posted by MJCS-gTFC- @ 17:00:22 | Category: Half-Life 2 Modification


Source: Resistance and Liberation
The Resistance and Liberation (RnL) team is looking for a new player animator. The Resistance and Liberation team comprises of a group of highly skilled and professional developers from around the globe who have come together to focus on a comprehensive design goal. Following the 82nd and 101st Airborne Divisions in their battle to liberate Normandy, RnL aims to deliver an experience more realistic than any other game has portrayed so far, giving the player a totally new gaming experience. We like to be called an Infantry Simulator rather than simply a game.
All our player models are complete; they have been skinned and rigged in XSI. We are looking for a player animator that;
- Has a minimum of 2-3 years experience in animating character models.
- Has a good knowledge and understanding of human anatomy and how it moves.
- You must be able to provide a resume complete with examples of previous works, details of past experience, plus a short summary explaining why you would like to join the RnL team.
- Knowledge of weight mapping and HL2 is a bonus.
If you were accepted on to the development team you would be expected to provide weekly status reports on your progress, and complete the tasks given to you in a timely manor.
Our team is very solid, the core members have been together for years and our goal is to produce the highest possible content. We strongly encourage you to visit our website and check out our latest media
If you feel you have something to offer us and could contribute please fill in an application (http://www.forum.resistanceandliberation.com/newapp.php). We review every application and all are considered. Do not hesitate to apply on the grounds that you may not get in, everyone will be assessed reasonably and you are welcome to apply as many times as you like.
To encourage prospects to apply for our open player animation spot, we've decided to release some new media never seen before. We are also planning to follow this up in a week or so with some work in progress in our "Road To The Feature", a thread found in our community forum. This week we have a render of the lefh18 field gun, a few screens from St Marie Dumont showing the trenches area and a few screens from our climb system in action.
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posted by MJCS-gTFC- @ 16:59:52 | Category: Half-Life 2 Modification


Source: Fortress Forever
Yep, we're getting closer. We've finished a few more playtests, and we have more to come in the near future. All of our servers are now up and running again. Woohoo!
So, it's Saturday. As you know, the FF devs don't do anything except work on FF. Since everyone was so freakin' bored, we figured, "Hey, why not show some more media?"
Huh, not a bad idea. Here you go.
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posted by MJCS-gTFC- @ 16:59:29 | Category: Steam


Source: Steam
Valve and Introversion today announced an agreement to deliver DEFCON, a new online strategy game from the creators of the award-winning Darwinia, via Steam, Valve's pioneering broadband platform for games and digital content. In addition, Introversion's first game and cult hit Uplink is now available via Steam.
Introversion, the award-winning, maverick developer of the hit PC game, Darwinia, will be releasing its eagerly-awaited third title, DEFCON, in September 2006 via Steam and at retail outlets around the globe for $14.95. Uplink is now available as a stand-alone title via Steam for just $9.95 and is also included with Darwinia, the 2006 Independent Developer Festival winner, for a package price of $19.95.
"Steam has made Introversion a commercial success, and brought critical acclaim to Darwinia", said Thomas Arundel, commercial director of Introversion Software. "DEFCON is proof once again that the creation of exciting, unique games does not rely on years and years of development, nor a 100 strong dev team. With the release of DEFCON, Introversion continues to demonstrate that indie developers are at the forefront of exciting, innovative gaming experiences."
"As evidenced by the success of Darwinia, Steam is an excellent outlet for independent developers, such as Introversion, who are breaking new ground with the industry's pioneering titles," said Gabe Newell, co-founder and president of Valve. "With over 10 million registered users, the library of games offered via Steam continues to expand with games from all genres."
DEFCON is an online, competitive, multiplayer strategy game based around the theme of global thermonuclear war. The player assumes the role of a General hidden deep within an underground bunker, his mission being to successfully exterminate the enemy's civilian population whilst simultaneously disabling the enemy's ability to retaliate. |

posted by MJCS-gTFC- @ 16:59:06 | Category: Steam


Source: Steam
Valveฎ, creators of the Steam broadband gaming platform, and PopCap Gamesฎ, the leading developer and publisher of casual games, today announced an agreement to deliver PopCap's games via Steam.
PopCap's titles such as Bejeweled and Zuma are benchmarks of the casual games industry; generating over 175 million downloads and three billion player minutes per month. Steam is the first full-featured broadband platform for the delivery and management of games and digital content, and has pioneered its broadband services to over 10 million customers, generating over six billion player minutes per month, with core titles such as Half-Lifeฎ 2 and Counter-StrikeTM.
"The addition of PopCap Games' expansive library of leading casual games is an important step for the growth of Steam and direct distribution channels," said Gabe Newell, co-founder and president of Valve. "The benefits of Steam will now be provided to a much wider group of games and game customers. PopCap games by themselves are larger by an order of magnitude than the next-gen consoles online gaming services."
"We know that our games appeal to all gamers, and not just some narrow 'puzzle game' niche," said Bryan Fiete, PopCap's co-founder and Chief Technology Officer. "This is a great opportunity to put our content in front of a large and passionate audience. We're thrilled to be the first casual game publisher to distribute our games via this new channel; we're all Steam users here in the studio, and it's going to be very cool to see our own titles up alongside such awesome content as Half-Life 2."
Initially, 17 of PopCap's products will be made available via Steam on August 30, 2006. Keeping with PopCap tradition, each PopCap game offered via Steam will be available for a free trial period as well as for purchase. And PopCap collection packages will also be offered. |

posted by MJCS-gTFC- @ 16:58:42 | Category: Half-Life 2 Modification


Source: Fortress Forever
  
I mentioned a short while ago that we'd brought on another staff member who has been helping out with the pre-beta activities. He's a mysterious man who often goes by the name Eduardo, but he's more commonly known as Phish. He's been spending a lot of time testing in addition to being a utility guy who helps folks with a hodgepodge of tasks. We're happy to have Phish on the FF dev. team.
Although we hit a bit of a snag with the Linux dedicated server crashing issue that was introduced in the recent SDK updates, we've got a pair of windows servers going now so we are getting back on track with the beta plans. More on this soon!
For more chips & salsa, check out our media page. |

posted by MJCS-gTFC- @ 16:58:16 | Category: Half-Life 2 Modification


Source: Forsaken
Media Update - We've added a brand new map Angel, the Civilian HQ ( 5 shots ). We have also added two in-game screenshots, with the first peak of our weapon models in-game and our HUD system - more to follow soon! including action shots from some of our alpha playtests. Check everything out over at our media page.
* We are also currently looking for some additional talented mappers, modellers, texture artists and coders (preferably with shader experience), so if you are interested apply here.
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posted by MJCS-gTFC- @ 16:57:53 | Category: Half-Life 2 Modification


Source: Nuclear Dawn
Things are going well in the Nuclear Dawn camp and we've recently stepped up a gear with internal playtests now to be held twice weekly in preparation for the coming closed beta. If you've read our FAQ, you'll be aware that we're fully prepared to take advantage of the latest technology the Source engine has to offer if it fits our needs, and the recently introduced Phong shader technology introduced with Half-Life 2: Episode 1 is no exception to the rule, as you can see below: (members of our forums can expect a forum-exclusive video showing the Phong effect in all its glory in the near future)
  
I think I speak for the whole dev team here at Nuclear Dawn when I say there's really no other experience quite like modding. With powerful, free editing tools provided by an increasing number of games companies with their major titles, more than ever modders have the freedom to make almost anything their heart desires. The main stumbling block is the technical know-how required to fully take advantage of this seemingly limitless potential. And it's no secret that really familiarising yourself with the tools of the trade and the game engine you're modding for can take a very long time.
It is in this vein that a lot of people contact us for advice on how to get started with modding for Half-Life 2. Whether you're an absolute beginner to modding or you're simply a newcomer to the Source engine in particular, we always recommend that your first port of call should be the Valve Developer Wiki, which houses an indispensable compendium of knowledge from both Valve and experienced modders in the Half-Life 2 community.
You can never have too much help, though, which is why we have created the new Focus feature for our forum community. As well as giving those interested an insider's sneak peek at the inner workings of a total conversion mod, Focus enables our fans to see just how much work goes into each aspect of the mod we're all waiting to play.
Beginning with the LCM-7 Avenger assault rifle, we will be chronicling a series of assets through their development lifecycles, including weapons, props and map sections. Day by day, step by step, Focus gives you the unique opportunity to follow several of our art assets from their initial conception and design right through to the finalised product. Interested? - well it's your lucky day, the first edition of Focus is already up on our revamped forums! See here for details and be sure to stay tuned for more ND news before the month is out. |
