lambda Friday, 08 October 2004
Posted by MJCS @ 10/08/2004 08:01:05 | Category: Half-Life 1 Modification
Source: modDB
Feature: The Trenches Feature
Related: The Trenches
The Trenches: is as close you can get to World War One combat that's capable with the half-life engine. Attacking a trench by yourself only gets you mowed down by a barrage of gunfire, you will need a team to accomplish anything. Are you ready?

The mod will be released on Friday and I will be up front with you and say. Hold on to the mouse tight. Be ready to fire that gun and "KILL" to survive. I had the awesome chance to interview, Hotel Security, DarkNight and the_Leprechaun.

Q: Explain how the player classes will work and why I should be one over the other in your opinion:
Hotel Security: Currently we only have two player classes, the rifleman and the grenadier. The officer is already being planned and worked upon. Unlike other mods, we put universal hard-coded caps on the amounts of special classes in the game. During the war, the common soldier was a rifleman. You cannot have a team full of snipers or machine gunners or officers simply because you want the weapons - in real life you didn't have a choice. We have included the standard infantryman and the specialized "bomber", who would go on trench raids with sacks full of grenades, taking out concentrations of infantry and leaving chaos in their midst.

Most players will be the rifleman. We have a universal cap of one grenadier per team so that there is no chance of "spam" that could ruin the game. However I encourage everyone to give the grenadier a try as its a very specialized role and a lot of fun!

the_Leprechaun: There are two player classes for each team. They are infantry and bomber. They are both fun.

DarkNight: The player classes work by selecting them from the class selection menu. Each class gets it own set of weapons. Servers can set a limit on how many bombers are allowed per team on their server.


This stops people abusing the grenades. I basically explained the class differences in a previous question, so I will continue to the next question.
lambda Thursday, 07 October 2004
Posted by MJCS @ 10/07/2004 19:16:35 | Category: Half-Life 2
Source: Steam
The Half-Life 2 Steam offers are now ready for purchase from www.steampowered.com. Details and pricing for these offers are pasted below. Those who purchase via Steam, will receive the final version of Counter-Strike: Source immediately. Half-Life 2 and other games in the Steam offerings will be made available to purchasers upon their release.

ATI/Half-Life 2 bundle owners may redeem their product key for the Bronze offer or apply their key toward the purchase of either the Silver or Gold offers, receiving a credit equal to the price of the Bronze offer.

Half-Life 2 Steam Offers

STEAM OFFERINGS

1. "Bronze" -- $49.95
-- Half-Life 2*
-- Counter-Strike: Source
*(To be made available upon product's release.)


2. "Silver" -- $59.95
-- Half-Life 2*
-- Counter-Strike: Source
-- Half-Life 1: Source*
-- Day of Defeat: Source*
-- Valve's back catalog currently available on Steam *(To be made available upon products' release.)


3. "Gold" -- $89.95
-- Half-Life 2*
-- Counter-Strike: Source
-- Half-Life 1: Source*
-- Day of Defeat: Source*
-- Valve's back catalog currently available on Steam
-- Complete Half-Life 2 Strategy Guide from Prima Games
-- 3 different Half-Life 2 posters
-- Half-Life Collector's box
-- Half-Life 2 hat
-- Half-Life 2 postcard
-- Half-Life 2 stickers
-- Half-Life 2 Soundtrack CD
-- Chance to win a trip to Valve! (1 trip offered for every 5000 Gold packages purchased).
*(To be made available upon products' release.)
lambda Wednesday, 06 October 2004
Posted by MJCS @ 10/06/2004 20:01:15 | Category: Half-Life 2 Modification
Source: HalfLife Expert
MadMech was interviewed last night by the webmaster of HalfLife Expert, a big french site. The interview was done in english and in french. Here is a short excerpt of the english version:

LinKuFF : Was it a big disadvantage to create a mod for an game/engine that was not yet released ?

MadMech : It's not so bad. Without the endless HL2 delays, we wouldn't have been able to finish our game design phase. With all the things that réact together in the game, it can take a while to plan it all out to perfection. We also got ahead in the art department. The development of the mod should be shorter, since we are so well prepared.
Posted by MJCS @ 10/06/2004 19:58:14 | Category: Half-Life 2
Source: Steam
Half-Life 2 Steam Offers Ready Thursday

Tomorrow at 11 am PST, the Half-Life 2 Steam offers will be ready for purchase. Details and pricing for these offers are pasted below. Those who purchase via Steam, will receive the final version of Counter-Strike: Source immediately. Half-Life 2 and other games in the Steam offerings will be made available to purchasers upon their release.

ATI/Half-Life 2 bundle owners may redeem their product key for the Bronze offer or apply their key toward the purchase of either the Silver or Gold offers, receiving a credit equal to the price of the Bronze offer.

Also tomorrow, the Counter-Strike: Source beta will close. Valve would like to thank the thousands of gamers who participated in the beta and helped make it a success.

For more detailed information, please visit www.steampowered.com


Half-Life 2 Steam Offers

STEAM OFFERINGS

1. "Bronze" -- $49.95
-- Half-Life 2*
-- Counter-Strike: Source
*(To be made available upon product's release.)


2. "Silver" -- $59.95
-- Half-Life 2*
-- Counter-Strike: Source
-- Half-Life 1: Source*
-- Day of Defeat: Source*
-- Valve's back catalog currently available on Steam *(To be made available upon products' release.)


3. "Gold" -- $89.95
-- Half-Life 2*
-- Counter-Strike: Source
-- Half-Life 1: Source*
-- Day of Defeat: Source*
-- Valve's back catalog currently available on Steam
-- Complete Half-Life 2 Strategy Guide from Prima Games
-- 3 different Half-Life 2 posters
-- Half-Life Collector's box
-- Half-Life 2 hat
-- Half-Life 2 postcard
-- Half-Life 2 stickers
-- Half-Life 2 Soundtrack CD
-- Chance to win a trip to Valve! (1 trip offered for every 5000 Gold packages purchased).
*(To be made available upon products' release.)
lambda Tuesday, 05 October 2004
Posted by MJCS @ 10/05/2004 08:06:31 | Category: Half-Life 2 Modification
Source: Stargate: Brokenoath
Our brand new site has just gone live now its much better than our old one.

(not nuke anymore.)

Our team has been working for a few weeks now fine tuning it and is looking great with or mod coders creating the backbone of the site. (they have nothing else to do just yet.)

It now features loads of model renders and information not just about the mod but about all the equipment that will be available in the game as well. It's also linked to our new forum so any announcement on there will also be posted on the main site, just a reminder that there are some exclusive members only images in the forum and also when u sign up you can win a place on the alpha test. We are also still on the look out for a few talented skinners. We have loads of work for them, just check all the models on the site. If anyone is interested check out the help post in the general SG:Brokenoath forum.
lambda Monday, 04 October 2004
Posted by MJCS @ 10/04/2004 17:10:42 | Category: Half-Life 2 Modification
Source: Valandil
A nice update for you all today in the form of the public release of the second song written for Valandil by our incredibly talented composer, Jeff Simmons. Jeff has been working on this second song for us for a long time now, and I can tell you, if you enjoyed the theme tune this will blow you away. Remeber you can post your comments on Jeff's work on our forums.

Update - We're having a couple of problems with the compression of the file, this should be straightened out very soon.

Secondly we've got some renders for you, first up we've got the gigantic trebuchet, modelled by RR_Raptor65 and rendered very nicely by Doboy. After that we've got various prop models by Trowa12BOT, expect more props and farmyard animals soon! ;)


Posted by MJCS @ 10/04/2004 17:00:01 | Category: Half-Life 2 Modification
Source: Reinstatement
I bring you good tidings today; Reinstatement has just unveiled a new character model for your viewing pleasure! Attached is a screenshot of the character - head to the main page for another two screenshots and information on our little promo – allowing people in the real world to submit pictures of themselves to appear in our virtual world! Head to http://www.reinstatement-mod.co.uk/star for more information on that.
Posted by MJCS @ 10/04/2004 08:17:12 | Category: Half-Life 2 Modification
Source: modDB
Related: Eternal Silence
Another week has gone by and this can only mean one thing, more ES Media for you! I guess we're on a roll. Anyway's, this week as promised, I will be showing you guys some capship models. Our Sound Engineer turned Artist UncleBob surprised us all with his hidden modelling talent and we're going to be displaying his work today. I would like to present to you the UTF Corvette, it may be the smallest capship, but it will be very important in the story for those covert missions. The other capship I'm going to show you guys today is the NTSS Sheldon, the biggest warship that will be featured in ES. Named after General Sheldon, the founder of the UTF, the Sheldon is nearly 100 years old and serves as the UTF Flagship. The concept is done by Dete. Here's the Media:





That brings the update to a close, next week if you're lucky, we might be displaying map concepts and maybe another capital ship. Have a great week and remember to tell your friends about ES. Oh yeah, and vote for us on ModDB (link on the left sidebar). Have a great week!
lambda Sunday, 03 October 2004
Posted by MJCS @ 10/03/2004 19:28:48 | Category: Half-Life 1 Modification
Source: The Trenches
Warning...long post
The idea of "The Trenches" was born about five years ago. Work on the infant mod was in small increments and started mostly as an experimental project in mod making. Yet the team grew, shrunk, and grew again, evolving into a serious mod contender. Time passed and the team changed yet again. The mod scene of "The Trenches" was all quiet on the modding front until the members decided to start things back up with a determination for quality and progress that not many other mods or projects have.

Before I continue I must thank a few people. This by no means encompasses every single person that has influenced the project and I can only say that the game was indeed a group effort.

Terminus - The oldest remaining member of "The Trenches", Terminus has been absolutely essential in the development of the game both in his role as leader of Modelling/Skinning/Animation (MSA) affairs as well as conceptual work and basic media. If anyone deserves to be rewarded for patience, it is Terminus.

Mach - The mesher behind the skins. The mesher is frequently overlooked but he is responsible for the skin quality seen on models. Thanks to Mach for ALL his help on this game!

DarkNight - The coder who has had the utmost patience with me. Every evening when the Australian coding wonder signed on he would be bombarded by a string of my inquiries, suggestions, and complaints. These were all promptly and efficiently dealt with, without complaint, for years. It is his un-ending striving for excellence that has lead to this moment.

the_Leprechaun - Despite our disagreements, the Leprechaun has done a great job as the mapper for "The Trenches" in his multiple creations. Many times he has had to redo maps and finished these in a quick and quality manner.

rotzbua - For serving us despite the fact that he has been through several family changes, rotzbua is a gaming role model simply for sticking around - but he's done so much more. He worked on the new page together with Morphew and the insane amount of quality in many skins in this release and to come are thanks to Rotz!

Morphew - One of the greatest webmasters ever and the holder of the oldest released map, Zorn. Morphew has been an extremely important asset to the project in his countless efforts to promote the game. He has done so many things without prompting and his aggressive initiative has helped us on many occassions. He has also dealt with constant technical problems which would drive any sane person to the asylum. Morphew has also done much work in his own free time to help members of the German TT community.

acncoolteen - A great dedicated mapper. There is little else a leader can ask for than quality service and work in a timely fasion. Azn has delivered this and much more in his initiative to develop better, more complex maps.

Sgt Garvey - Gamer and texture extrodinaire, Garvey's "Cliff" is a blast to play. Thank you Garvey for all your patience toward the end of the development when I more or less told you to keep fixing things in Cliff, it's a GREAT map!

DosEvil - A personal friend, historian, and TT handiman. You have any job that needs done? Dos does it. Dos has been extremely patient not only with the project but with my own personal abominations at HTML. Thanks Dos for all the time you've spent making the forums and site a better place!

PimpCat - Musician from HALO, gamer, and a kickass guy. Sure you can play TT without music but his professional music gives real atmosphere to the game.

Oelund - Oelund took this job on initially as a part time contributor, having a great reputation from Firearms. He stayed on the team and produced some of the BEST looking stuff I have ever had the privledge to see in a Half-Life game. The extreme detail must be seen in person. Oelund has also contributed experience from his military service in the research of many project aspects.

engineer - Zee sound master, always experimenting with new ways to improve sound effects. Give the guy a sound of a door closing and he can turn it into a phone ringing. Also an invaluable source of comedic relief during heated TT discussion!

PrimeSuspect - Many of you are here from the great video you saw. Prime Suspect is to thank for this awesome work along with all of the sounds and ambience he has contributed. Prime's always been there in tests even at insane hours of the night and is always contributing his feedback. Thanks so much for your time Prime!

J-Man - No longer really with the project, he was the leader before me and really set up the game so that I could help transition into a new team. I hope we made your dream come to a reality J-Man!
-----
Testers - I can't name you all but you know who you are. You guys made the game as polished as it is with your candid criticism and open willingness to suggest. Thanks for making TT what it is!

e-Frag - What could we do without hosting? Thanks so much to EVERYONE at e-Frag for hosting our site and a great testing server as well as miscellaneous web help in keeping the site up to date and good to go. Check these guys out if you need hosting. And finally from e-frag Lamersss, who did our linux port, we thank you so much for doing it.

Fragfiles - Aea has been awesome and extremely patient with my inquiries about server hosting information and have hosted interviews, images, and the video for us. Thanks Aea!

WestconX - Old mapper who had to leave because of academic obligations and author of senke and Havrincourt. We miss you West!

The Forum Posters - Again, too many names to list but you guys have been our heart and soul. With no community, this game would be non existant. Thanks to all of you for being a great group of people, it has been and will continue to be a pleasure knowing you!
-----

Without further adieu, the announcement:

The Trenches will be released on 4:00 P.M. EST on Friday, October 8th, 2004. The Linux Server will be released on Thursday, October 7th. Some Sponsors and pre-announced TT Servers will get the Linux Server on Wednesday. A list of mirrors and gaming servers will be posted. We are highly anticipating this event. Thank you again, everyone!
Posted by MJCS @ 10/03/2004 17:52:11 | Category: Hosted Site
Source: Resident Evil: To Serve and Protect
Well it's that time again.

I'd like to start by welcoming R2-D2, Mix-Tape, and returning Project Wesker to the team. R2 has actually been working with us for a while, I just forgot to mention him in the previous update.

Anyways I know what many of you are here for. The video of the nailgun. Well unfortunately, i've been really sick and put off a lot of work that is catching up with me right now, so you'll have to wait another week minimum for the video. The video is still coming, it's just not right here. HOWEVER, to make up for this i've added a pictorial demonstration.
And though we've been having some modelling problems getting our zombie to take to the code, the code itself is now working. In fact it works perfect with the standard Head Crab zombie, unfortunately, the model is acting as though he's stuck in glue or something. The model moves around and walks in place trying to face the player and even attampting to attack the player if he gets close. Unfortunately, he's stuck in place. We figured this was an origin problem but that checked out. If you have any ideas or know what we're doing wrong please contact us ASAP.

However, even with this now that the zombies spawn, we've been able to begin stress testing. The following and the many more in the images section were taken from the main hall of our RPD map. 31 zombies were spawned without any noticeable slowdown. This is significantly more than we will have on the screen at one time so i'm very encouraged.

Coming soon, The "Boarding Up" video guide!