Life 2 Modification
Source: modDB
Also I wanted to clear up many of you about LucasArt's policy on mods using their stuff.
Cannot have Star Wars as apart of the title
Cannot use their copyrighted music/sound fx
Cannot use their characters
Cannot use their created models,textures, or other media oddities.

Take a look at Troopers: Dawn of Destiny, or Galactic Conquest. Everything they have created was 100% recreated by them, which I am doing as well. Granted I will have to change "Star Wars Empire", and I will in the following week. So I will make sure I am comforming to LucasArts policy on mods, I had a small chat with the founder of Galactic Conquest just so you know the information is credible.

Also I've had a few aplications to be a part of the team but no responses back to my acknowledgement. Please if you did send in one and still want a place on the team contact me on my MSN name. TachyonFantasy@hotmail.com
Posted by MJCS @ 10/12/2004 16:51:56 | Category: Half-Life 2 Modification
Source: modDB
Congratulations to Insurgency for Half-Life 2, this month's selection for Mod of the Month. I had the pleasure of sitting down with several of the developers and picking their brains to bring you some juicy information on this highly anticipated mod. If you haven't clicked by now, you're too darn slow. That, or I'm a great speaker. Regardless, get over there and check it out!

October's Mod of the Month!
Posted by Sethy @ 10/12/2004 09:59:41 | Category: General
Source: Game-Jack
I am now looking for a co-leader to this site. If you are interested please contact me SmackedUpChild@hotmail.com. You must have experiance with PHP and MySQL. Any other languages are a plus!
Posted by Sethy @ 10/12/2004 08:57:01 | Category: General
Source: HL Fallout.net
Now almost a week after the release of the final version of CS:Source, reviews have been popping up left, right and center. Here is a number of them:

* The people at Halflife2.net have written up a rather interesting review of CS:S, along with giving it a overall score of 89%.
* My Guy Games has also written up their own extensive review, giving CS:S a score of 9.1/10.
* PrimoTech have joined the club, with writing their own review for CS:S, and giving it an overall score of only 84/100. This review also contains many screenshots showing every new part of the game.
* Raziel1Slipknot, at the Steampowered forums has written a rather in-depth review listing the changes of about every part of the game in the new engine from the last.

These reviews should edge you off the fence into deciding whether or not to order CS:S, if you haven't already.
Posted by MJCS @ 10/12/2004 08:23:56 | Category: Half-Life 2 Modification
Source: Kingdom Lost
We’ve updated our media section with a good amount of updates! Since we are dependant on non-playable computer players in the game, we are experimenting with lowering polycounts for character models but counter-balancing the loss of quality with textures. Special thanks go to Aenimous, (http://www.aenonimous.com/) who has been working tirelessly with our textures this week. The design team has refined our RPG system and is reviewing the combat system. We’re still looking for a few good texture artists, send an application to work@kingdomlost.net if you’d still like to apply! If you have any ideas and want to take a peek at our design document head on over to our forums, visitors and their comments are always welcome. Thanks, and enjoy!

All media is available on their website
lambda Monday, 11 October 2004
Posted by MJCS @ 10/11/2004 23:33:14 | Category: Half-Life 1 Modification
Source: HL Mobsters
Mobsters is coming about again and we want to get it off the drawing block and onto the streets...In order to do this Mobsters is going to have a major recruiting block in looking in all areas for talents. What we need as a small list for you:

3d Modellers (weapons, different props)
Environmental modellers (buildings and surrounding details)
Texture Artists (For models. maps and static meshes)
Coders
Sound Artists (Weapon sounds, car sounds)

If you have any interest in helping out the mobsters team you can e-mail me at jason.kerr@sympatico.ca
Any help is welcome just forward two images of your work, or your experience with coding, or some sounds and we'll get you setup.