We don't do this often (we did for the release of PVKII, a while ago) but this is a very special day. Neotokyo, the Source mod developed by RADI-8, has just been released!
America's Army 3
- Improved console help
- Added Clan support. Add clan tag in Account Settings. You must change information while in single player mode for now.
- Admin VOIP Improvements
- New "version" console command to see the current version
- Server browser performance improvements
- Fixes joining password protected servers so it no longer selects the server underneath the mouse cursor when clicking on the "Join" button in the password entry dialog.
- Fix for settings menu improperly closing when ESC pressed and leaving the player stuck with no UI and limited control
- Mission generation optimizations
- Fixed issue with logging into game servers that sometimes used another player's soldier profile.
- New TS3 SDK integrated
- Improves how server manages authentication objects
- Fixes issue with players being added to the scoring system not having all of their scoring data written.
- Fixes issue where players not logged into MBS were being logged out if they left the server prior to authenticating
- M320 grenade attaching issue resolved.
- Dedicated server title bar now shows mission and player details
- Fixes the "Waiting for other players" UI so it now appears again.
- Removes some server logging
- Increased communications handling to support when all players use heavy load outs. This may correct many instances where players didn't spawn correctly or get the correct load out.
- Fixes the M320 getting an extra round of ammo
- Fixes the Account Settings password changing not working properly
- Fixes the IRC link not working
- Fixes the displayed mission type (assault/defense/etc.) shown in the battle planner so it displays properly after side-swapping
Hammer
- Fixed bug in which the model browser can become unresponsive
- Game overlay no longer attaches to Hammer which fixes incorrect 3D camera position bugs
- Google Sketchup to Hammer exporter now ships in the Source SDK
Steam Client
- Add D3D9Ex support for the in-game overlay (for ArmA 2)
- Fix unneeded assert/mdmp creation when Steam connection falls back to TCP
- Fix lobbies/chats trying to update metadata while disconnected from Steam servers
- View available downloadable content link on gameâs DLC tab now goes to game's DLC page in store
- Fix a potential memory leak with lots of friends notifications being triggered while a full screen window has covered the desktop
- Add a limit of queued friends notifications to show of no more than sixteen
- Fix a potential case of dropping input events in the in-game overlay
- Improved overlay compatibility with OSD from recent versions of RivaTuner
- Fixed Cloud sync issues when in offline mode
- Fixed filtering by a mod in the server browser making it unable to retrieve servers from the master server
Left 4 Dead
- Removed the "Are you ready to play Versus?" confirmation
- Fixed a crash when using mouse wheel or keyboard to select Campaign chapters
- Fixed sv_steamgroup_exclusive servers advertising for public lobbies
- Restored the ability to vote for a new campaign in Versus mode
ARMA II boasts the most realistic combat environment ever, modeling real world ballistics & round deflection, materials penetration, features a realtime day/night cycle and dynamic wind, weather and environmental effects. Play the campaign missions solo, in cooperative mode or join in massive multiplayer battles with up to 50 players.
Set in a fantasy world of great castles and strange machinery, three heroes are bound to a mysterious device called the Trine in a quest to save the kingdom from evil. Create and use physics-based objects to beat hazardous puzzles and threatening enemies. Switch between three characters to utilize each character's different abilities in battling an army of undead and defeat hazardous contraptions.
Grab a couple game controllers and play co-op with up to two of your friends. Explore the world and unlock all the Steam Achievements.
Customers that pre-purchase Trine before release will instantly get a free copy of Shadowgrounds - the debut hit title by the indie developer Frozenbyte. Already own Shadowgrounds? Give your extra copy to a friend.
Trine is slated to release in early July. In the meantime, be sure to check out the Trine demo to get a taste of the beautiful environments and fine-tuned gameplay.
Linux Dedicated Server
- Improved connection logic to help servers that aren't automatically reconnecting to Steam, and added extra logging to track it
- Added extra data gathering to help us understand and improve Linux performance
Team Fortress 2
- Changed cl_flipviewmodels so it can no longer be set while connected to a server
- Fixed problem with Loadout Menu "Back" button not preserving the currently equipped weapon
- Fixed a case where an observer could set the observed player's view models
- Fixed the Heavy's punches not matching mouse button presses when the view models are flipped
- Fixed Bonk! ammo count exploit after using a regeneration locker
- Fixed Dead Ringer damage reduction exploit involving Spy taunting
- Reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back
Missed notes from previous update
- The Ambassador no longer penetrates buildings
- Removed the movement speed penalty on The Razorback
Client
- Removed an infinite ammo exploit for molotovs
Add-on Campaign Support
- Players download third party campaigns as single .VPK file
- Players can manage and select add-on maps and campaigns via game UI
- Added matchmaking support and download/update prompt for add-on campaigns
- Custom campaign support in Leader boards
- If not already registered, left4dead.exe registers .VPK extension to allow automatic install of add-ons
- Servers and the steam API have been extended to allow servers to send up a list of keys for matchmaking up to 1200 bytes in size
Left 4 Dead Authoring Tools
- Fixed missing fgd error
- Added vpk.exe command line tool for extracting, creating, and appending .VPK files
- Removed info_versus (not used)
- Added info_gamemode which fires outputs for Coop, Versus or Survival depending on what game mode the map is loaded in
- Updated tutorial_standards example map, repackaged as 'Dead Line' campaign example add-on
- Sample content now includes source files for official maps
Battlestations: Pacific
- The title no longer crashes if the user presses ALT+F4 during the splash screen
- The player as a client gains the achievement when meets the prerequisites
- Title no longer crashes when the user proceeds to the main menu without signing in
- The title displays the correct terminology (Ranglistenspiel)
- Player list with more than 18 elements is now has a properly working scrolling / paging function in the Leaderboards menu
- Players on the defeated side gain points as well
- Rich Presence for the DLC Volcano Map pack displays correctly
- Players with negative score appears as 0 on the Leaderboards
Garry's Mod
- Fixed not being able to scroll some GUI elements with mouse wheel
- Fixed player flying in the air when running up a ramp
- Fixed right click no collide vs players (really this time!)
- Fixed crossbow leaving sprites behind after it's deleted (ie, every time you die)
- Zeno Clash models are now finger posable
- cl_forwardspeed is now marked as a cheat
The Novint Falcon is an entirely new type of interface for PC gaming. Essentially a small robot, the Falcon lets players feel high-fidelity three-dimensional touch in enabled games.
Valve's best selling game franchises, which account for over 30 million retail units sold worldwide and over 80% of the PC online action market, include Half-Life®, which has won over 50 Game of the Year Awards, Left 4 Dead, Counter-Strike® Source, Portal® and Team Fortress® 2. Valve is also the developer of leading-edge technologies, including the Source® game engine and Steam®, a leading platform for digital content distribution with over 20 million registered users. Today, an update was distributed through Steam adding Novint Falcon compatibility for customers of The Orange Box which includes Half-Life 2: Episodes 1 and 2 (the original Half-Life 2 is playable with the Falcon through a download available from Novint), Portal, and Team Fortress 2. Additionally Valve will soon release support for other leading titles including Left 4 Dead, Day of Defeat Source, and Counter-Strike: Source®. Using the Falcon, players feel realistic weapon recoil, enemy attacks, vehicle movements, and interactions with the environment. Novint has also released its must have Pistol Grip accessory, which replaces the standard Falcon grip to create an even more immersive FPS gaming experience.
Customers interested in purchasing a Falcon to use with Valve's games can do so at Novint's site, https://home.novint.com/store/promote.php. Novint is currently offering a special Orange Box bundle, priced at $149, for one week only in celebration of the launch. The bundle includes the award winning Novint Falcon, the pistol grip, the Orange Box, and over $150 of additional software.
"We're very excited to partner with a company so dominant in the PC game industry," said Novint CEO, Tom Anderson. "Their sustained excellence, best-selling games, enormous user base, and forward looking vision make them standard bearers for the industry. We feel Falcon support for their online games in particular could be our first real killer app, which is an exciting milestone."
Team Fortress 2, Episode 1 & 2, and Portal
- Added support for the Novint Falcon
General
- Added an option to the advanced multiplayer menu to select left or right handed view models
- Fixed a bug where a spectator's wearable items could be seen floating around the player they were spectating
- Fixed a bug where a fake Spy hand would appear on the screen of other players
- Custom death animations now only play 25% of the time
- Fixed teleporters not being build-able in some places where they should be (such as within the pit at the end of Badwater Basin)
- Fixed rare client crash on connection and level change
- Removed refract from water ripples caused by bullet impacts for performance reasons
- Added log entries for player extinguished events using the medigun, jarate, flamethrower and dispenser
- Started tracking localization settings to help make decisions regarding localization in the future
- Fixed the blank progress bar in the upper-left of the screen when the client scheme is reloaded
Mapmaker requests
- Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to players
- Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically
- Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
Sniper
- Fixed a bad detection case in the "Friendship is Golden" achievement
- Changed the description of the "Triple Prey" achievement so it better describes how to get it
- Critical arrows now have a trail and correctly deal enhanced damage
- The Huntsman now defaults to be right handed
- Friendly arrows will no longer trigger the near miss sound on you
- Fixed several sources of floating arrows
Spy
- Fixed disguised Spies occasionally looking like they have invulnerability, instead of the correct fake Spy mask
- Disguised spies will no longer lose their disguise weapon when they interact with a weapon locker
- Fixed a bug where the spy's watch would randomly change models during play
- Fixed uncloaked spies flickering in and out of the cloak effect when taking damage
- The Cloak and Dagger now always regenerates at its intended rate. Previously it only regenerated at the correct rate when the spy was cloaked
- Increased the Cloak and Dagger regeneration rate slightly
- Capped the rate of energy loss from moving faster than run speed (falling / air toss) while cloaked with the Cloak and Dagger
- The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter
- Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full
- The Dead Ringer's cloak meter can now be regenerated from ammo sources
- The Ambassador now only crits when fully accurate and no longer penetrates enemies
- The Spy can no longer change weapons from the knife while shocked by the Razorback
- Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies
- Fixed disguised Spies showing the wrong teleporter effects when using an enemy teleporter
Additionally, the first downloadable content for Empire: Total War is now available on Steam. The Elite Units of the West DLC features an *additional* 14 new units from all the major Western factions. Featuring all new infantry and cavalry units, equipped with the best weapons and having undergone the most rigorous of training, this DLC is the perfect addition to your Empire's army. Expand your Empire with even more options on the battlefield as you improve your tactics and defeat your enemies.
Empire: Total War Update 1.3 Updates
This update includes the implementation of multi-threading in the game for multi-core processors and many optimizations that will also help increase performance on single core machines. Players will see huge benefits through increased frame rates particularly in land and naval battles.
Units
14 Free Units have been included in this patch, adding a large amount of diversity to the playable factions and the armies the player will face. These units replace 'generic' equivalents giving each faction a unique identity on the battlefield. Here is a description of each free unit available in the update:
- Prussian Grenadiers -Wearing a distinctive brass fronted mitre cap, the Prussian Grenadiers are an explosive force to be reckoned with on the battlefield.
- Spanish Guardias de infateria - These elite guard infantry are charged with protecting the monarch and are a potent force on the battlefield.
- Swedish lifeguard horse - This cavalry regiment forms part of the monarchs' household guard. Superbly drilled, they act as a shock force on the battlefield.
- Holland Horse Guard -Armed with heavy cavalry sabres, these disciplined cavalrymen represent the elite of the army.
- Prussian Garde Du Corp- The Prussian Garde Du Corp are a replacement for the Prussian standard Household cavalry. These heavy horse shock troops are best used to break enemy lines and overrun enemy positions. With a strong charge and fearsome attack, these riders make short work of those who would oppose a Prussian monarch.
- Prussian Life guard - The Prussian life guards are equipped similarly to line infantrymen. However their uniforms are altogether more splendid, marking them out as a superior force, in arrogance if nothing else. They do a good job as garrison troops and are dedicated to the crown.
- Russian Grenadiers - This new Russian unit is great for assaults and their grenades pack a mighty punch!
- Spanish Guardias De Corp -The Spanish Guardias De Corp replace household cavalry for Spain. With almost unbreakable morale, on the charge they are almost unstoppable.
- Spanish Grenadiers - These are a replacement for the standard Spanish Grenadiers with a distinctive bearskin hat to mark them out as exemplary on the battlefield.
- Swedish 'Lifeguards of foot' - These are a highly trained replacement for the standard Swedish guard. They are often used as a force in a system that defends a monarchy and can be relied upon for utter loyalty and deadly accuracy in the field. Their professionalism is reflected in their fearsome battle reputation.
- Holland Guard - The Holland Guards from the United Provinces are superior line infantry units. Carrying smoothbore muskets, they were traditionally chosen to protect the royal family and have an incredibly high morale, often making them the last troops to break in a fight.
- Scots - The Scots are a Highland ex-patriate infantry used by the United Provinces, renowned for their deadly charge.
- Swiss Infantry - Very disciplined infantry of the United Provinces with quick reload and excellent marksmanship.
- Mamelukes - Mamelukes are fearless light horsemen, deadly when deployed against a broken or unsupported enemy.
Additionally the Spanish nation has had a new uniform design to better reflect its historical look.
Audio
Sound loading has been made asynchronous, so heavy disc access is reduced to a minimum. This makes loading times faster and reduces any instances of 'stuttering.' Unit group sounds have also been improved, for more realistic group movement. The primary sound library (Miles DLL) has been updated to stop occasional clicking. And we've added more sound variation for unit deaths and musket fire.
Campaign
- Several crash bug fixes in saves, movement, agents and logic.
- Various optimizations have been made to AI and path systems to reduce the campaign map turn times.
- When the pirates are destroyed and re-emerge they now maintain a status of at war with all and are unable to enter into diplomatic negotiations.
- Added small ships on domestic trade routes from the trade nodes to home regions moving in the correct direction, i.e. with the flow of trade.
- The AI should now no longer repeatedly sign a diplomatic agreement and then break it the next turn. Treaties are more valuable and adhered to.
- We've fixed some border trade agreements allowing greater numbers of bordering factions to properly trade with one another.
- Movement arrows now reflect the range of the selected units, not the whole army/navy.
- AI will no longer counter-offer and ask for more money than the player has available.
- Fixed commerce raiding taking money from blockaded trade routes.
- Fixed navies getting stuck when forced to retreat from ports (tactical retreat).
- Fixed rare inability to attack certain ports.
- Fixed middle mouse button camera drag stopping working occasionally.
- Made emergent factions be at war with the faction they emerged against if that faction is human.
- Fixed various movement extent crashes.
- Changed background income for minor factions.
- Fixed diplomatic relations with emergent factions.
- Tactical withdrawal will now always leave armies on the landmass containing the settlement of a region.
- Changed war score system to make the AI more likely to accept peace.
- Fixed crash when embarking and disembarking armies at ports.
- Fixed trade ships not being correctly registered in trade nodes after splitting forces.
- Fixed government change diplomatic effect.
- Improved commerce raiding display on trade screen.
- Faction specific text is now used in diplomacy.
- Prevent players cancelling the movement of fleeing agents.
Balance changes
Units
- Charge bonus generally increased across the board for all units and melee defence reduced.
- Greater diversification of stats between different unit types designed to emphasise differences and improve balance.
- Redone costs for all units for multiplayer to improve game balance which better reflects the actual battlefield worth of each unit.
- Mob formation added in for Native American, irregular and some skirmisher units.
- Spot distance for light infantry, skirmishers, irregulars, light cavalry and missile cavalry increased allowing them to spot hidden units at longer distances.
- Russian line infantry stats have been boosted to allow them to compete more with other faction's line infantry.
- Movement speed of all unit types reduced by 10%.
- Ammo for light infantry increased to 20, line to 15.
Land battle morale
- Charge morale bonus reduced from 10 to 4.
- Recent casualties, extended casualties and total casualties morale penalties increased slightly for higher percentages.
- Rear and flank exposed morale penalties increased.
Fatigue
- Fatigue penalty for melee reduced from 18 per tick to 10.
- Running fatigue penalty for heavy and light cavalry reduced from -3/-2 to -2/-1.
Artillery Changes
- Calibration area for cannons and howitzers reduced. Accuracy of non-round shot shot types reduced to compensate.
- Muzzle velocity of round shot for cannons increased to make them fire lower and bounce more, accuracy also increased.
- Lethality of shrapnel pieces reduced to match canister shot, range also reduced to 350.
- Load time for special shot types for howitzers increased slightly, and range reduced to 350.
- Calibration area for mortars increased, accuracy of round shot increased to compensate. Reload time increased slightly.
- Accuracy of 18 lbr horse guard artillery restored to 65.
- Hit points of gun trains increased to 50, all guns and caissons to 25.
Additions
- Added enemy fleet ETAs on a planet's tooltip Added option to deactivate construction mode on RMB Added tooltips on why building deletion may not be allowed
Fixes
- Autosave issue relating to combat
- AI issue in 'The Luyten Incident'
- Plural errors in the colony economy tooltip Objective issue in 'Remnants of the Past'
- Energy use of Shield Generators
- Game crash due to low framerate
- Objective criteria in 'Cities of Jupiter'
- Objective completion in 'Formations'
- Save of structures not in a colony
- Starbase issues with destruction
- Trade issues where trade routes were not created AI corrected in 'Ascension'
- Travel time popup shows correct value of days Various possessive grammatical errors with its and it's
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You can download the 0.9.3 beta of Smashball on Steam today at 4 PM Pacific time! This is a huge new release, with a ton of new features and art!
To start downloading now, go to the Smashball page on Steam or follow the instructions here.
=== WHAT IS SMASHBALL? ===
Billed as "the Galaxy's Most Violent Sport", Smashball takes ancient legends like football, hockey, and basketball, and brings them into the future. The old ball and goal are still there, but we've thrown in high-powered weaponry, devastating physical attacks, a real-physics grappling hook, and superhuman mobility. Mix 'em all up, and you get a fast-paced, highly competitive team-based game. With violence. Lots of violence.
=== ENORMOUSLY HUGE MEGA UPDATE FROM BEYOND THE PALE ===
Those of you who tried out our last beta in January will be pleasantly surprised! We've got a ton of great new stuff in this release:
* NEW PLAYER MODELS! Every position has it's own player model, from the squishy Forward to the hulking Goalie.
* NEW WEAPON MODELS! Each of the nine unique weapons has its own custom model. The spider mines are especially cute when they dance.
* NEW ARENAS AND CROWDS! We added two new arenas: Smashdome and Factory, and we added giant stadiums full of screaming fans around them! Warning: do not flirt with the blue-haired lady, she is Analogy's gal.
* GOALIE BOTS! Want to just practice by yourself? Is it 4 AM and nobody is playing? Smashball Labs have developed automated goalie bots and stuck them in our public servers.
=== NEW VIDEO OF DESTRUCTION ===
Here's a teaser - some recent gameplay with new weapons and arena in action. Enjoy! You can also check our youtube channel for a number of full match videos.
=== PUBLIC AND PRO SERVERS ===
We're running a bunch of public servers so everyone has somewhere to play. Keep an eye out for the handful of PRO servers -- these are probably going to be filled with our veteran playtesters. Until you're comfortable with the basics, stick to the PUB servers!
=== THANKS TO OUR TESTERS ===
We wouldn't have made it this far if not for the committed team of playtesters that have worked with us these past few months. Although we've still got things to add before we're done, this is a major milestone in our magical journey towards being a fully established indie game. You guys have helped a ton! Thanks!
May your Hookers be Smooth and Your Balls True, The Commissioner: commish@smashball.tv
* Download Smashball NOW
* Videos of Slaughter
* Smashball Forums
* Smashball on Facebook
New game mode: DRUG WARS.
Drug Wars is a fast paced capture the flag/base defense game that can be played by up to 32 people on four teams (multiplayer only).
Capture the drugs, stash the drugs, defend the drugs. The team that holds all of the drugs simultaneously wins.
Drug Wars features four new vehicles, updated weapons and exciting and unique gameplay!
Bug Fixes
- Added effects for environment interaction
- Made it easier to pick up objects
- Made it less likely that charged objects will kill the thrower when thrown
- Fixed bug where wrong effects were being shown for weapon tracer
- Fixed multiple crash bugs
- Updated the sniper scope
- Tweaked all weapons
- Turned off the outline by default (can be enabled by typing "r_drawoutline 1" into the console)
- Dead bodies no longer blow up when shot
- Fixed a bug where some weapon sounds weren't playing
Bug Fixes
- Updated scoreboard
- Added radar and minimap for Drug Wars games
- Fixed multiple bug with selecting weapons while spectating or driving a vehicle
- Added swimming and falling animations
- Decreased player fall damage
- Made it so Team Deathmatch and Drug Wars games can have between 2 and 4 teams
- Added map rotations
- Extended distance over which players can see enemy health bars
- Fixed multiple bugs in projectiles that stick to players
- Added taunts to multiplayer (can be activated by pressing T)
- Players on your team now have their names above their heads
- Friendly fire is now off by default
Source SDK
- Added source files for ten shipping TF2 maps
- arena_lumberyard
- arena_ravine
- cp_badlands
- cp_dustbowl
- cp_granary
- cp_gravelpit
- ctf_2fort
- pl_badwater
- pl_goldrush
- tc_hydro
- arena_lumberyard
- Updated shadercompile binaries and added missing DLL needed for shader compilation
SDK Tools
- Fixed the issues with the following tools: height2ssbump, normal2ssbump, pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck, shadercompile
- Fixed an issue in studiomdl pertaining to $shadowlod
Hammer
- The texture browser automatically ignores most textures that cannot be placed on brushes or displacements, as well as anything inside a .svn folder for those using svn as their choice of versioning software.
- Added additional auto visgroups for sprites and cubemaps
- Separated the VRAD calls into two sequential while using HDR (-ldr and âhdr) instead of âboth
- Model browser is now created once per session
- Displacement brush dial now has greater range
- Added a stop button to sound previews
SDK Launcher
- Added the ability to edit game configurations with vconfig
Source Code
- Added a new template mod that replaces the old 'advanced' source . This template has options for teams,classes, sprinting, prone, stamina, etc.
- Added shader source; fxc.exe, psa.exe and vsa.exe must be placed into the dx9sdkutilities folder and you must modify materialsystemstdshadersbuildsdkshaders.bat to set your paths.
- Most tonemap controller options now work in multiplayer. The 'template mod' map 'sdk_teams_hdr' demonstrates this.
- All three mod types by default mount the required appids â Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains a new entry 'AdditionalAppId' for this purpose.
- Particle systems can now be defined with a per-map manifest, similar to soundscapes.
- Fixed a number of issues which caused the server to not compile in linux
Multiplayer Source Code
- Players animate with the new animation system that came along with TF2.
- Fixed third person animations and all effects
- Fixed SLAM issues
- Fixed Use of UTIL_GetLocalPlayer on the server in various locations
- Fixed a number of other bugs / asserts
Singleplayer Source Code
- Fixed a number of issues preventing the source from functioning correctly
- Added new vehicle "hl2buggy" so that users may have both the charger and the old buggy.â¢
For the beginner map makers out there, we hope this gives you an easier entry point by allowing you to alter or edit an existing map, as opposed to being forced to start from scratch. For example, you could start by fine-tuning cover in Goldrush, alter the layout of Granary, or tweak the amount of health and ammo in Gravelpit. Or maybe you just have a ton of ideas on how you think you could improve Hydro or 2Fort. We'd love to see what you come up with.
For the experienced map makers, we hope this gives you a variety of examples of how we design and construct levels, the tools we use to finish the aesthetic/thematic elements, and some specific implementation solutions to performance and networking problems. We also hope that it'll reduce the amount of confusion around the game logic and entity setup required for the various TF game modes.
Our plan is to get more of our TF content source out in the SDK, so look for more maps & model sources in the future.
V3.19
- Info screen always shows demographics when espionage is disabled
- Players can no longer receive obsolete resources through trade
- Fixed bug where culture obtained through espionage was 100 times lower than intended
- AI player better evaluates his situation before voting for a ban on nuclear weapons
- Fixed a few AI civic evaluation bugs
- AI changes civics during Golden Ages
- Fixed bug with AI not knowing how close its cities are to other players
- Re-enabled Foreign Advisor "Glance" screen
- Fixed Team Battleground map script to distribute hills better and work around team-counting problem
- Civilopedia lists buildings that replace a given building
- Barrage promotions no longer available to units without the ability to already cause collateral damage
- Conquistador ignores walls, to be consistent with Cuirassier
- Fixed AI defender bug for newly captured cities
- Build-specific production modifiers are no longer counted for overflow gold calculations
- Building or destroying a fort now properly refreshes resource connections
- Collateral damage modifiers, collateral damage immunity, and air defense modifiers, multiply instead of add
- Fixed event triggering on a dead unit
- AI uses Warlords to make super-medic units
- Better AI decision-making related to damaged air units
- Better AI use of missiles to disconnect enemy resources
- AI evacuates ships and planes from cities in danger
- AI no longer joins Great People to cities in danger
- Fixed bug where AI Great Engineers would hurry Wonders in other players' cities
- Spies no longer interrupt their mission when moving next to an enemy unit
- Fixed map generator bug for water starts
- Situations which invalidated Secretary General/AP Resident now force the next vote to be an election
- Fixed team-counting bug that would cause some mapscripts to fail
- Moved some gamecore-specific code into the DLL
- Fixed cheat where you could apply a free tech from one game to another
- Diplomacy summary no longer claims that a civ is the worst enemy of a human team
- Groups on sentry awake based on best unit's vision rather than head unit's vision
- Hidden Nationality units can enter friendly rival territory when starting in a city
- Fixed bug where captured cities could give double bonus for the Apostolic Palace
- Fixed a bug in AI war declaration in exchange for technologies
- Sea patrolling ships no longer attack if they have less than 50% chance of winning the battle
- Terrain height no longer affects aerial recon missions
- No Espionage option: no Free Great Spy from Communism, no espionage-related events
- Blockading AI Privateers can no longer sense invisible units
- Colonies no longer assume the name of an eliminated player
Bug Fixes
- Fixed an issue where Bergetiger audio volume was lower than intended.
- Fixed an issue with speech mixing.
- Fixed an issue with the game crashing while trying to exit from cinematic mode.
- Fixed a number of issues with the World Builder.
- Updated the help text for a few units.
- Fixed an issue with incompatibility between save games and version.
- Fixed a bug with long scenario descriptions.
- Cool-downs are now working properly for all weapons.
- HMGs in buildings will now switch targets as intended; there is a 3.5 second delay before the hmg will fire at another target.
- Squads will no longer rush at an undeployed weapons crew when ordered to attack.
- Fixed an issue where Pak38s could stack their first-strike modifiers.
- Fixed an issue with the lobby and front-end slowing down and operating slowly. This makes joining games and automatch teams much more reliable.
- Fixed a networking issue that caused a player's stats to appear as all zeroes.
- Fixed an issue that caused the last played map to be forgotten when starting a game of the same type.
- Fixed an issue where a host's game would crash when both host and client would try to move to an empty slot simultaneously.
- Fixed a few issues with players swapping slots and gameplay types within the lobby.
- Fixed an issue with "Swap Starting Location" functionality.
- Fixed a usability issue with the Autopatcher error messages.
- Fixed an issued that caused the game to crash upon loading the Mission 4 from Invasion of Normandy.
- The help text for the British Staghound has been updated to correctly reflect its role.
- Raised Panzerschreck squads preference to target Light Vehicles while garrisoned in buildings.
- SCAR Bug reporting has been turned off while players are running with -dev.
- Purple box no longer appears when trying to place British emplacements next to each other.
- Panzerkrieg: Fixed exploit that let players create Defensive Infantry for free ignoring the cool down timer.
- Repair bunker pioneers now repair engine criticals when repairing damaged vehicles.
Maps
- Added a new map called Panzerkrieg: Hebecrevon.
- 2p Sturzdorf has been updated to its proper version.
- 2p Beaux Lowlands has been updated to its proper version.
- 2p Wrecked Train has been updated to its proper version.
- 2p Langres has been updated to its proper version.
- 6p The Scheldt has been updated to its proper version.
Gameplay
- Improved the reliability and effectiveness of the American's Strafing Run.
- The T17 armored car's damage output has been reduced.
- Penetration of the T17 armored car has been reduced.
- The Panzer Elite's Schwimmwagen Scorched Earth ability has been replaced with an "Incendiary Trap" ability.
- The British Command Truck's mobile ability will no longer be available while the Truck is setting up.
- Panzergrenadier's Suppression Volley can properly target weapon crews that are set-up.
- Infantry sections with Bren upgrades can now use 'Button Enemy Vehicle' when garrisoned inside a building.
Panzerkrieg
- Recon flight will now detect camouflaged vehicles and infantry (Panzerkrieg only).
- Panther health decreased by 11%.
- Panther Damage Multiplier reduced by 7%.
- Panther Range Multiplier reduced by 7%.
- Hellcat weapon reload modifier decreased by 11%.
- Hellcat damage multiplier increased by 9%.
- Hotchkiss health decreased by 10%.
- Churchill range increased by 7%.
- Stealth infantry units now cost 35 Manpower.
- Stealth infantry sticky bomb damage reduced by 27%.
Darkest Hour is free to all those who own Red Orchestra and can be simply downloaded and installed through Steam. Darkest Hour finally brings the Americans to Red Orchestra, focusing on the beaches of Normandy, Operation Market-Garden, the Battle of the Bulge and on into the Reich. A trailer is available on the Steam web page, along with screen shots and more information. Now you can play as American, British or Canadian troops, with a huge range of additional features:
- More than 20 new infantry weapons, such as the ever-distinctive Garand, M1 Carbine, .30-cal, Bren, FG42, Thomson and the Enfield rifles
- American Bazooka, British PIAT and German Panzerschreck to go tank-hunting with
- New infantry features, including Airborne drops onto the battlefield, bullet suppression and supersonic cracks, plus a new radioman class for calling in artillery strikes
- Over a dozen new crewable vehicles including the King Tiger and JagdPanther for the Germans, countered with multiple types of Sherman in 75mm, 76mm and 17-pounder versions, plus the Cromwell, M10 Wolverine and Achilles
- 11 new maps, including:
- Juno Beach Canadians storming the beaches in classic D-Day action
- Carentan the US 101st Airborne assaults the town shortly after D-Day
- Brecourt 101st Airborne attempt to put a key German artillery battery out of commission behind the beaches
- Ginkel Heath British paras drop into a hotly-contested LZ at the start of Operation Market-Garden
- Wacht-am-Rhein sweeping tank combat during the Battle of the Bulge, including the fearsome King Tiger
- Stoumont American infantry and armor try and hold back the SS PanzerGrenadiers in the streets of the Ardennes town
- Juno Beach Canadians storming the beaches in classic D-Day action
So whether it is the Normandy campaign, jumping onto the dropzones around Arnhem or the bitter fighting in the Battle of the Bulge, new and old players alike will get a chance to see why RO remains a classic. Now with the opportunity to re-play those battles RO-style, courtesy of Darkest Hour: Europe 1944-45! For more information on the mod (and to see the trailer) head to the Steam page.
Engine
- Fixed Day of Defeat: Source server crash when loading dod_jagd.
Team Fortress 2
- Added a "Discard" button to the item pickup panel.
- Added a backstab custom death animation to the Heavy.
- Changed default for tf_arena_use_queue to 1. This was the original behavior prior to the last update.
- Changed the Dead Ringer so it can be activated while carrying the flag.
- Increased the Force-A-Nature's damage by 10%.
- Fixed not being able to reflect arrows with the Flamethrower.
- Fixed The Huntsman drawing a muzzle flash under lagged conditions.
- Fixed the background color of the Spy disguise panel not always matching his disguise team.
- Fixed idle players being kicked when the server has tf_arena_use_queue set to 0.
- Fixed Spies not being able to sap a building if an enemy player was colliding with the building.
- Fixed getting a real target ID on an enemy Spy that's disguised as one of your teammates if you are disguised as an enemy.
- Fixed the Ambassador not shooting enemy sticky bombs.
- Fixed Spies being able to automatically cloak after uncloaking at the moment of a weapon switch.
- Fixed Jarate instantly exploding when thrown in some places, like the final area of Badwater.
- Fixed spectators not having their items removed when they enter spectator mode.
- Fixed Sniper "civilian" exploit where players could crash the server.
- Fixed a couple of cases where viable backstabs would fail.
Team Fortress 2
- The Ambassador now does full critical hits on headshots, instead of mini crits
- The Dead Ringer now fully drains the cloak meter, even if the Spy leaves cloak early
- Fixed Spy disguise menu not being visible in HUD minimal mode
- Server log improvements:
- Added "player_extinguish" event for servers to log when a Pyro extinguishes flame with the airburst
- Fixed kill descriptions for Force-A-Nature & Sandman, so server logs can distinguish them
- Identified feign deaths in the events sent to server logs
- Added "player_extinguish" event for servers to log when a Pyro extinguishes flame with the airburst
- Fixed server crash related to the Jarate
Team Fortress 2
- Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables
- Arena Mode
- Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off
- Added tf_arena_round_time to set a timelimit on the round
- Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off
- Added the userid of the player who built the teleporter to the "player_teleported" event
- Fixed player killed event causing server crash
- Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled
- Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled
- Fixed the Ambassador not doing damage to buildings
- Fixed Spies disguised as their own team not drawing blood effects
- Fixed players killed by flaming arrows not showing the appropriate death icon
June 1, 2009 - Valve, creators of best-selling game franchises (such as Half-Life and Counter-Strike) and leading technologies (such as Steam and Source), today announced Left 4 Dead 2 (L4D2), the sequel to the best-selling and critically-acclaimed co-operative multiplayer thriller.
Coming exclusively to Xbox 360 and PC, L4D2 promises to set a new benchmark for co-operative action games and become one of 2009's marquee titles.
"A large part of how Left 4 Dead became 2008's top-selling new IP on Xbox 360 and the PC was the custom-tailored gameplay made possible by the AI Director," said Gabe Newell, president and co-founder of Valve. "With the knowledge gained from creating the original, new technology, and a passionate team, L4D2 will set a new benchmark for cooperative action games."
Set for release on November 17, the title adds melee combat to enable deeper co-operative gameplay, with items such as a chainsaw, frying pan, axe, baseball bat, and more.
Introducing the AI Director 2.0, L4D's dynamic gameplay is taken to the next level by giving the Director the ability to procedurally change weather effects, world objects, and pathways in addition to tailoring the enemy population, effects, and sounds to match the players' performance. The result is a unique game session custom fitted to provide a satisfying and uniquely challenging experience each time the game is played.
Featuring new Survivors, boss zombies, weapons, and items, Left 4 Dead 2 offers a much larger game than the original with more co-operative campaigns, more Versus campaigns, and maps for Survival mode available at launch.
Supported by a $10+ million marketing campaign, Left 4 Dead has sold over 2.5 million retail copies since it was released in November of 2008. Left 4 Dead 2 is targeted for release on Xbox 360 and the PC on November 17, 2009, and will be launched worldwide with a multi-million dollar marketing campaign across TV, Outdoor, and Online.
"Left 4 Dead was backed by our most aggressive advertising campaign to date, and resulted in a top 5 showing on two platforms during holiday 2008," said Doug Lombardi, VP of marketing at Valve. "Left 4 Dead 2 is a larger game and will be supported with even more consumer and retail advertising programs than the original."
Left 4 Dead 2 will be featured as the cover story on PC Gamer and Official Xbox Magazines this month.
Maintenance has now completed. With the exception of our DOD:S server, all of the game servers have been moved to newer, upgraded hardware.
We were able to migrate all of the servers' assets in their entirety, so no files or settings have changed. However, we were unable to migrate the IPs that all of your servers utilized due to restrictions present in the uplink's network topology.
So our server IP's are now:
Maintenance has now completed. With the exception of your DOD:S server, all of your game servers have been moved to newer, upgraded hardware.
We were able to migrate all of your servers' assets in their entirety, so no files or settings have changed. However, we were unable to migrate the IPs that two of your servers utilized due to restrictions present in our uplink's network topology
87.117.202.10:27015 Day of Defeat Source
87.117.195.16:27015 Team Fortress 2
87.117.195.15:27015 Insurgency #1
78.129.174.164:27015 Insurgency #2
87.117.195.13:27015 Insurgency #3 (War)
78.129.174.165:27015 Left 4 Dead
Read more...We're still improving on the ranking guys.
ATM we are 6th in world and 2nd in UK, with another 2 nights were server stayed full for 24hours.
Thanks to all our Admin and Regulars that make our servers the best pub servers around (in my opinion)
Read more...
We now have a number of customs on our Insurgency servers (thankfully at last!) so get the files here. Remember that you dont get the im2 files if you download the map whilst on the server so if you want to see the overview screen and be able to select a faction and class download the im2 file here:
maps on the servers:
ins_heybridge_Pr1 (firefight)
ins_baqubah2 (battle)
ins_valley_mjr_v2 (firefight)
links to download the files:
ins_baqubah2.imc2ins_baqubah2.bsp.bz2
ins_valley_mjr_v2.imc2
ins_valley_mjr_v2.bsp.bz2
Read more...
Team Fortress 2:
- Added percentage to UberCharge HUD panel for the Medic
- Added upgrade progress and levels to Engineer HUD panel for all buildings
- Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)
- Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map
- Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map
- Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even
- Fixed Pyro model not animating in the class menu
- Fixed players getting stuck in the "prepare to respawn..." countdown loop
- Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown
- Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit
- Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won
- Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them
- Fixed server crash when trying to load a map that contains control points with duplicate index values
- Fixed several materials warnings in the console
- Fixed "Cart.Explode" sound script entry using an unknown sound channel
- Marked the cl_bobcycle and cl_bobup ConVars as cheats
Team Fortress 2 and Day of Defeat: Source:
- Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers
Source Engine:
- Fixed client "timeout on mapchange" problem
- Fixed setinfo exploit
- Marked the r_aspectratio ConVar as a cheat
Server Browser:
- Renamed "Quick List" to "Map List"
- Removed minimum ping filter from Map List
Jason
Read more...
Time for a startover.
Here's the top 50 ranked players as of today.
Rank
Name
Points
Activity
Time
Kills
Deaths
Hs
Hpk
Kpd
Accuracy
1.
ArmaLite | eR_NarKo*-N1
5,058
2d 15:39:42h
5,286
1,438
0
0.00
3.68
0.00
2.
eu4ia | AIW
4,487
2d 19:14:36h
4,222
1,209
0
0.00
3.49
0.00
3.
ArmaLite | Feral
4,131
2d 03:55:48h
3,615
1,318
0
0.00
2.74
0.00
4.
oby
3,718
0d 21:44:52h
2,121
729
0
0.00
2.91
0.00
5.
Romanian_Fighter[gott_mit_uns]
3,494
1d 19:26:59h
2,217
994
0
0.00
2.23
0.00
6.
|RB|yeti
3,491
5d 23:35:50h
10,862
4,623
0
0.00
2.35
0.00
7.
-Sweet- | Snuffeldjuret
3,345
5d 18:45:33h
7,622
4,056
0
0.00
1.88
0.00
8.
frylskan
3,338
2d 21:49:30h
3,876
1,888
0
0.00
2.05
0.00
9.
deep.adult™
3,309
4d 07:26:00h
3,960
1,921
0
0.00
2.06
0.00
10.
HKii
3,307
1d 01:30:29h
1,893
798
0
0.00
2.37
0.00
11.
Major Malfunction [O.C. Reg]
3,284
4d 18:50:06h
6,745
3,263
0
0.00
2.07
0.00
12.
Daft Lad
3,204
1d 15:49:54h
1,494
691
0
0.00
2.16
0.00
13.
In$ect XXL [O.C. Reg]
3,194
5d 23:17:45h
7,267
3,438
0
0.00
2.11
0.00
14.
-SM-SUCKER
3,189
0d 16:44:44h
1,100
436
0
0.00
2.52
0.00
15.
StrayBullets
3,135
0d 23:37:02h
1,621
691
0
0.00
2.35
0.00
16.
BigStones-
3,121
2d 03:16:38h
2,741
1,583
0
0.00
1.73
0.00
17.
[C22]-jpma
3,118
0d 22:16:27h
1,750
662
0
0.00
2.64
0.00
18.
Dice™
3,107
0d 08:33:41h
912
219
0
0.00
4.16
0.00
19.
Turkish
3,089
1d 04:54:08h
1,942
976
0
0.00
1.99
0.00
20.
|RB|Ogoor
3,085
2d 20:09:33h
3,698
2,002
0
0.00
1.85
0.00
21.
Cell^
3,078
0d 19:08:01h
1,055
451
0
0.00
2.34
0.00
22.
[the.O.C] Dukeleto
3,050
8d 20:34:30h
14,137
7,386
0
0.00
1.91
0.00
23.
suxamethonium
3,032
2d 22:22:39h
2,797
1,699
0
0.00
1.65
0.00
24.
[The.O.C] Gurkha
2,988
8d 01:56:23h
10,123
5,458
0
0.00
1.85
0.00
25.
nOm
2,986
12d 02:38:18h
19,832
11,315
0
0.00
1.75
0.00
26.
Opt!c | Dirt Diver
2,983
0d 22:35:51h
1,358
642
0
0.00
2.12
0.00
27.
bird>=word
2,976
1d 03:12:43h
1,858
920
0
0.00
2.02
0.00
28.
The boat
2,974
0d 23:02:38h
1,991
1,003
0
0.00
1.99
0.00
29.
Green
2,972
1d 20:24:52h
2,950
1,447
0
0.00
2.04
0.00
30.
|RB|Swaveck
2,948
1d 05:44:19h
2,019
1,020
0
0.00
1.98
0.00
31.
9ab3.adult™
2,883
1d 10:56:42h
1,361
981
0
0.00
1.39
0.00
32.
-Sweet- | Groznij
2,875
1d 07:14:19h
1,500
987
0
0.00
1.52
0.00
33.
Pvt. Parts
2,865
1d 10:54:00h
1,628
1,080
0
0.00
1.51
0.00
34.
Mike
2,841
0d 23:23:46h
992
560
0
0.00
1.77
0.00
35.
Doni007(CZ)
2,829
2d 08:57:13h
3,306
1,907
0
0.00
1.73
0.00
36.
SilverKiller
2,825
0d 21:09:42h
1,215
778
0
0.00
1.56
0.00
37.
tachikoma [O.C. Reg]
2,817
3d 15:30:04h
3,877
2,582
0
0.00
1.50
0.00
38.
-{PsO}- asura
2,816
2d 23:50:23h
3,369
1,720
0
0.00
1.96
0.00
39.
b00m! headshot!
2,812
1d 01:21:30h
1,513
679
0
0.00
2.23
0.00
40.
zock
2,789
1d 00:18:43h
1,493
755
0
0.00
1.98
0.00
41.
heden13
2,785
1d 11:23:16h
1,668
1,051
0
0.00
1.59
0.00
42.
Hazzard
2,782
5d 15:33:59h
5,534
3,971
0
0.00
1.39
0.00
43.
der.Dreher
2,781
1d 05:06:55h
1,947
1,086
0
0.00
1.79
0.00
44.
dogs::mr.pink
2,764
1d 09:43:26h
2,172
1,103
0
0.00
1.97
0.00
45.
Tarpon
2,757
1d 18:17:57h
2,297
1,314
0
0.00
1.75
0.00
46.
MonkeylordMafia
2,750
0d 04:35:01h
536
134
0
0.00
4.00
0.00
47.
|RB|Moreluz
2,739
1d 01:37:15h
1,596
751
0
0.00
2.13
0.00
48.
ArmaLite | Huron (esp)
2,730
1d 09:04:44h
2,059
1,099
0
0.00
1.87
0.00
49.
з‚з‰ Ώa Ĥildegard
2,723
3d 09:02:12h
3,685
2,397
0
0.00
1.54
0.00
50.
Hetz
2,723
8d 08:22:37h
8,011
6,123
0
0.00
1.31
0.0
Well done to Beralic for getting number one even with that terrible kpd ratio. :¬)| Rank | Name | Points | Activity | Time | Kills | Deaths | Hs | Hpk | Kpd | Accuracy |
| 1. | Beralic [O.C. Reg] | 10,618 | 5d 18:48:44h | 6,663 | 5,832 | 1,432 | 0.21 | 1.14 | 0.16 | |
| 2. | SamDouglas | 9,900 | 1d 05:37:57h | 2,668 | 1,165 | 546 | 0.20 | 2.29 | 0.34 | |
| 3. | [The.O.C] Freakthesheep | 9,517 | 7d 03:14:50h | 8,492 | 5,173 | 1,748 | 0.21 | 1.64 | 0.11 | |
| 4. | Major Payne | 9,173 | 1d 16:09:17h | 3,129 | 1,377 | 649 | 0.21 | 2.27 | 0.20 | |
| 5. | Dame LCFC | 8,736 | 1d 19:34:44h | 3,178 | 2,069 | 541 | 0.17 | 1.54 | 0.20 | |
| 6. | [The.O.C] Caliban | 8,306 | 4d 18:58:53h | 8,030 | 6,231 | 1,880 | 0.23 | 1.29 | 0.19 | |
| 7. | [The.O.C] Waygard | 7,830 | 2d 08:52:08h | 2,441 | 2,321 | 502 | 0.21 | 1.05 | 0.14 | |
| 8. | [The.O.C] Gag | 7,674 | 2d 08:35:26h | 2,759 | 2,836 | 552 | 0.20 | 0.97 | 0.20 | |
| 9. | T3 [O.C. Reg] | 7,451 | 1d 14:58:51h | 2,122 | 1,867 | 438 | 0.21 | 1.14 | 0.12 | |
| 10. | Fix | 7,392 | 2d 11:12:32h | 2,929 | 2,348 | 503 | 0.17 | 1.25 | 0.19 | |
| 11. | [The.O.C] BigDawg | 7,384 | 1d 23:03:56h | 2,102 | 1,748 | 402 | 0.19 | 1.20 | 0.16 | |
| 12. | [The.O.C] G @ work :( | 7,175 | 4d 00:31:05h | 5,608 | 5,033 | 1,242 | 0.22 | 1.11 | 0.14 | |
| 13. | [The.O.C] St. George | 6,934 | 1d 19:06:47h | 2,314 | 2,828 | 434 | 0.19 | 0.82 | 0.16 | |
| 14. | eF | Bobbeh | 6,836 | 0d 15:05:00h | 1,678 | 801 | 377 | 0.22 | 2.09 | 0.18 | |
| 15. | |\|/| - MrChris | 6,502 | 0d 09:04:20h | 895 | 375 | 158 | 0.18 | 2.39 | 0.26 | |
| 16. | [The.O.C] Gixer | 6,426 | 1d 19:23:10h | 1,919 | 2,422 | 274 | 0.14 | 0.79 | 0.30 | |
| 17. | [The.O.C] loading | 6,402 | 1d 07:32:32h | 1,733 | 1,603 | 418 | 0.24 | 1.08 | 0.19 | |
| 18. | [The.O.C] Arm5ky | 6,305 | 1d 19:30:17h | 1,844 | 1,717 | 303 | 0.16 | 1.07 | 0.16 | |
| 19. | [The.O.C] Spoona | 6,254 | 5d 09:26:35h | 7,805 | 7,192 | 948 | 0.12 | 1.09 | 0.48 | |
| 20. | Clive [O.C. Reg] | 6,081 | 2d 00:44:22h | 1,648 | 1,969 | 346 | 0.21 | 0.84 | 0.23 | |
| 21. | Rizla_1[O.C. Reg] | 6,069 | 1d 09:24:58h | 1,855 | 1,827 | 345 | 0.19 | 1.02 | 0.16 | |
| 22. | Foul Ole Ron [O.C. Reg] | 5,985 | 1d 16:26:23h | 2,349 | 2,371 | 536 | 0.23 | 0.99 | 0.13 | |
| 23. | Bru | 5,810 | 1d 10:42:12h | 1,727 | 1,593 | 306 | 0.18 | 1.08 | 0.23 | |
| 24. | Captain Gaylord V.C. | 5,750 | 2d 02:23:11h | 1,878 | 2,604 | 378 | 0.20 | 0.72 | 0.11 | |
| 25. | Sw!fty [O.C. Reg] | 5,568 | 2d 20:47:29h | 2,924 | 3,255 | 692 | 0.24 | 0.90 | 0.20 | |
| 26. | [The.O.C] St. Pull | 5,562 | 2d 07:59:34h | 2,423 | 3,026 | 573 | 0.24 | 0.80 | 0.14 | |
| 27. | [The.O.C] Kriegskrüppel | 5,446 | 1d 00:45:39h | 969 | 1,150 | 143 | 0.15 | 0.84 | 0.11 | |
| 28. | DLStriker | 5,424 | 0d 23:42:13h | 750 | 1,236 | 175 | 0.23 | 0.61 | 0.13 | |
| 29. | [The.O.C] EagleSoft | 5,407 | 0d 21:06:03h | 944 | 1,152 | 191 | 0.20 | 0.82 | 0.12 | |
| 30. | Moonspell | 5,283 | 0d 10:32:07h | 787 | 510 | 146 | 0.19 | 1.54 | 0.45 | |
| 31. | [The.O.C]Ratty | 4,976 | 1d 04:10:40h | 663 | 847 | 135 | 0.20 | 0.78 | 0.09 | |
| 32. | unter_hosen | 4,975 | 0d 06:17:17h | 473 | 398 | 62 | 0.13 | 1.19 | 0.39 | |
| 33. | Elgo^ | 4,903 | 0d 05:25:39h | 499 | 232 | 95 | 0.19 | 2.15 | 0.28 | |
| 34. | [The.O.C] Moggy | 4,856 | 3d 02:48:34h | 2,453 | 3,654 | 500 | 0.20 | 0.67 | 0.15 | |
| 35. | Hungry [O.C. Reg] | 4,765 | 1d 20:59:05h | 1,708 | 2,357 | 334 | 0.20 | 0.72 | 0.16 | |
| 36. | ChiRho | 4,717 | 0d 13:52:21h | 517 | 546 | 82 | 0.16 | 0.95 | 0.14 | |
| 37. | Cpt Ukulele | 4,581 | 0d 04:59:57h | 476 | 251 | 107 | 0.22 | 1.90 | 0.19 | |
| 38. | [The.O.C] burny | 4,424 | 0d 08:39:46h | 463 | 418 | 90 | 0.19 | 1.11 | 0.14 | |
| 39. | Johnyyyy [O.C Reg] | 4,205 | 0d 04:33:21h | 261 | 285 | 41 | 0.16 | 0.92 | 0.34 | |
| 40. | Opportunist | 4,122 | 0d 05:31:49h | 427 | 303 | 78 | 0.18 | 1.41 | 0.32 | |
| 41. | C@tt [O.C. Reg] | 4,044 | 0d 12:13:55h | 654 | 603 | 125 | 0.19 | 1.08 | 0.16 | |
| 42. | Switch | 3,960 | 0d 12:59:09h | 542 | 681 | 94 | 0.17 | 0.80 | 0.14 | |
| 43. | T3lmo | 3,949 | 0d 05:23:39h | 408 | 301 | 71 | 0.17 | 1.36 | 0.32 | |
| 44. | eF | Buzz | 3,916 | 3d 07:46:12h | 2,378 | 3,167 | 496 | 0.21 | 0.75 | 0.15 | |
| 45. | Dock_04 | 3,893 | 0d 03:09:09h | 282 | 159 | 56 | 0.20 | 1.77 | 0.27 | |
| 46. | Die.linke.Hand.des.Teufels! | 3,779 | 0d 05:24:36h | 539 | 235 | 118 | 0.22 | 2.29 | 0.20 | |
| 47. | -|D|-|C|- backslash |CL| | 3,680 | 0d 09:56:30h | 304 | 502 | 64 | 0.21 | 0.61 | 0.09 | |
| 48. | Cpl. Entek | 3,677 | 0d 05:04:36h | 479 | 229 | 97 | 0.20 | 2.09 | 0.18 | |
| 49. | Kung Fuzius | 3,621 | 0d 06:24:22h | 335 | 362 | 43 | 0.13 | 0.93 | 0.37 | |
| 50. | [83]WilmOmatiK | 3,318 | 0d 03:20:04h | 232 | 137 | 39 | 0.17 | 1.69 | 0.13 |
Additions
- Added a Quick List view to the serverbrowser
Posted originally: 01/12/2009 Read more...
In the following days your installation of Insurgency 2.x will be automatically updated through Steam. The patch affects mostly the maps Ins_Samawah, Ins_Sinjar and Ins_Buhriz (please check the changelog below for additional details). If you don't have Insurgency: Modern Infantry Combat 2.x installed you can download it over here.
Update Changelog:
Ins_Samawah_Day
- small player clip fixes
- Fixed a map bug at the Alpha spawn area
- Fixed car collisions
- A lot of small fixes and updates throughout the entire map
- Added destroyed section to bridge, accessible from the ground and bridge interior, with larger capture radius
- Modified village with new structures, balconies and vantage points
- Significant increase of prop and terrain cover throughout the map
- Light, fog and shadow improvements
- Performance optimizations
- Some additional sound updates (secondary sound effects)
- Fixed a minor issue with vehicle LODs
- Finding a dedicated server when starting the game from a lobby is now faster and more reliable
- Versus mode is now locked to Normal difficulty
- Difficulty on a server is now locked to the one set by the lobby reservation
- Fixed lagouts/spikes after level transition
- Fixed directory issue with spray logs in some cases
- Fixed video settings not saving after closing video options dialog
- Corrected a boomer suicide exploit
- Several minor localization fixes
- Fixed a error were disabling cheats would incorrectly reset data
November 21st, 2008 - Valve®, creators of best-selling game franchises (such as Half-Life and Counter-Strike) and leading technologies (such as Steam and Source), today announced Valve's new zombie thriller, Left 4 Dead™ (L4D) is now available at retailers worldwide for the PC and the Xbox 360® video game and entertainment system from Microsoft.
Early critical response and sales indicate Left 4 Dead is on track to become one of the top holiday game releases. Commercially, Left 4 Dead's pre-order numbers surpassed those of Valve's 2007 blockbuster, The Orange Box, by more than 160%.
The game has been heralded critically, with Official Xbox Magazine U.S. awarding it a 95% score and calling it "the most intense multiplayer experience on Xbox 360." Maximum PC has given the title a perfect 10 out of 10, saying the game "didn't just meet our high expectations for the zombie apocalypse, it exceeded them." = Game Informer gave L4D a 9.25, declaring that it "innovates in ways that will shape the future of gaming." Left 4 Dead has also been nominated for three Spike TV Video Game Awards, including Best Action game, Best Multiplayer game and Best PC game.
"The goal for Left 4 Dead was to create a game that blends the social entertainment experience of multiplayer titles such as Counter-Strike and Team Fortress with the dramatic, narrative experience made popular in single player action classics such as the Half-Life series of games," stated Gabe Newell, president and co-founder of Valve. "The success of this experiment has resulted in tremendous pre-order performance, reviews, and the fastest-growing online player number of any Valve title."
Set in a modern day survival-horror universe, the game casts you as one of four survivors in an epic struggle against swarming hordes of zombies and terrifying mutants. The four expansive campaigns offer single player and co-operative game modes. Left 4 Dead also features a Versus mode that allows players to take control of one of four types of "Boss Infected," with each "Boss" possessing a mutant ability instead of traditional firearms. In addition, Left 4 Dead offers gamers the chance to go "behind the scenes" of the making of the game via the "Director's Commentary" mode.
"Valve launched Left 4 Dead with a $10 million dollar marketing campaign spanning television, print and online advertising plus non-traditional outdoor placements in many major cities in the US and Europe," said Doug Lombardi, vice president of marketing at Valve. "These programs, in addition to the community-focused activities such as the 'Dude, where's my thumb?" photo contest have helped expose Left 4 Dead's innovative gameplay to gamers and put it on track to become one of 2008's top releases."
Posted originally: 11/21/2008 Read more...
Posted originally: 11/17/2008 Read more...
Posted originally: 11/10/2008 Read more...
Rolling out with the upcoming demo of Valve's Left 4 Dead, Steam Cloud is a set of services announced back in March that will save various game settings on the server, so gamers will be able to easily transfer games to new machines with all of their tweaks and configurations intact. You'll be able to log into another system, log in Steam, and your game settings will automatically download to the new system.
"For some time now, Steam has allowed gamers to log on from any computer in the world and access their applications. This also makes it easy to upgrade a PC without worrying about losing your games," said Gabe Newell, president and co-founder of Valve. "Steam Cloud is a natural extension of the portability Steam affords gamers and developers, and we intend to expand its feature set as it is used in Left 4 Dead and other games coming to Steam."
The first release of Steam Cloud will support the saving of keyboard and mouse configurations as well as multiplayer settings. Valve is making Steam Cloud freely available to developers and publishers, and will also be adding support for the services to their back catalog. Hit the jump for more details.
STEAM CLOUD ROLLING IN THIS WEEK
Leading Online Platform for PC Games Extends Portability
November 3, 2008 - Valve, creators of best-selling entertainment products and advanced technologies, today announced the roll out of Steam Cloud, a set of services for Steam that stores application data online and allows user experiences to be consistent from any PC. Steam Cloud is a free extension to Steam, a leading a platform for PC games with over 15 million accounts worldwide.
Steam Cloud support will ship with Valve's Left 4 Dead demo later this week and the full game on November 18. In this first release, the information stored and accessible through the Steam Cloud includes keyboard, mouse, and gamepad configurations, as well as multiplayer settings such as spraypaint images.
The Steam Cloud will "just work," meaning any user changes to their game options will propagate to the Cloud by default. Upon logging into Steam from another PC, these settings will be brought down from the Cloud and automatically leveraged by the game. Any configuration changes on this second machine are then synced to the Cloud for future sessions.
Steam Cloud will be available to all publishers and developers using Steam, free of charge, and Valve will add Cloud support to its back catalog of Steam games. Cloud services are compatible with games purchased via Steam, at retail, and other digital outlets.
"For some time now, Steam has allowed gamers to log on from any computer in the world and access their applications. This also makes it easy to upgrade a PC without worrying about losing your games," said Gabe Newell, president and co-founder of Valve. "Steam Cloud is a natural extension of the portability Steam affords gamers and developers, and we intend to expand its feature set as it is used in Left 4 Dead and other games coming to Steam."
The Left 4 Dead infection is reaching pandemic status.....many are already infected.
The.O.C Survival has begun....hunting for fellow survivors and anhiliating the infected horde. With us you WILL survive..........
join us or surely die.......
Read more...
I was still able to contribute to the fight by shooting blindly from the downed position (even got an Achievement for it) – but after being incapacitated for too long (and getting my head stomped on a little bit by the Tank), I died and had to watch my teammates fight on via an action camera that followed their progress.
Again, when the Survivors died off, we changed sides and I got to try out the Smoker’s tongue-lashing attack (which I started to think of as a Gene Simmons special). I was told that for as many Tanks as one side had spawned during a match, the other side had exactly the same amount of Tanks when they took their turn playing as Infected – though they didn’t always show up at the same part of the game. I was hoping I’d get to try being one if I died often enough (and believe me, I tried) – but it never happened for me.
Ultimately my team won, despite my repeated and semi-deliberate deaths as an Infected. A PR rep was kind enough to clue me in to how the scoring works: you only earn points while playing as Survivors by getting as far as you can through a level. As Infected, you are racking up points – but they don’t go to your final score and mostly get used as a way to measure your performance against your teammates’. To win a game of versus, you’ve got to make it through the entire campaign (a series of levels – I wasn’t clear on how many) with the highest score.
The highlight of my evening? Accidentally shooting at one of my teammates, missing and hitting the gas station behind him that then suddenly exploded. Which killed him. Oops (sorry Randy!).
Left 4 Dead is out November 18.
Time for a startover.
Here's the top 50 ranked players as of today.
Well done to dame for his massive score. Bet your not top next time.
Read more...
RPS is a multi-player rock, paper, scissors game that provides a quick and easy way to add some great interactivity to our website.
Users can challenge each other to a game of Rock, Paper, Scissors. Win, loss, and draw histories are tracked on a scoreboard, as well as your personal history.
Checkout Main menu to access
Read more...
It's official - from next week Insurgency will be available directly from Steam as a free download, making it much easier for you to download and install INS, as well as to keep up with the latest updates. 4 other mods have been selected by Valve to be part of this initiative - Synergy, D.I.P.R.I.P., Age of Chivalry and Zombie Panic. Please check below an extract of the official announcement:
As a part of our continuing efforts to support the MOD community, we will begin hosting selected MODs directly on Steam starting next week. [...] As always, owners of any Source game will be able to download and play all of these MODs for free.
Once installed, these MODs will appear in your "My Games" list and will receive automatic updates just like other games on Steam. Also, these MODs now take advantage of Steamworks, which provides stat tracking and tighter integration with the Steam community.
We're excited to see MOD developers get wider recognition for the hard work they have done, and we hope to support more MOD teams in the future [...]
These are fantastic news for all of us, and a great way to bring new players into the Insurgency community. You can read the announcement directly from your Steam client as well as from this link. Expect more information about this release to be published in the followi
HEAVY: Increased movement speed. Melee and sandvitch only. The heavy is the siege weapon of the zombie team. He can take out most classes with one critical punch and can soak up a lot of damage due to his 300 health. A heavy zombie normally drops nothing upon death unless the sandvitch is equipped, which is dropped to be a health pickup to be used by either team. The heavy due to his slow speed is not suitable at taking out support classes alone.
Read more...
An update of HLstatsX Premium was released which introduces full support for the game "Insurgency: Modern Infantry Combat"
So we now have stats for our Insurgency Server. Goto Insurgency page to find link. Read more...
The first player on in our community who gets
:
Jack of All Trades rewards players for earning a kill with a Machine Gun, Sniper Rifle, Rifle, Sub-Machine Gun, and a Grenade all in a single life.
will be rewarded by getting the Gary's Mod or a similar game of same cost on the Steam Engine.
If somebody have that reward from before, they have to do it again and post the date/screenshot of their achivements page to prove it.
Go go go!
PS.
It of course have to happen while playing on the OC server and it shold be busy. Read more...
Leveraging the recently released set of free services available in Steamworks, the Palermo Update adds 51 achievements to Day of Defeat: Source, player avatar displays in the scoreboard and win panel, and detailed player statistics that are integrated with the Steam Community features (www.steamcommunity.com).
In addition, this update adds support for popular features introduced in Valve's Team Fortress 2 (TF2), the PC title named multiplayer game of the year by Gamespy.com and PC Gamer. These include "nemesis/revenge" freeze cam and new effects driven by the particle system introduced to the Source engine for TF2.
Finally, this update also introduces a new map, Palermo, which is a remix of the most popular community map, dod_salerno, originally created by Magnar "insta" Jennsen.
For more information, visit the Day of Defeat: Source Palermo site.
Welcome one, welcome all to The.O.C in all its wondrous glory. We've got loads of new areas for game content, gallery's, mugshots - games will be returning soon too! Plus a cohesive forum so we only have 1 logon - yes lads 1 logon! Whoop-de-doo-dah indeedy.
Mose around, there are likely to be some empty bits here and there while we add more content and receive stuff from you guys to put on the site too.
IMPORTANT: Your logon details - in the top right hand corner are from the Forum. DO NOT register again if you already have. Logon once tick the box and jobs a goodun.
Hope you like it.
Arm5ky, Monster, G and MacBeth Read more...
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