Showing posts with label Mods. Show all posts
Showing posts with label Mods. Show all posts

Wednesday, August 26, 2009

MWLL: Weekly Update XX - August 09/03

Saus: http://www.mechlivinglegends.net/content/view/380/1/


MWLL Weekly Update XX - August 09/03
MWLL news
Written by AoP
Sunday, 23 August 2009

Welcome to the 20th Weekly Update by the team of MechWarrior: Living Legends, a Crysis total conversion modification, which covers the activities of the third week of August of 2009.

This week's update features more texture work on the Clans' war machinery: the Mad Cat MKII has received its textures. In addition, we're presenting to you some of those things that will make MWLL Maps appear to be populated and fill them with life - some of the new level assets. As usual, several screenshots from the weekly playtest conclude this update.



Textures done: Mad Cat MKII

Last week, you've seen the Clans' Mad Cat/Timberwolf and Vulture at this place. This week, we've got the Timberwolf's bigger brother for you: the Mad Cat MKII in all its shiny new glory.


New level assets

Filling huge maps like those you'll find in MWLL is not an easy job. Level assets certainly have their fair share in creating a map's atmosphere. New ones are being added constantly and the two screenshots below show some of the most recent additions. Also, don't let the shots confuse you: they're being shown on SA_Extremity, but there's good chance you might encounter some of these on other maps, too.


Playtest Impressions

Again, here are a few pictures from this week's playtest.

Monday, August 3, 2009

MWLL: Weekly Update XVII

Read it here:

http://www.mechlivinglegends.net/content/view/377/1/

Obligatory Death From Above Jump Jets pic:


Meanwhile, when asked about a new release date (since the old one was...like, end of 2008/early 2009 or something--I forget), here is a dev response:

I'll be quite honest and to the point here and I'll probably be demoted for talking but I want to make an official statement here to clarify some things.

We have a date in our collective minds and it's discussed at every meeting.

There's a few key issues we want to address; namely stability. We're still adding new features, code and animations every playtest. The way we have it set up is that we are connected to a central database, and everyone uploads their work for testing. We have a core group of testers right now that are acceptable for our current testing procedures.

Due to the influx and implementation of new things every single day we tend to make changes immediately to address issues. The way this is currently set up means we'd have to pack a build of some kind for a large group of testers and release it via download methods quite often. This is time consuming. Changes happen so fast and so often that certain things people play with in a weekly playtest are changed for balance purposes, sometimes even during our large playtests and crash analysis are debugged and fixed on the fly.

The reason we don't have an influx of hundreds, if not thousands of people playing MWLL right now is because we are going to release it when we're ready, as soon as possible, and within the guidelines we've set for ourselves. A few of those guidelines are stability, balance, game-flow and level design. If these do not maintain a consistent standard of quality (not perfection) they will not be released as a package. We know everyone and their grandmother is going to judge the entire game within minutes, if not hours of playing and base their opinions on their initial impressions. Those impressions have to be good, and to do that, everything has to be constant and consistent.

We're not half-assing this game and we're not going to release unfinished. buggy, glitchy, unstable software to the masses. When we feel we have a solid build packed and ready to go, you'll all be the first to know. We apologize for the inconvenience of you all having to wait while we create the next generation of Mechwarrior. Believe me, it's just as painful to see you all -not- playing, as it is to wait for us to finish making a solid game.
And since they're doing it on THEIR time, I'll be the good guy and wait XD

Monday, June 29, 2009

MWLL: Latest Update

Cccccheck it out here: http://www.mechlivinglegends.net/forum/index.php/topic,4977.0.html

So many sexy pix from the playtest. It looks fuckin' awesome.

Thursday, July 31, 2008

BF2142: The Star Wars First Strike Mod

Since I've been busy busy the past few weeks with house buying and a few other things, I decided to pick a more casual game to try in addition to COD4.

And then, like an idiot, I noticed the Star Wars mod for Battlefield 2142, First Strike:

http://fsmod.com


Anyhow, it sent my geek blood into hyper drive (OMG, I am a loser!) so currently, I'm redownloading everything to pway!

It looks like it might be some fun...so long as you can find folks to play with!

Monday, May 5, 2008

COD4: Zombie Mod Officially Released

Sonic sent me a note about this a couple days ago and I totally forgot to post it thanks to that silly little "AOC" beta.

Anyhoo, their official website be below:

http://zombies.totalgamingnetwork.com/

And just some info:

THE MOD IS HERE!

The official Release is Official!

Anyone can now download the mod and upload it to your server and run your own zombie server.

Whats different from this to 82ndID?
You wont be getting the music when there 15% hunters left :( 82ndID only
You wont get the Kill counter i.e. Ultra kill, God like. :( 82ndID only too.
You wont get the special Admin tools that our admins use to burn/switch peoples team.

But we have a nice thing for our true fans :)

We will be Selling Servers with custom features like the Admin tools and constant updates, every time there is an update. you will get it!(more info on the forums)

DOWNLOAD HERE!

Post your Comments here on the forums!

Monday, February 11, 2008

COD4: New Zombie Mod Updates

Yay. I'm not sick any moar...and here be some new info about the Zombie Mod from the COD Forums:

The http://cod4zombies.com Call of Duty 4 Zombies mod team has recently released a new beta version and also have some new zombie skins to show off. Check it out below:

CoD4 Zombies Beta3 has been installed on the US and UK 82ndID Zombie servers!

In this new version we have added:
• Ranks system = Build your rank like the normal game
• Added a loud sound to when the round restarts.
• Added more admin tools (for us admins only)
• Renamed Hunters to Survivors

Fixes:
• Invisiblity glitch fixed
• Invinciblity glitch fixed
• Zombie character when hunter fixed
• No weapon when spawning fixed
• Round not restarting when last Survivor leaves or gets kicked

Here are the temporary character skins. Skins by: Jb.Wyatt, render by: Seven.



IP: 64.34.213.105:28960 (US)
IP: 78.129.143.72:28960 (UK)


So if you're interested in trying out this new version of the mod, be sure to connect to one of the IP's listed above. You can also visit their website: http://www.cod4zombies.com for all the latest info.
Looks good! Where by my Zombie machete!?

Friday, February 8, 2008

COD4: Everyone Loves Them Some Hooters!

I noticed a bunch of new player made maps had come out recently that didn't consist of a square with a blue strip and a tanker truck, so today, myself and a few clannies went to visit the Hooters All Modded Map servers. I don't remember what it's called, but the IP is:

8.12.23.2:28960

Thankfully, the got rid of those terrible "sniper" maps and put in some really really good ones. My fave of the night was "Car Park." Very well made, four stories of mayhem and even a floor where you had to bust out the good ole' night vision goggles.

We also played us some Matamat (sp?) which was another very good city map (lots of places to hide and hunt), and Village, which was awesome, but a little too big for the 10 of us on it. "Office" was another very well made one, and I admit that I went, "AWWWWWWWWWW" when we played the "Toy Soldiers" map (great concept/not very well balanced I think.)

Anyhow, if you grow tired of Crash HQ then I recommend checking out the new maps....and a few old. Yup, there's the good ole TV Station on "Sharqi Peninsula" (awesome) and also "Harbor" from COD2. Can't wait to see Carentan.

A couple duds, but over all, very good times....until a certain venereal diseased squad got on and started throwing their stupid accusations around. Then it got to be very great times using the RPG, Knife, Pistol and C4 onry to kill 'em. Thanks! (But Snake VD, you're a good spot.) <3

If you guys end up checking it out, be on the look out for my alter ego, =SDF= Minmay or my friends at =HP=.

Sunday, January 20, 2008

COD4 Zombies: New Map Added to the Rotation

Per the Coach of the COD Zombies Website!:

PostPosted: Sun Jan 20, 2008 6:05 am Post subject:

I'm proud to announce that the newest version and hopefully final version of mp_subway works on our server, downloads + all...

We plan to turn the brightness up a bit so you can see farther, its very dark as of now.

The map will be set to every fifth map on rotation for a couple of days starting tomorrow morning, then it will resume its normal spot as one out of our 12 maps on rotation.

~Coach


Can't wait to try the new map! Dericious subway map!

p.s This server is also running the mp_subway map according to Grimtooth:

SAE extreme IP: 72.51.60.156

Sunday, January 6, 2008

COD4: Zombies Mod

Reading through CharlieOscarDelta and noticed some work being done on a zombies mod by a dude named Seven (with backing from the 82nd Infantry Division), so a few of us decided to go visit today for the first time.

The IP for those on the PC is:

64.34.213.105:28960

And you can join the COD4 Zombies community through:

http://www.xfire.com/clans/callofdutyzombies/?process=invitation&accept=Join


Basically, you start out as one of the few, the proud, Marines or SAS, and a few lonely little zombies come after you...of course, once you're bitten (or knifed in this case), you turn into a zombie yourself and go a Marine hunt. DERICIOUS? DERICIOUS!!

Anyhoo, I was looking for a change of pace so I logged in and happened to barge in on Seven trying to film some footage for his Zombies promotion video. (Hope they got my good side.) Unfortunately, that was put on hold after about 30 minutes because morons can't follow directions and go north when asked.

So play starts. All the Marines/SAS find some gay ass camp spot reached by jumping off a roof to a light post to an air conditioning unit and off the backboard nothing but net to shoo away the zombies with bullets. HOWEVAH, you eventually run out of lead and then...it's on.

While I found it quite exciting to blow a zombie's face off with a shottie, I then learned the joys of rushing into a horde of camping humans and knifing them one after the other...after the other.

<3

So yes, try it out and help out when they ask you.

I think zombies need zombie jumps though. :( (And little zombie airstrikes.)

It takes a little bit to get used to, but it was definitely a nice change of pace. Lots of potential!

And then I found out about some Carentan mod they're working on...

*drool*