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  • 30Sep
    Offbeat. Posted by spuzman @ 10:15 pm 1 Comment

    So, with the release of Crash Course, I felt the desire to hear all the new dialogue- but not to play through that one campaign again and again.

    So, real quick, I went into the source files and tried to patch up an example of the dialogue.  What do you think?

    Magazine Rack Scene

    Edit:

    Here’s another one real quick. It can be a little hard to figure out what line follows what, especially since I don’t have any experience with Valve’s response rules scripts, and since there are multiple dialogue trees for the same event.

    Riverside

  • 29Sep
    News. Posted by EvilDaed @ 9:30 pm 3 Comments

    The new L4D campaign/versus/survival map has been released along with a few tweaks to gameplay. The most visible change in gameplay is that in versus, all items will be identical for both teams runthroughs. This adds a considerable advantage to the team that will play the infected the first round. Ten new achievements have also been added.

    The map consists of two larger stages instead of the five level system present in other campaigns. Oddly enough these two maps have a crapload of pistols, gascans, and propane tanks scattered around. Don’t be surprised when you shoot through a zombie only to hit an item, triggering a fiery chain reaction in the vicinity.

    The nice thing is that the survivors have several new voice files that are used in the new campaign. Never can get enough of the survivor chatter. (EDIT: Bill actually didn’t get any new voice lines. Quite a terrible and discriminatory oversight on valve’s part in my opinion.) That and all those humorous writings on the walls.

    But enough about that, have some footage of the somewhat new L4D2 infected, the Jockey.

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  • 26Sep
    Mods. Posted by EvilDaed @ 11:14 pm 4 Comments

    Here’s a new one I managed to polish up for a public release. It’s nothing big, but I’ve got more stuff on the way.

    rendersike

    Fat got my tongue.

    The clientside version can be found here, or at FPSBanana.

    The serverside version that is used with the sourcemod equipment manager can be downloaded here.

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  • 26Sep
    Games, News. Posted by spuzman @ 4:41 am 3 Comments

    And they guard stuff.

    The dogs were a “fake update” that garnered Valve’s recognition. Pretty cool idea, but not balanced by a long shot. Still, everything new’s fun for at least a while, right?

    Blog post here.

    Continue reading »

    Tags:

  • 17Sep
    News. Posted by spuzman @ 9:57 pm 7 Comments

    So there’s another blog post. They mention a number of interesting things, including the fact that most of the TF2 team is going to work on L4D2, and that they have released all of the Heavy’s animations and models in the SDK.

    They also linked to a number of community sites, including the SourceOP backpack viewer, saying:

    It’s great if you ever wanted to see what items your buddies are toting around. Or if you wanted to see Gabe’s weapon that bans your Steam account if he kills you with it.

    Well, all I can say is watch out for Gabe.

    Tags:

  • 16Sep
    Mods. Posted by EvilDaed @ 9:05 pm 5 Comments

    I got this idea off here. Anyway, install instructions included in the readme, enjoy.

    You wouldn't hit this harmless looking heavy now, would you?

    You wouldn't hit this harmless looking heavy now, would you?

    The clientside replacement version is available here or at FPSBanana.

    The serverside version that’s used with the sourcemod equipment plugin can be downloaded here.

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  • 15Sep
    Games, Mods. Posted by spuzman @ 10:58 pm 3 Comments

    There’s a new TF2 update! And it seems to contain many of the fixes to weapons seen in the video posted earlier!

    I’ll post all the update info below, but here’s a few important things I see:

    -Sanvich now heals the heavy to full when he taunts, and he can drop it, giving it to other people.
    Daed: 75hp/tick, 4 ticks.

    -Medic regenerates faster, but having the blutsauger reduces that passive regeneration.
    Too bad the blut is bugged right now and it doesn’t inhibit regen properly.

    -Grenades and pipes now have a wider explode radius.
    This is a bit of a myth. They’re wider in some places, shorter in others. They just made the explosion a sphere instead of a buggy bounding box.

    -Spies can’t be seen with the halo anymore.

    -Changed idle player check to include spectators & players who haven’t chosen a team (hopefully this means idlers who simply join a server and sit there will be noticed and kicked).

    Continue reading »

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  • 13Sep
    News. Posted by EvilDaed @ 8:56 pm 4 Comments

    Some russian dudes apparently leaked a video of them. Either they’re testers and they don’t mind getting on valve’s bad side or they managed to summon a beta version somehow using their cyrillic sorcery.

    The most obvious unlock is the PDQ. Looks like something real nice to start the round with. The next part of the video shows the gloves of running urgently, though you can’t get a proper feel for their speed as the player keeps wobbling his damn view around. You’ll also notice a few subtler changes such as the heavy being able to toss his sandviches and a new respawning/spec hud that shows teammate health, class, and charge. Backpack changes, a fireproof spysuit replacing the revolver, whatever.

    There’s also a change to the medic, the blutsaughter having a passive -3hp/s, while the medic’s self-heal ramp got changed from 1-3hp to 3-6hp. This means that you can trade active healing for passive healing.  I’m not quite sure if this nullifies being on fire though.

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  • 09Sep
    Games. Posted by spuzman @ 10:10 pm 7 Comments

    Not nice at all.

    Continue reading »

  • 08Sep
    Mods. Posted by EvilDaed @ 12:46 pm 3 Comments

    Pretend that whole idling fiasco never happened, with the new halo remover that is.

    Aw yeah gurl

    Download it from here or from FPSB.

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