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[L4D] Precinct 84 updated 
Thursday, 24 March, 2011, 08:58 - Left 4 Dead
Posted by ned
Precinct 84 by Keldorn has been updated to v8
- Al checkpoint exit doors now have bars.
- Checkpoint exit fixed on map 3 for versus.
- More pills added to map 2 and the finale.
- Versus score modified for map 2
- Nav cleaned up a bit more.
- Added a microphone to the club on map 3.
- Made the HL2 trainseats on map 2 unique named to avoid conflicts with campaigns using the same model.

and other various small things not worth mentioning.



Now installed on Main server. (Test server still down)




Left 4 Dead server details - HERE -

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[FC2] new custom map on server - Isla de la Muerte 
Sunday, 20 March, 2011, 12:13 - Far Cry
Posted by ned
I've installed a new custom map on the Far Cry 2 server called Isla de la Muerte by PiiPS. Isla de la Muerte (translated Isle of the Dead) is a good looking large map and supports all gamemodes.

Features
- Symmetric map design for balanced teamplay
- 2 Assault Truck (M2 .50 Cal.); 1 Jeep Liberty (APR); 1 Jeep Wrangler (UFLL)
- 2 Swamp Boat (M-249)
- 3 M-249's; 1 M2 .50 Cal.
- 10 ammo crates
- 3 Tunnels
- highly detailed environment




Far Cry 2 server details - link -

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[FC2] custom maps were playing on server..... 
Sunday, 20 March, 2011, 12:05 - Far Cry
Posted by ned
For at least a week, custom maps were not playing on the Far Cry 2 server. This has now been fixed. It was an admin issue on the server. Sorry to those who were expecting them to show up in the map-cycle!



Far Cry 2 server details - link -

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[L4D] Precinct 84 now on main server 
Saturday, 19 March, 2011, 04:44 - Left 4 Dead
Posted by ned
Precinct 84 by Keldorn is now a complete campaign and a damn good one! I've just given it a playthrough. Unique features, great atmosphere and an excellent weapons/packs layout. The "Scavenge" style gameplay for the finale works very well and can be quite a challange. Precinct 84 is now on the main server. Thanks to Unknown and Racer X for helping me with the playtest.
Ever wondered how L4d2 gascan scavenge would play out in l4d1? Now for the first time you can! Experince the versus and coop Scavenge finale in the original game. Complete with a unique animated police vehicle cutscene!


• Left 4 Dead - Precinct 84




Left 4 Dead server details - HERE -

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[L4D] No Precinct and Hunter Training map updates 
Thursday, 17 March, 2011, 09:27 - Left 4 Dead
Posted by ned
• The No Precinct Campaign by Keldorn has been updated to v7.0 Complete and is now called Precinct 84. This is now a full campaign with apparently a L4D2 Scavenge style finale.

Unfortionately no changelog update.

For now it's listed on my test server. I'll test this Campaign soon.



• eyeonus has updated his Hunter Training map to v4.5

• Reorganized Challenges 16-18 to better reflect difficulty.
• Added two "Secret" techniques: "Jump start" (in C3), and "Pounce Sliding" (in C9).
• Somehow managed to make the map veiwable outside the Challenge chambers except in C16-18.
• Other minor tweaks.

• Update to Read Me.txt, to include info. on string table error.




Left 4 Dead server details - HERE -

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Test server down 
Thursday, 17 March, 2011, 09:21 - >Misc Chat
Posted by ned
My test server has died. I think motherboard. I'll have another one up and running when time permits.


]=

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[ARMA2-OA] E04: Jackal scenario 
Sunday, 13 February, 2011, 09:13 - ArmA
Posted by ned
I've completed Boot Camp and I'm working my way through the Scenarios before I jump into the Campaign. I have to comment on the Jackal mission! OMFG how intense is this mission!! For me it started off full stealth mode with the occasional twitch shot to bouts of ramboness then back to stealth and ended up with me running for my life up a hill for exfiltration! I was determined to complete the main objective and to also complete the 'Damage the Base' objective!



52 minutes
All objectives completed
Regular difficulty

I failed about a dozen times before I finally completed it.

Tough, unforgiving and the most intense hour of single playing gaming I've experienced.




===

I'm still keen to get my ARMA-OA co-op server completed and tweaked. I'll be having a look at the Private Military Company DLC and seeing how that goes.. stay tuned!

===

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[L4D] I Hate Mountains updated 
Sunday, 30 January, 2011, 12:00 - Left 4 Dead
Posted by ned
I Hate Mountains has been updated to v1.2 with a big list of fixes and is now on the main server..

VERSION 1.2 (January 29th, 2011)

* Fixed: [forest] A pair of molotovs could not be picked up due to a bogus colision model (reported by AtomicStryker)
* Fixed: [forest] Players could become stuck when crouching under the fallen tree on the left path (reported by BigDaddy)
* Fixed: [forest] The auto-crouch was not entirely functional under the fallen tree on the left path (reported by BigDaddy)
* Fixed: [forest] Tweaked the ambient lighting to make it a-bit-less-dark-but-still-not-daylight© (reported by Icarus)
* Fixed: [forest] Players could become stuck in low rocks behind the right path's shack (reported by Billy Duchene)
* Fixed: [forest] Players could walk on a one unit edge of the ending fence wall (reported by _vwvwv_)
* Fixed: [forest] Bots were randomly unable to follow the players on the Canadian bridge path (reported by placeboing)

* Fixed: [manor] Players could become stuck between trashbags and a sofa chair (reported by ninijacob)
* Fixed: [manor] Players could become stuck on the crashed helicopter's debris (reported by half a million people)
* Fixed: [manor] Bots could become stuck if standing under the moving garage door while it closes (reported by Zarxrax)
* Fixed: [manor] Reinforced and/or enlarged most of the woodboard catwalks to avoid players falling from it (reported by Icarus)
* Fixed: [manor] Tweaked the lighting and opened a few doors by default to better guide players (reported by UglyDuck)
* Fixed: [manor] Removed a large part of the arrows scattered everywhere in the building (reported by Icarus)
* Fixed: [manor] Survivors yelled too much after they called the chopper and continued until the end of the level (reported by Daniel Fendrich)
* Fixed: [manor] Emphasized the weapon's location in the attic with a flickering light to prevent players from missing it (reported by Daniel Fendrich)
* Fixed: [manor] Disabled the weapons in the attic until survivors reach it, it was distracting the bots during the climb (reported by a lot of people)
* Fixed: [manor] Clipped the crashed helicopter's tail to ease the jump on top of it during the horde (reported by NykO18)
* Fixed: [manor] Helicopter could become sticky even before it took off from the helipad (reported by NykO18)
* Fixed: [manor] Clipped the manor's attic entrance to prevent players in a hurry from being stuck (reported by NykO18)
* Fixed: [manor] Added a ladder to allow infected to reach the back of the church (reported by NykO18)

* Fixed: [underground] Survivors tempted to jump on the infected-only stone plateau would fall in the chasm (reported by AtomicStryker)
* Fixed: [underground] Players could walk on a tiny portion of the chasm wall near the end and stay stuck (reported by _vwvwv_)
* Fixed: [underground] Strange looking light beams replaced with new ones available in the Left 4 Dead engine (reported by NykO18)
* Fixed: [underground] Bogus lighting on several spider webs all around the level (reported by NykO18)
* Fixed: [underground] Added two ladders after the bridge so infected can jump in the gap and climb back to the event area (reported by Daniel Fendrich)
* Fixed: [underground] Switched off the light on top of the wine cellar's stairs to prevent players from going backward (reported by Daniel Fendrich)
* Fixed: [underground] Players could fall to their death or become stuck while going under one of the mining elevators (reported by _vwvwv_)
* Fixed: [underground] Lighting issue near the grand staircase in the wine cellar room (reported by Moroes)
* Fixed: [underground] Tier2 weapons flying in the air during the second round of a Versus game (reported by NykO18)
* Fixed: [underground] Tweaked the lighting and opened a few doors by default to better guide players (reported by UglyDuck)
* Fixed: [underground] Event bridge could become sticky when standing on it while it was opening (reported by NykO18)
* Fixed: [underground] Players could become stuck if they stayed near the door when the bridge opens (reported by NykO18)

* Fixed: [lumberyard] Unnecessary physics conversions throwing errors under the Linux dedicated server (reported by Mark)
* Fixed: [lumberyard] Simplification in order to work around the crashes randomly occuring when survivors loose the game (reported by several people)
* Fixed: [lumberyard] Tweaked the container's fall to have less chance of it blocking entirely the way (reported by Jer9-Carver)
* Fixed: [lumberyard] Tier2 weapons flying in the air during the second round of a Versus game (reported by NykO18)
* Fixed: [lumberyard] Bots were randomly unable to follow the players on the train tunnel path (reported by placeboing)
* Fixed: [lumberyard] Survivors were talking all at once when reaching the coast road (reported by NykO18)
* Fixed: [lumberyard] Event crane could become sticky when standing on it while it was moving (reported by NykO18)
* Fixed: [lumberyard] Tweaked the lighting and added several light sources to better guide players (reported by UglyDuck)
* Fixed: [lumberyard] Emphasized the crane booth building with multiple lights and spots (reported by Icarus)

* Fixed: [lakeside] Smokers were able to pull survivors through some parts of the breakable walls of the cottage (reported by flying-emu)
* Fixed: [lakeside] Common infected were able to hit survivors through some parts of the breakable walls of the cottage (reported by AtomicStryker)
* Fixed: [lakeside] Restored the 4 first aid kits located near the weapons during the finale in Versus (reported by Daniel Fendrich)
* Fixed: [lakeside] Bogus common infected navigation near two rock piles in the finale area (reported by Michael Roanhaus)
* Fixed: [lakeside] Area reported to be a bit too safe to be honest on the vending machines of the airport (reported by someone we lost the name)
* Fixed: [lakeside] Changed the location of the first aid kits so they are no longer next to the weapons and ammo (reported by NykO18)
* Fixed: [lakeside] Slightly increased the delay before the escape vehicle can be reached (reported by The William Wallace)
* Fixed: [lakeside] Plane could become sticky when you walked on it or near the fuselage (reported by NykO18)
* Fixed: [lakeside] Tweaked the lighting and added several light sources to better guide players (reported by UglyDuck)
* Fixed: [lakeside] Clipped a few areas (a tree, a log stack, a barricade) where players could become stuck (reported by Moroes)
* Fixed: [lakeside] Unblocked the watertower near the airport building for both infected and survivors (reported by ollie27)
* Fixed: [lakeside] Reduced the exterior raining sound volume by 15% to avoid headaches when playing with headphones (reported by ollie27)
* Fixed: [lakeside] Players could climb out of reach from the infected and avoid the final (reported by Mike)
* Fixed: [lakeside] Blocked the roof of the white shack near the airport dock to avoid camping (reported by NykO18)
* Fixed: [lakeside] Plane was randomly suffering from weird stuttering and lack of lighting effects on a second versus round (reported by NykO18)

* Fixed: [generic] Tweaked all of the minigun's yaw and pitch angles for the sake of usefulness (thanks to Zsu)
* Fixed: [generic] Reduced by 15 to 25% the quantity of items made available by the director (reported by The William Wallace)
* Fixed: [generic] Repositioned the names of the survivors on the poster to allow longer nicknames (reported by liszto)
* Fixed: [generic] The random alarm/klaxon sound playing when setting infected on fire should have disappeared (reported by Keldorn)





Left 4 Dead server details - HERE -

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[FC2] Osseous Labyrinth updated to v1.6 
Friday, 21 January, 2011, 02:11 - Far Cry
Posted by ned
DaWorFizm has updated Osseous Labyrinth to v1.6 with some significant changes..
• Added details/objects
• Added access bridge from APR side of CP-A
• Added UFLL & APR spawn points to CP-A & CP-C
• Added Swampboat to CP-A
• Extended paths from UFLL side of CP-A
• Moved Mounted M.50 at CP-A
• Removed Glider from CP-B
• Added Ammo piles to CP-B, CP-C & APR Diamond
• Removed Ammo piles from UFLL & APR bases




Far Cry 2 server details - HERE -

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[L4D] new campaign added to test server, No Precinct 
Saturday, 15 January, 2011, 01:32 - Left 4 Dead
Posted by ned
I've added a campaign called No Precinct by Keldorn to the test server. It's incomplete but a work in progress. No Precinct is a very nice looking campaign and even at this early stage is quite well balanced with not too many kits etc.

Once all maps including a finale have been completed I'll add it to the main server, even if still in beta stage.


Left 4 Dead server details - HERE -

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