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Rats: The Mod
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9/4/01 4:50PM
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The site is up, the forums are up, everythings starting to roll. If your a fan of "Rat" style maps be sure to head on over and check it out.
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A Hint Of Things To Come...
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5/4/01 10:06PM
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If your a fan of macro-maps ("Rat" maps), are talented in either coding, modeling or are an experianced mapper, and are intrested in takeing part in an intresting project, please either hop on over to Zaphos's page and drop him a line, or contact me here. Upon contact either of us will provide you with more info on whats going on.
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Stuff
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4/4/01 4:58PM
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I've added a bunch of pics from my map Cs_SpaceCowboys to the maps page. The map is curentaly on hold until I complete some other projects but you can still look at it. ;-) In other news clan SoS has changed its name to RoC (Rats only Clan), be sure to check out their web page here if your intrested in playing "Rat" maps or simply want to have some fun. Most people seem to simply ignore my news posts unless I post some pics so:
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Happy April Fools Tomorrow Then?
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3/31/01 1:38AM
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Well aparentally it isn't April Fools (someone had to point that out to me) but whatever good enough. ;-)
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Happy April Fools!
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4/1/01 1:01AM
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Well its technically April fools, so instead of pissing you off like most people would I've got two very real treats in store for you.
1) A detailed steap-by-steap tutorial on how to get into the secret room in Cs_Mice_Final. (I wasn't going to release that until Easter but I'm getting sick of hearing the question, now I can simply reply to half my e-mails with a simple URL.) :-) 2) A sneak peak of things to come. Very early pics, but you get the idea.
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Mapcore 2.0
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3/19/01 4:11PM
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Mapcore has just updated their site with v2.0 of their design. Some of the links are dead, and some of the paths to pictures broken but, its looking really spiffy, they've even gone and updated their forums. Be sure to check it out.
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Counter-Strike v1.1 Released!
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3/13/01 3:32PM
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Version 1.1 of Counter-Strike has finally been released. You can download it from here. The new version includes:
Changes/Additions:
- Added spectator mode -» allow_spectators (0/1)
- Terrorist bomb backpack re-added
- Upgraded player models to 512X512 textures
- Terrorist defuse kit pack re-added
- Made jumping while shooting more inaccurate
- Took out sniper crosshair when zoomed out
- AWP leg shots now non-lethal
- Swimming animation added to models
- Status bar text uses team colors
- All CS Strings localized to titles.txt
- Added option to take "end game" screenshot
- Length of MOTD increased to 1536
- Added cs_thunder, de_rotterdam, de_inferno, & de_dust2
- Upgraded de_dust de_cbble, de_aztec, cs_siege, de_vegas, & cs_italy
- Logic used to cycle the map has been changed. The map will cycle if one of three conditions has been met: "mp_timelimit" has been met,"mp_winlimit" rounds have been won by one of the teams, or "mp_maxrounds" have been played.
- Fixed many cheats
- Changed logging format to meet the standars @: http://www.hlstats.org/logs/ Several events have been added to the logs:
a) "Begin_Bomb_Defuse_Without_Kit" b) "Begin_Bomb_Defuse_With_Kit" c) "Spawned_With_The_Bomb" d) "Dropped_The_Bomb" e) "Got_The_Bomb" f) "Became_VIP" g) "Escaped_As_VIP" h) "Round_Start" i) "Round_End"
Bug Fixes:- "Out of ammo" hint message fixed
- "Punished for tk" hint message fixed
- "Through floor" death animation fixed
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New Zoners Tools
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3/12/01 10:40PM
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Yet another version of the ever popular zoners tools has been released, the new version (2.5.1) features:
- (hlrad) Added a new zhlt_lightflags flag, to light up the concave portion of arches correctly. Entities of arches using the opaque setting to block light would tend to get black fringes at the seams. The ConcaveFix flag was created to handle that situation. Its value is 4, and must be combined with the Opaque flag (2) to work. So use the value 6. The ConcaveFix is not compatible with the EmbeddedFix.
- (hlbsp) Fixed precision change which broke some outdoorsy maps as well as some Quark made maps.
- (hlcsg) Fixed a bug in csg which caused solid skies and inexplicable shadows to appear in outdoor areas.
- (hlcsg) Allow SKY texture on any world brush without generating a mixed face contents error. All the faces inside a 'sky area' should be sky to help hlrad out by not having allocate lightmaps for faces inside the sky areas.
- (hlcsg) Leaks in hulls 1-3 will no longer overwrite leakfiles for hull 0.
The new tools can be downloaded from here.
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Counter-Strike v1.1 Tomorrow!
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3/12/01 9:27PM
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Its official, the Linux CS 1.1 server has already been released and the Windows version is slated to be out by tomorrow. Whats in it? I'm not sure. Improved player models, new maps and minor accuracy changes is all I've heard of, be sure to head on over to CS.NET for more info. Some improved skins:
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Early Pics Of De Mice2
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3/11/01 1:16AM
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These are early pics of De_Mice2. I'm not even sure if its going to be a defusal map. I'd say its about 35% done, most of the area around the fire place and the TV hasn't really been started though. Lots of custom textures in this one, and I'd though I'd try something a little different for the background. Enjoy.
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QuArK v6.2
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3/10/01 6:06PM
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A new v6.2 candidate has just been released. The new version has many new features such as:
- Bezier page.
- Shape builders.
- Path duplicator.
- Radial duplicator.
- Q3A Models.
- Entity Extractor.
- Tag side plugin.
- Q3A texture scale.
- 'Look At' On Face Menu.
- Navigate Tree.
- Dynamic Texture Folders.
- New Games/Engines Supported.
- Brush Primitives Format.
- Microbrush Search Option.
- Drag & Drop Imprecision Bug.
- Model Editor.
- Addon Organization.
- Circlestrafe Selection Mouse-Key Combo.
- 'Texture Pinning.'
- Sprite Display.
I gave it a quick try out and was very impressed with many of the new features, little bit of a pain in the but to set QuArK up all over again though.
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Cs Mice Only Server
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3/4/01 10:16PM
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Another Cs Mice Only server has caught my attention, this one is called Bartman's Mice Only CS 1.0 Server. It is quite fast, has the maximum players set to 20 and is usually quite full. It can be found at 108.51.24.135. Enjoy.
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Counter-Maps Up!
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/3/01 10:11AM
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Their finally up! Counter-Map, the new official CS hosted mapping resource, has finally opened its doors today. In order to make this a memorable event they've also released the new test version of Nothing's Cs_Docks. Be sure to check it out. In other news Cs_Mice_Final has somehow weaseled its way up to number 2 on CS Map World's top 10 with a user rating of 8.88 / 10. Thanks to all those who rated it, means a lot!
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New Zoners Tools & Nam Info
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2/27/01 3:33PM
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A new version of the ever popular zoners tools has been released, the new version (2.5.0) features:
- (hlbsp) Fixed crash in hlbsp.
- (hlbsp) Added proper error message when hlbsp encounters a solid entity with no brushes.
- (hlbsp) Leak pointfiles are generated now for leaks in the other hulls (1-3).
- (ripent) Fixed a bug where the end of the entdata in imports was sometimes missing the last byte.
- (ripent) Incorporated configure and code patches for compiling and running on 64-bit architectures.
The new tools can be downloaded from here. As for De_Nam its is about 99.9999 <--- repeating decimal done but for no aperent reason the compile tools that I'm useing to compile it keep comeing up with page fault errors and quiting (without a message to let me know the the problem is) so it is imposible for me to track down the error which means it might be quite some time before I can release the final version of the map. :( Maybe the new version of Zoners will help?
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Clan [SoS]
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2/19/01 5:54PM
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Like Rat style maps? Well heres a little clan thats recently caught my attention; Clan [SoS]. Clan [SoS] was originally founded by aMb and mAck aTTack who both favor and frequent the Rat maps played on Wireplay's 24/7 Rat n' Mice server. With this in mind they decided to form Rat map only clan. For more information, or if you wish to join, their site can be found here.
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De Nam Beta Release
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2/11/01 12:33PM
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Finally, after about 2 weeks I've nailed the bloody bug. A beta release is now available for download and can be found here (1.73 mb zipped). Some pics:
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Cs Break It Gunho
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2/6/01 10:11PM
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Well I just spent a couple hours playing this map and its dam fun so I thought I'd upload it to my site. Basically it takes part in large breakable glass maze and every player starts with every single weapon. For more info please visite the map page here. You can download it from here (82 kb).
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De Nam 99.999999% Done
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2/6/01 10:20PM
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Sorry for the lack of updates, and I know I promised Nam a lot sooner but it just can't be helped. The problem is Nam has a rather nasty bug that just won't go away. Everyday i wake up, test the map to see if the bugs still there, makes some changes to try and fix it, then compile the map (which doesn't finish until the next morning.) I just can't seem to get it, every single little change I make just doesn't help. Ah well hopefully I'll get it for this weekend, its driving me insane.
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Cs Mice Final Review
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1/29/01 2:41PM
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CS MapWrold has just slapped up a review of Cs_Mice_Final, Its in french so heres my best translation for anyone who doesn't speak it:
Cs_mice, or rather the version final of cs_mice, takes the concept of de_rats as a starting point but has a difference, you are not the size of a rat but that of a mouse. Tiny difference. ;)
Frankly I prefer this map over de_rats. It is indeed much more playable, richer, balanced, advanced and a better accomplishment. It is nickel!!! [Are we talking about money here?]
The details are abundant in this map. The computer opens up and switches on. The grenade in the drawer explodes. The pansy giant (but Mister is not a pansy, Mister is a police inspector) kills you (note: for a mouse this is normal). In short this map is full of details which I will let you discover, this map is so rich.
The realistic ness is it also incredible. That does not rame [don't know] (at least on my PC). It is beautiful. There are no bugs. In short its all good.
The parts where they are rythmees [who knows], dynamic and especially funny when someone dies. That's good. The only downfall is that it offers too much possibility to the snippers as in de_rats!!!
A [good] predecessor, absolutely!!!
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De Nam Almost complete
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1/28/01 4:07PM
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Its almost done, about 97% or so. You can expect it to be released pretty soon. Heres a small pic of whats to come:
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Quark 6.1 Patch
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1/19/01 4:46AM
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A small patch containing minor fixes to a few bugs in 6.1 has just been released. Heres a brief description:
- Fixed 'TypeError: len() of unsized object' - 'Picking' facility added (if some points are picked, doing stuff to one does it to them all.) - Mapbezier.py, mapbtns.py, b2utils.py, dlgclasses.py are synched with the dev branch of this date. - Updated patch manipulations. - AAS included in .pk3's fix. |
You can pick the patch up here. Simply unzip it to your QuArK directory.
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Mapcore
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1/17/01 8:37AM
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Its been several months now, but Mapcore has finally opened up its doors again. Many of the links don't work as the team is upgrading to a new language but its back, and thats all that counts. (Finally we can get rid of those newbie infested forums.)
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Cs Mice F Review At CS.de
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1/11/01 7:32PM
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Counter-strike.de has just thrown up a review of Cs_Mice_F (too bad it wasn't Cs_Mice_Final) in their famous map reviews section. Be sure to check it out here. It got the "Fun Map" star but went "without validation" (a score). If you don't speak German here is a BableFish translation touched up by myself (course I don't speak it either so there might be errors):
Setting:
Again a rats map... this time however not made by Cyber-Rat, but someone elses construction.
Opening:
Quite well done. The lighting is a little sharp, some things are constructed somewhat unpleasantly and some textures schaebig [beats me]. R_speeds are too often four-digit [honestly can't really be helped, but Cs_Mice_Final has significantly faster r_speeds.]. Otherwise he used a few nice gimmicks like an accessible computer. Somewhat strangely the water tank from which one no more rauskommt (in addition, does not drown). [Not too sure, in cs_mice_f there was a glitch in the water where you would simply pass right through it and die, probably something about that...] There is a secret place within the Wall which you can get in, however so far the gehemnis [no clue, genius maybe?] of the Mappers remained (left down beside the large door) [???].
Gameplay:
As bright lighting was used it is a very very sniperfreindly map... however neither of the teams have a considerable advantage. One can actually save the hostages this time by an nearby hostage rescue POINT.
Result:
For whoever likes the rats maps, this map should in any case anschauen [Can't help you...] (The circulated beta version of this map was cs_rats3_Beta).
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QuArK 6.1 Released!
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1/11/01 10:11PM
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Its out, Its finally out! I'm not sure exactly what v6.1 includes as the QuArK team hasn't specified it. You can d/l it form here (Thank god its in .zip and not .ace.) If you have never installed QuArK before be sure to check out Quark's main page for instructions. In other news Counter-Map has opened their forms up, you can visit them here. Sorry I haven't got any new pics for you, I will as soon as I can find my stupid little hole...
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Getting A Bit Repetitive?
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1/6/01 6:28PM
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I've updated the DataHL.qrk for QuArK users yet again. This time the update includes Waldo's additions of the info_compile_parameters and the info_lights_rad entities which are designed to try and get someone like Zoner to implement support for them in Zoners, or build support for them into a compile tool like Q2Beaver, HLCC, etc. I have also added some missing CS weapons to the game_player_equip entity which I first believed didn't work but have since tested and proven myself wrong. The latest DataHL.qrk can be downloaded from here (122kb zipped).
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Yet Another DataHL.qrk
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1/5/01 11:35PM
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I've updated the DataHL.qrk for QuArK users yet again. This time the update includes Waldo's changes to the game_player_equip entity which allows you to equip a player with various weapons and items. The new DataHL.qrk can be downloaded from here (120kb zipped). On another note you can expect some fresh pics very soon, soon as I can get the map to compile...
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Counter-Map Lives.
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1/4/01 12:45PM
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Well after about a month of absolutely nothing Counter-Map has finally come back to life. Be sure to check it out for the latest mapping news and tutorials. The sites not complete yet, but its getting there.
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DataHL.qrk With FLF Support
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1/2/01 8:15AM
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Well I must admit that I was a little disappointed to discover that the new DataHL.qrk file did not have support for Front Line Force, so I went to work and fixed this bad boy up for all of you. The new DataHL.qrk contains all of the latest FLF entities and fairly detailed help on what their specifics do. I havent had a chance to actually compile a map and test it all out (I only tested it from within the editor) but I see absolutely no reason why it shouldn't work. If you should discover any problems with it you can e-mail me here.
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New Half-life DataHL.qrk for QuArK
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1/1/01 5:11PM
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A new DataHL.qrk containing updated entity lists for CS and new support for several new mods has been released on QuArK's homepage. You can pick it up there or from here. Sorry for the lack of updates, I've been fairly busy lately. I hope to update this site with some brand new screenshots within a week. Oh ya, almost forgot, happy new year!
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Absolute Final Version of Mice Released!!!
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12/23/00 8:15PM
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Its out, and you can d/l it here. The final version includes a new fully functional real-life size handgrenade, reduced r_speeds and some other small additions. Heres a small samp:
 For more information and pics please visit the maps page.
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RealBot Beta 1.0
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12/22/00 10:51PM
| | Bunch of stuff in this release, yanked from RB homepage:
Beta 1.0 - Finally: =================== List compared to FTR 2.1
Fixes: - More fixes for changing angle. - MAC10 is now no longer used as sniper gun. - Fix in Menu, accidently switched SNIPE and CAMP info-point, thats why the CAMP info-point didn't work properly - Fix in time for blinded bots. (Thanks [DUSK]PacMan!) - Bots aim better. - Bots buy Armor more often. - Only Servers can perform realbot specific commands, also only servers can use MENU and add bots. Clients will get a 'unknown command' error when they try to add bots or do any other RealBot specific command. - Bots use FN Five Seven Handgun now properly. - Again a distance check fix in Defuse Code - info_bomb_target is now also chased by Terror bots to plant bomb. - All Counter Bots will have the C4 as goal when planted now.
Changes: - Better info-point refine code - Bots get less confused now by more MOVE info-points. - Bots buy less grenades and flashbangs. - Bots chase you better - Bots speed up faster. - rb_extraskill console command more effective. Bots only aim for the head and the aiming is more refined, STILL based upon skill though! - When enemy far away, it will aim for body, not head (also not when extra skill is enabled). - Botmenu is now bound with key "h".
Info-Points: - CAMP info-point works now basicly. Bots report 'in position' most of the time (depends on skill).
New: - Bots learn jumping and ducking again! - rb_forceskill command, will force realbots be . - When a bot is hit by a bullet but he can't see where the enemy is, then (depended on skill) the bot will not know immediately where that shot came from. - Bot Personalities: COWARD -> Calls more for backup and is more afraid More personalities will be implemented in further versions. (this code is in early stages)
- New Navigation Thinking! Instead of 2 sperate Navigations, the bots use the 2 navigation types combined! Still, maps WITHOUT ANY MOVE info-points will use the FTR 1 navigation. (*new navigation type, read further for rb_navigationtype*) - Bot don't shoot team mates , lower skilled bots do shoot teammates. - Bots now understand the new sniper gun of CS 1.0 - rb_freeze command, for those who think moving targets are hard to hit... :) - Bots can camp now, even low skilled bots might just have a habit of camping - rb_init console command (same as realbot_init) - New fighting style : Strafe - Bots do a little chat when they are dead, sentence structure hard-coded and picked randomly. Some sentences are 'global', meaning they can be a reaction or just a comment on how they died. There is no logical order in picking the sentences, but there can be some funny dialogs by these Global sentences. - rb_navigationtype ## command, choose what type of navigation: 0 (default) = Optimized and merged FTR 1 + FTR 2.1 Navigation (less CPU usage) 1 = New Ai Think order usage of FTR 1 and FTR 2.1 Navigation (more CPU usage, smoother nav) - Basic Hostage Rescue Code implemented. (mail me if you notice a bot rescue a hostage! thx!) - Primitive Smoke Grenade Support. Higher skilled bots don't lose enemy fast, while lower skilled bots do. Some bots 'wait' and some bots rush through smoke. - Bots buy and use smoke grenades.
Misc: - Nice windows-help file. Realbot_help.chm. Dubbelclick on it to see it. Created by Sadbloke, thanks! Summary of new Commands: - rb_init (same as realbot_init) - rb_forceskill - rb_freeze - rb_navigationtype |
You can pick it up at the RealBot homepage here. In other news you can expect the final release of Mice pretty soon, I've lowered the r_speeds significantly and added a nice little surprise. If all goes well it will be available tomorrow.
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Grr!!! Cs Mice F Water Bucket Error
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12/18/00 6:18PM
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I realize that this is getting a bit ridiculous but several people have made know to me the fact that the water in the water bucket isn't water anymore when the map is run on a dedicated server, you just pass right through it. I assure you that I am working on this problem and will have an absolute final map with very very detailed inspection will be out in a few days out in a few days. I'm really sorry for the inconvineance.
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Final Version of Cs Mice Released!!!
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12/14/00 4:48PM
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Its out, and you can d/l it here. It took me four compiles to get it right but its all over now (sorry for the wait). The new version includes two fixes, the hostages no longer spawn in the ramp and the small brush error above the door has been removed. Heres a small samp:
 For more information and pics please visit the maps page.
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Final Version of Mice
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12/13/00 5:5PM
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Sorry its taking so bloody long, I had the whole thing ready to go this morning and I did a final test only to discover the compile tools made a fucking brush error. So I had to recompile it and it was ready for tonight when a new bloody error popped up. Now its going to be out tomorrow or sometime next weak at this rate... Anyways heres another ip for you, its a clan server that regularly runs mice: 206.86.247.118:27020. I wish I had a faster comp...
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Mice 24/7 Server
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12/10/00 5:04PM
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I saw this server up the day I released Mice and I figured it would be down again in a day or two, but that doesn't seem to be the case. The server seems to be steadily gaining players and is now often full when I go to join it. As a result of this I've decided to post its IP so those of you who are finding it difficult to find Mice servers can find it. The server is called "Mice All The Time!!!", has the max players set to 10, and an IP of 198.107.233.181:27015. Thanks to whoever created it, my 20kb upload would have come no where close to its performance.
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Site Overhaul
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12/9/00 12:27PM
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Can you tell yet? Well I woke up this morning and looked at my site only to realize how much it really sucked. So I redid the entire thing from scratch. While I was at it I managed to update the poll aswell: "Do you like the new web page design?" You can vote to the right. I don't know whats wrong with AxlPool, they seem to be down at the moment so if you can't get through its not my fault. The layout to the site has stayed pretty much the same but the new code should be totally resizable. While I was at it I also managed to make a decent looking banner, baring in mind that I only have MS Paint to work with.
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Getting Great Cs Mice Feedback
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12/7/00 6:17PM
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I'm happy to report the great level of feedback I'm getting back from everyone, it really means allot. I'm sad to report however, that after hours of gameplay a few bugs have been found, they are as follows:
-Hostages get stuck in the ramp in the terrorist start point. Unfortunately I have no idea why this happens, they always appeared to be fine in the test maps, and in my editor there is absolutely no reason for this to happen. If the problem persists I might possibly have to re-release the map with the hostages moved. Please note however that the main cause I have found for this is the host changing the gravity to different levels.
-Small brush error above the door. Can't believe I missed that one, doesn't really create any problems and is tough to see so I really don't see any reason to change it.
-Computer doesn't always fully reset itself. It should reset itself every round but that doesn't always seem to be the case. No real way to fix this and it doesn't seem to be creating any problems.
-I've heard of some troubles with the sponge but have never seen this yet, if anybody can supply more details it would be appreciated. |
Well thats about it, thanks to everyone for you feedback, be sure to checkout this thread in the CS forms and if you have anymore bugs to report please either e-mail me here or post it in the forms.
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Cs Mice Released!!!
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12/6/00 6:32PM
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Its out, and you can d/l it here. I've been working on Cs_Mice on and off for about a month now so its hard for me to say exactly what has changed, but quite allot of functional stuff (which I felt the beta release was missing) has been added. Heres a small samp:
 For more information and pics please visit the maps page.
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Cs Mice Coming Soon...
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12/4/00 10:25PM
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Well, If all goes well it will be released tomorrow, if not it could be in another day or two. Basically its virtually done except for one little bug thats really starting to piss me off. Once I figure out what the hell is going on it'll just be a matter of one last compile and one last run through to make sure every things working as it should.
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De Akropolis Layout Help Needed
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12/4/00 9:22PM
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I thought I could get away with just planning the front part of the map out and leave the rest of the layout for later, but I was wrong. I've racked my brain over it for a while and then I decided that I would leave the layout up to you. Here is a pic of what I've already done (Click it to see a more detailed breakdown with some added stuff etc.):
 So basically click on the above pic, then right click on it and save it to your hard drive, then open it up in paint or something, increase its size if necessary, and add any aspects you want. Keep in mind that the map is likely going to be a defusion map with a slight possibility that it might become an Assassination level too. Also try to avoid lots of big open spaces as they are large r_speed hazards. Once you've completed it you can either email it to me here or icq it to me at 71087109. I'll likely post the one I like the best here.
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RealBot FTR 2.1 Released
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11/21/00 3:41PM
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Stefan Hendriks has just release FTR 2.1 of his RealBot. Stolen from the RealBot homepage:
| RealBot FTR 2.1 is released! Hope ya like it! It aims better again, it has 20 optimized maps (thanks MikeJ for his great help) and more! The new info-point i wanted to implement is coded, but doesn't seem to work. However, i don't want to spend more time on that info-point and wanted to let you all play with a proper version of RealBot. FTR 3 will have more info-point support and bug fixes. I really can't tell when that version will be released though! I've been asked to port RB for Front Line Force (another mod for Half-Life), and i might just do that too. Its a cool mod! Anywayz, enjoy this version! |
You can pick it up at the RealBot homepage here.
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New CS.net Design
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11/19/00 6:43PM
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Well the official Counter-Strike web site has just undergone a significant overhaul. Personally I think it now closely resembles a file server, especially with the little download pics on the side but what can you do. My only real complaint is that its designed for people with a 600 by 800 resolution and isn't designed to be sizable for those with a higher res resulting in much unused space. Be sure to check it out here.
In other news Counter-Map is nearing completion as most of the links work (thought they take you to a "Coming soon..." page) and Lestat has promised that those pages will actually contain stuff within the next few weeks.
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More De Akropolis Pics
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11/18/00 6:02PM
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A few more pics from De_Akropolis. Not much more difference that you can see from the last pic but I did a fair amount of work on the back and fixing some little problems. Heres some new pics:
 In other news it seems like counter-map is getting closer and closer to completion as half of their links now work.
And for all you Spanish mappers out there R_Rozas has put a nice little Spanish tutorial site up for all of you. Go check it out here.
And for one last tidbit Counter-Strike.de has uploaded the Benders model pack featuring characters from everybodys favorite CS cartoon. You can view the models here and download them from here.
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-De Akropolis-
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11/17/00 6:05 PM
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De_Akropolis is a new map I recently started set in the ancient town of Akropolis, Athens. It is likely going to be a defusion map but I may try it as an assassination level as well. As of now it is only in its early stages so don't expect anything much for at least a month, I will be adding another Akropolis section to the map page and will try to post pics whenever I get any farther in development. Here is the first in game screen shot I've taken:
 Some drawings of the original town:
I would like to thank -=BFH=-PesacHBuNNie and -=RIE=-Sizalizah for their ideas, pics and contribution to this map. Be sure to check back here within the next week or two for more pics of this map. Of course the map will not be identical as r_speeds reduction will be an important issue in its construction.
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-Cs Rats2 Final Uploaded-
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11/14/00 8:19 AM
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I've just recompiled and fixed the final version of rats2 ever, cs_rats2_final. The new one is almost identical to the original except in one or two areas where I decided a change was needed. This one is not so over bright as cs_rats2A which somehow escaped my knowledge. You can download the new version here (585kb zipped). For more information, pics etc. please view the maps page. Sorry for any inconvenience for the multiple versions.
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-RealBot FTR2 Released-
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11/13/00 5:34 PM
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Well its out, Stefan Hendriks has finally released FTR2 of his excellent RealBot. Heres a list of the new additions:
New: - Menu for Adding bots and other stuff. - Very primitive learning system. Currently learns Jumping and Ducking. - Global Waypoint System supported. Waypoints must be placed by Humans. - "EndRound" command. (Thanks Ditlew!) - "Me VS All Bots" command. (via Menu) - rb_minskill and rb_maxskill console commands. - rb_extraskill command to make bots even harder to kill. - Q key is bound as Menu in BOT.CFG.
Changes: - Bots will not listen to radio when blinded. - Buying code tweaked for dual berettas (5% change) - FTR 1 bot.cfg settings hard coded as default - A little change made, less chance that lower skilled bots will buy a new weapon, even when they have one already.
Fixes: - Bots will not follow you anymore when blinded. - Counter-Strike V1.0 Compatible. - Distance fix in DEFUSE BOMB code. - Fixed some code on BOMB PLANTING code. - Some fix with FOLLOW ME code.. now bots move more realisticly after you!
Misc: - Added a new manner for 1 Human VS xxx bots in the realbot_manual.txt - Rewrote the bot.cfg, should hopefully fix the MSG_ONE error. - RealGamer Document, read here what it is... - realbot_infopoint.txt , fully explained txt file about info-points and how to add them.
You can pick the whole thing up at RealBots official homepage. Haven't had a chance to try it yet but the whole thing looks like its really coming along.
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-Zoners Tools V2.4.2-
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11/9/00 3:42 PM
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Another small update to everybodys favorite compile tools. ZHLT V2.4.2 features a few small fixes:
-Fixed math precision problem from changeover to C++ in 2.4 which would cause some maps to have degenerate BSP trees (missing faces, random solid areas etc). -Fixed math precision problem from changeover to C++ which caused spurious leaks in a very small number of maps.
As usual you should head over to gamedesign and pick the latest copy up. ZHLT V2.4.2 features only a few small fixes but the fixes can solve some pretty annoying little errors that you might have been getting. I recommend you download it.
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-Counter-Strike V1.0 Released!!-
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11/8/00 10:35 PM
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This is it, the real thing, Counter-Strike has finally left the beta stages. Half-Life: Counter-Strike has gone gold and should be appearing in your local software stores within the next few days. The 23mb 7.1 to V1.0 (82mb full) update features:
V1.0 ---- [11.9.00] -added three new weapons: (H&K UMP .45, FN Five-Seven, & SIG SG-550) -redone player models -incorporated Valve's model blending technology -left beta stages |
Personally I thought there would be a a whole lot more but the the hell, I'll take it. Make sure you head over to their downloads page and pick a copy up. (Remember you don't have to buy it if you already own a copy of Half-Life.) Here's the PR that Valve's Doug Lombardi sent out earlier today:
Since it's initial beta release in fall 1999, Counter-Strike has become the number one played online action game-surpassing all commercial and noncommercial titles in its class. Counter-Strike 1.0 will be released later tonight to all existing Counter-Strike and Half-Life players. CS 1.0 contains new weapons, a number of gameplay fixes, as well as enhanced maps, models and animation. Counter-Strike 1.0 will be available from a variety of gaming sites in two varieties: As an update for existing CS players and as a full Mod for existing Half-Life owners.
Meanwhile, the stand-alone Half-Life: Counter-Strike and Half-Life Platinum retail products are heading to retail outlets everywhere. |
Make sure that you head over to Counter-Strike.net and pick a copy of V1.0 up today, I'm downloading as we speak.
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-Counter-Map-
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11/6/00 8:45 PM
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Lestat and Tufu-X have finally completed the main page to their new site Counter-Map. As of yet there really isn't all that much there aside from a few posts. As far as I can see all the links don't work either. Though it might not actually replace Mapcore be sure to keep checking this place out; it will undoubtedly become one of the new mapping headquarters.
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-New CS Player Models-
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11/6/00 8:18 AM
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Looking good. Counter-Strike.net has just released some screens of two new Terrorist player models to be included in V1.0. They are shown holding the new H&K UMP .45 below:
 They have also reiterated the fact that Counter-Strike Version 1.0 will be a free download to anyone who already owns a copy of Half-Life. Also Counter-Strike.net has released word that N@rby's cs_thunder will not make it to V1.0 but rather in a latter release.
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-Mapcore Public Statement-
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11/5/00 7:46 PM
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Anarchy has just released a public statement concerning the shutdown of mapcore. It highlights the problems with mapcores previous host, the problems with setting up a new host, and the many indifferences between the staff. The whole statement is about 5 pages long but can all be summarized with the closing paragraph:
| Quote from: Anarchy's Public Statement | I think this is basically all I have to say about the situation. Mapcore is not dead, it never has been dead, it never will be dead. Everything is under control, we are ready to rock and roll. The new staff is formed. Mapcore is now run by Anarchy (content), Euro*Brew (content), Digichaos (programming), Abracadabra (public relations).
We aren't going anywhere.
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I recommend that anyone who has been around for a while and has participated in mapcore read this. The statement explains all of the problems they've had and, though long, provides you with everything you need to know about the issue. I personally read the whole thing.
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-Cs Mario B2 Released-
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11/5/00 7:58 PM
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Well after about four days of compiling Cs_Mario_B2 is finally ready to be released. The major change that Cs_Mario_B2 will exhibit is a huge drop in r-speeds and lag. As a result of this a large increase in your fps should also be observed and the map should, depending on your video card, run a hell of allot faster. I've done some testing and I've found that most 256bit based 32mb video cards run the map with no real problems, most 64bit 16mb video cards run the map fairly well, and most of the older 8mb video cards run the map fairly slow but not bad compared to their normal fps. Cs_Mario_B2 will include:
-Greatly reduced r-speeds (they are still high but a hell of allot better). -Tones of texture alignments. -An extra hostage rescue point under the bridge. -Hostage rescue point decals. -The chicken is no longer invunrable. -Stairs (amongst other things) redone for r-speeds optimization and mostly looks. -Added light fixtures (map no longer mystery lighted). -Made ladders easier to operate. -Its now a piece of cake to get out of the water. -And some other minor things.
A little comparison:
 You can pick it up here (1.21 mb zipped). For more information please visit my maps page. Cs_Mario_B2 made the jump from slow to smooth and playable for me, hope it works for you too.
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-Quark Snapshot REL6 1-pre-3-
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11/1/00 4:32 PM
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A new QuArK Snapshot (snapshot REL6_1-pre-3) has been released. Quark is nearing the Final release of beta 6.1 and this little fix, a candidate for the final release, brings it one step closer. It features:
Common: -Now trying to load a v46 bsp file results in a correct error message. -Fixed patch-reading texture problem.
Game support SOF: -Fix for SOF default texture flags problem.
Game support Q3A: -Various fixes to shaders and entities.
You can pick the latest QuArK snapshot up at the snapshot page. If you have never installed a QuArK snapshot before I suggest that you read the installation instructions on the main page.
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-CS V1.0 H&K UMP .45 Pics-
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11/1/00 8:52 AM
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Counter-Strike.net has just released pics of the new H&K UMP .45 to be included in CS Version 1. This is the third and final weapon slated to be released with CS retail V1.0 along with the new FN Five-Seven pistols and the SIG SG-550 Sniper Rifle.

In other news I've just tested Cs_Mario_B2 in which my average fps have doubled in some places and have gone up by half in most others without a full VIS! If all goes well I should be releasing it sometime this week (or whenever it finishes compiling).
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-Cs Mario B2 A Reality?-
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10/30/00 11:00 PM
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Well I promised to put out a faster version of Mario a long time ago, and over the months I've been working on it whenever I've built up enough guts to take another look at it. It is an ugly site. Being my first real attempt at any map, ever, it is unbelievable the number of stupid things I did. I don't want to even go into it but rest assured that I've basically rebuilt the entire map brush by brush, vertex manipulation by vertex manipulation, texture alignment by precious texture alignment, to get it to the state it at now.
After many days of slaveing away the result will be released shortly; if I'm satisfied. Because the original version took me over a week to compile its been really hard to test the results of any of my work, tonight I'm doing a final fast VIS and RAD to make sure that I've fixed everything I can. If everything goes well and as planned then I'll start a full compile tomorrow, with some extra parameters for a performance boost in the map. I've done everything I can think of to reduce the lag and I hope it all pays off, I guess well find out in another five days or so when its finally finished compiling. Apart from allot of texture aligning and some redone objects the new beta won't offer to much more, but I hope the difference in r-speeds will make it all worth while.
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-Zoners Tools 2.4.1 Update-
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10/28/00 11:42 PM
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Yep, another version of Zoners Half-Life Compile Tools have been released. Just a small update this time:
-Statically linking C and C++ runtime libraries, to remove the requirement of msvcp60.dll needing to be present and installed correctly on machines. -Fix the automatic loading of 'mapname.rad' files failing to load in all possible cases. -Workaround for 'Socket Error 16' on Linux when running netvis servers in quick succession on the same port.
You can pick the update up at Game Design, its only 500kb so what the hell... In other news I've also updated the POW with a view of the climbable cliff face I'm adding to Cs_Highway 101, enjoy.
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-HL 1.1.0.4 Patch Out-
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10/25/00 8:18 AM
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The new 17.7 MB Half-Life patch was released early this morning. It is a required download for all who wish to play online games, TFC or any other mod. You can pick the 1.1.0.1 to 1.1.0.4 patch up at any of the following sites:
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-HL 1.1.0.4 Patch Out Tomorrow-
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10/24/00 7:18 PM
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Valve has just released word that the new 1.1.0.4 patch will be released tomorrow morning at 11:00 AM Pacific Standard Time. I will be a required download for everybody and will feature:
-All map resources can be downloaded from the game server. -Counter-Strike proxy cheat fixed. -Linux security issue resolved.
And for all that care... -Pyro's burn damage increased. -Heavy Weapons Guy's chaingun damage reduced.
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-First Ever WorldPad Tutorial!-
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10/20/00 4:44 PM
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I've just finished and uploaded the first ever tutorial on "how to make a map with WorldPad". WorldPad is a revolutionary new editor with incredible flexibility based on Microsoft's famous WordPad. Check it out here. Yes, I was bored.
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-RealBot FTR-
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10/20/00 10:27 AM
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A new version of the ever so popular RealBot has been released. RealBot FTR has a shitload of new features such as:
- Totally NEW navigation code (much faster). - Bots affected by flashbangs. - Bots throw flashbangs. - Bots reload much better. - Door usage much better. - Bots have a better sight. - Bots have a first reaction time. - Bots don't shoot at unbreakable stuff that can't be broken. - Bots listen to radio (Thanx to Ditlew!) - Bots use more radio. - Aiming , buying, and other behavior affected by skills. - Bots use CS 7.x weapons (and still compatible in 6.x) - Bots almost don't fall of heights. - Less CPU usage. - Bots buy secondary guns. - 10 extra names. - Bots use ALL CS weapons. - Chat sentences and names are loaded from TXT files! |
I haven't had a chance to try it out yet but you can download it at the RealBot homepage.
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-New Quark Snapshot-
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10/16/00 4:47 PM
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Common:
-Changed Build-Tool Controllers system: now you can have any number of generic build tools accessible by the game menu entries. You only need to set up the path to those tools one time. -Correct error message for version 46 bsp files (no quark cant load them yet, but at least it tells that) (btw. sof bsp files are also v 46.. strange.) |
Model Editor:
| -Added Bones, and some kinda skin vertice viewer. |
Map Editor:
-Added onclosing support to LiveEditDlg (used in vertex movement dialog, seems like a good idea). -Support for circlestrafe selection (you can 'fly' around the selected objects and view them. -Fixed missing file type names for 3ds files (which could cause a crash in specific situations.) |
Datafile Q3: (By: Maleficous)
-Added noise menu for target_speaker. -Added more help, specifics. -Comment cleanup for all entities. -More bug fixes. -Removed broken shaders. |
Datafile Star Trek EF:
-Now that the game compilers are out, i actually could test if maps are really generated. Yup another game is supported by QuArK ! Please test this heavily !!! -Rename StarTrek EF to STVEF. (This renames the data file and user data file.) |
Pick it up at QuArK's snapshot page. If you have never installed a QuArK snapshot before I highly recommend that you read the installation instructions on QuArK's main page.
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-Zoners Tools 2.4 Released!-
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10/15/00 2:29 PM
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Sean "Zoner" Cavanaugh has just released yet another version of his popular Zoners Tools. This new version contains:
HLCSG
-Added the ability to define custom sized bounding boxes for the collision hulls through a command line switch called -hullfile. The format is simply three lines containing three numbers of dimensions of the box in x y z format. The default settings are included in a file called default.hull in the ZHLT distribution. This option is only primarily of interest to mod authors and their mapping team. -Fixed a rare crash with -onlyents updates. |
HLBSP
| -Worked around an error in Halflife (BadSurfaceExtents) which could occasionally occur only in software mode on. |
HLVIS
-Optimized hlvis and improved its performance by around 20-30%. -Merged in -full vis patch from Antony Suter This increases the quality of the vis calculations at the expense of a minor speed hit. Anyone who has worked with Quake1 editing should remember this option. -(NETVIS) Netvis clients inhert the -full setting the server uses. -(NETVIS) Netvis clients now automatically download .bsp and .prt data from the server. -(NETVIS) Netvis clients now download the data calculated during BasePortalVis from the server. -(NETVIS) Improved efficiency of netvis clients to nearly optimal levels. |
HLRAD
-Malformed face normal errors now output world coordinates of the error. -The number of texture lights inside .rad files is now unlimited in a map. |
Pick it up at Gamedesign.
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-I'm Back-
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09/06/00 4:11 PM
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Well I'm back. My computer was acting extremely weird over the past week so I decided to format the hard drive and start all over again. As of now I've got everything pretty much back to the way it was before i started, only allot more organized and cleaner. Unfortunally some of my more recent modifications to some of my maps have been lost as my file structure decintigrated while I tried to save everything I could. This means that Rats3 will not be finished for at least another week or so while I make all the previous changes all over again.
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