23 February 2010

Team Fortress 2 / Engine Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Engine
  • Fixed servers being inappropriately delisted from the master server

21 February 2010

Original Day of Defeat Mod Team

NOTE  this is not team of DoD:Source - old mod team of DoD


plazza
Does anyone know anything about them? Who are they, are they still with Valve, how did they get started, etc. ?

  http://img14.imageshack.us/img14/3640/img1255ka.jpg

Wunderboy
http://forums.steampowered.com/forums/showpost.php?p=13620868&postcount=10
Can't remember all the faces. Waldo (Tim) is on the far right, I think Mugsy (Matt) is the far left with the bag and PIU (John) is the one with the combat pants. Sorry to the others, my memory is going with old age.

Waldo and I worked on a few cool projects together post-Valve and he was doing some amazing stuff with MMO tech and games for education titles. As Furyo said he's just moved to Texas and finally got a job working on serious/edutainment game titles full-time.


Insta (Magnus) went to Starbreeze after Grin with a couple of others. We still hang out when we're both free and reminisce about DoD.


I've lost touch with John, Mugsy and a few other the others over the years but I've still got my cheque from Gabe Newell that I couldn't cash
:-)










http://img222.imageshack.us/img222/6843/us2yi.jpg
http://img69.imageshack.us/img69/1019/theguys.jpg
http://img168.imageshack.us/img168/5681/img1233u.jpg
http://img99.imageshack.us/img99/2941/img1219k.jpg
http://img696.imageshack.us/img696/9885/img1218y.jpg
http://img687.imageshack.us/img687/8438/herewebe2.jpg
http://img717.imageshack.us/img717/9126/dodsoundteam.jpg
http://img683.imageshack.us/img683/3777/1121235img.jpg

12 February 2010

TF2 and DoD: Source Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Team Fortress 2 and Day of Defeat: Source
  • Fixed a case of client-side hitching caused by writing a file to the hard drive too frequently

03 February 2010

Engine Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Engine
  • Enabled Steam Cloud support for key bindings and custom spraypaint images 
  • Added Options->Multiplayer->Advanced option to toggle off/on: default is on

11 January 2010

Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  • Fixed a bug with voice recording intermittently not recording after playing in a level for a while (Mac)
  • Fixed a rare client crash caused by text rendering (Mac)
  • Updated the server browser localization files

04 January 2010

Tweaking Hammer for Efficiency

by Timothy 'YM' Johnson @Nodraw.net

Like any engine, after a bit of love and attention it can run much better, spend some time setting hammer up how you like it, get something that you like and get it to work for you, it’s your workflow. Read more ...

03 January 2010

Dynamic Materials with Proxies

by Andy "Velvet Fist, Iron Glove" Durdin @Nodraw.net

This picture constantly rotates.
Material proxies are a neat little feature of the Source engine that let you alter various properties of a material dynamically.  This can produce some neat effects, as the texture position, scale, rotation, transparency and much more can be changed continuously, or even in response to game events.
Take Half-life 2, for example.  You know those combine force-fields, that ripple with energy, and fade out as you move away from it?  Or in Team Fortress 2, you’ll have seen the rotating radar screen in the 2fort basement.  Both those effects are done with material proxies. Read more ...

29 December 2009

Speed Mapping

by MangyCarface @Nodraw.net

There are a few things you can do to greatly improve the speed at which you map. I’ll be going through a few of these things, point by point, but you must use them in practice in order to get faster!
Read more...

20 December 2009

Source Engine Dynamic Water Demo

by Jimmy42222

I know somebody has already done this but they were being all bitchy about not telling how they did it. I, however, will happily tell you how it works. The whole this is an info_particle system, stored in the little orange box (hah, pun). The info_particle_system is set to trace all around it with a trace collision property.


Here's a download link if you want to play around with it. If you do it in GMod you don't need the particle_manifest.txt file.

http://www.filefront.com/15188993/dynamic.zip

13 December 2009

Optimization in Source: A Practical Demonstration

by MangyCarface @Nodraw.net

Optimization is one of the least understood parts of mapping in source; there is a lot of hearsay on the matter and generally the topic can appear overwhelming to new mappers. Today we’re going to discuss how optimization in source works, not from a theoretical approach, but from an example-by-example method that will hopefully bring us around to understanding the underlying theory. When implemented correctly, good optimization can be more beautiful than the aesthetics of a map itself. Read more ...

09 November 2009

Interview with Level Designer Mateusz Piaskiewicz

by World of Level Design

Mateusz "Seir" Piaskiewicz is a professional level designer currently working at Techland. Techland is a game developer located in Poland. They are known for Call of Juarez series. Read more ...