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Tag Archive for 'update'

What has happened since the 8th of August - Part 1

I find it much easier to make big posts like this whenever stuff happens instead of writing lots of little ones…

 

Toribash

I got Toribash a few days ago, it is basically a game where you bash the crap out of an opponent.

It’s not a button smasher sort of thing though, you have control over about 20 ‘muscles’ which you can either relax, hold, contract, extend and in some cases turn left, turn right, raise and lower.

What the Toribash wiki says:

Toribash is a ragdoll-physics, turn-based fighting game created by Hampus Söderström (AKA Hampa), a Swedish software developer. Toribash was a “Best Game Idea” finalist at the 2006 Swedish Game Awards.

The basic aim of the game is to fight the opponent, scoring points for damage. Some limbs break easier then others, others give more points when hit. To get more points, each joint can be relaxed, contracted, extended or held. This makes the gameplay very open-ended as there are no set moves, although many people will copy a move which seems to work well.

Toribash is a shareware game. Simply go to [Toribash.com] to download it. Unlike Direct X, Open GL lets all formats of computers download and play the game including Linux and Mac.

When you do become a registered player it is not just for a month or yearly, it is for life. Many new features await you. You can become an official member of the Toribash forum. [[1]] A widely expanding forum that has been around ever since the administrator Veb, created it. Ever since that occurred, new opportunities awaited for the Toribash game as a whole. Two pieces are better than one.

Toribash has turned into a game that keeps getting better and better as time goes on; a developing experience. It makes the game stay refreshing every time you play it. From new updates, to new capabilites such as joint color, blood color, torso color etc., it all boils down to Toribash being one of the most improved games anyone has ever seen.

Here is a video of some of the stuff you can do:

It can also be artsy:

image

image 

Crysis

I got Crysis as well and it isn’t really that good. I made a custom config so I could play it with dx10 graphics on my dx9 system and sure it looked stunning but the campaign is pretty crap.

That said the sandbox is pretty awesome. I love making a hundred thousand barrels and just dropping a tornado into it all. I also love tearing down houses with my fists and picking up the enemy and using them to bring down a tank. I also like shooting a guy in the face in pitch darkness, having his friends come over, shine their gun mounted lasers at me, not notice because of my cloak, then me coming up behind them with a rock and crushing their bodies to mush.

Here are some pictures, and by the way, this is not the quality that I normally play on, I can’t stand anything less than 60 fps to I have to turn off DOF and motion blur, and a few other things…

That concludes part 1 of What has happened since the 8th of August.

Team Fortress 2 Update Released (8/19/2008)

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Added 3 Heavy unlockables

  • Natascha, The Sandvich, The Killing Gloves of Boxing
  • Added 35 new Heavy achievements

Added Arena game mode

  • 5 arenas: Lumberyard, Ravine, Well, Granary, Badlands

Added 2 new maps

  • Badwater Basin, a new payload map
  • cp_steel, a community map by Jamie “Fishbus” Manson

Changes

  • Added server map timeleft to upper right of scoreboard
  • Added new firing sounds to The Backburner
  • Removed the Custom Tab in the serverbrowser, and added the Tags field to the base Internet Tab
  • Increased The Kritzkrieg’s uber-charge rate bonus from 10% to 25%
  • 32 player servers can now support an extra slot of SourceTV
  • Made the freezecam item panel description easier to read
  • Players now broadcast whether they chose a team directly or use autoteam
  • Added proper handling of cart blocking recognition to Payload maps

Bug fixes

  • Fixed bug where switching from flaregun-wielding Pyro to another class meant you didn’t get a full ammo loadout on first spawn
  • Fixed Spy watch arm not using team skins
  • Fixed weapon switching preventing you from using secondary attacks for a 0.2s window after the primary became available
  • Fixed players getting stuck in a bad animation state when class switching while spinning the minigun
  • Fixed a loophole that allowed players to pickup weapons of other classes
  • Fixed a bug that resulted in players earning more crit chance bonus in large, single damage events than they are supposed to
  • Fixed an issue with the floating HUD +X health indicators that resulted in them appearing incorrectly
  • Fixed a bug which caused the minigun spinning & firing sounds to occasionally stop while the Heavy was still firing
  • Fixes the Loadout player model panel causing the in-game player facial animation to perform incorrectly
  • Fixed spectators not having the target ID labels display correctly
  • Fixed the cart alarm sound occasionally getting stuck on in Payload maps

Processing Tree

This is a little tree algorithm I made in processing. Just move your mouse left to right and it will do stuff. Basically every line is the exact same angle to the one previous.

This is a little tree algorithm I made in processing.

Click Here

Garry’s Mod Hacks - Update 3

Some of the functions are breaking randomly, and I am finding it hard to incorporate new features into the system. So I’m starting a rewrite. No copy-pasta from the old version.

Basic Current Features:

  • Aimbot
  • ESP
  • Wallhack
  • VAC proof!

New Features:image

  • Colour coding
  • Admin’s on server will be displayed in a derma box somewhere on the screen
  • Barrel hack
  • Lag compensation
  • This type of crosshair ==>
  • Heaps more
  • Auto Pistol!

Hopeful new features:

  • Script enforce proof
  • Physical bullets, eg. crossbow bolts, will be compensated for.

Things NOT to be implemented

  • Speedhack
  • Taunting
  • Ragemode
  • Spamming

Everything will be colour coded

Yellow = Enemy that’s not visible

Red = Enemy that is visible

Green = Friend that’s invisible

Blue = Friend that is visible

Red Cross = Health pack

Red Cross in blue box = Health dispenser

etc…

More to come!

TF2 Update Day - New Maps, Pyro Unlocks, Fixes

The update has just gone live! The update should automatically be applied, but if you’re impatient you can always force the update by restarting Steam right now.
Changes? Here they are and there are a number of them.

  • Added 2 community maps: cp_fastlane and ctf_turbine
    Pyro
  • Added alt-fire compression blast to the basic flamethrower
  • Added The Axtinguisher, The Backburner, and The Flare Gun
  • Hadouken taunt now kills people it hits
  • Tuned the flamethrower hit detection to improve detection versus retreating opponents
  • Removed Flamethrower’s damage falloff (was falling off to 25% by the end)
    cp_well
  • Added a route from the forward central foyer up to the battlements
  • Redistributed health and ammunition throughout the bases
    ctf_well
  • Added a route from the forward central foyer up to the battlements
  • Removed central building, reduced overall map length
  • Redistributed health and ammunition throughout the bases
    Other Notes
  • Removed Soldier’s 40% damage reduction from his own rockets. Does not affect rocket jumps
  • In-game avatar images will now have a badge around them if the player is your friend
  • Fixed bug that allowed players to move around in a reference pose
  • Added custom death icons for unlockable weapons
  • The player join team message now specifies whether the player used the auto team option
  • Payload maps now support four control points per stage
  • Achievement dialog will stay open when you’re moving in & out of the game and the main menu
  • Added full Russian localization, with both fonts & speech
  • Returned the “Report a Bug” option to the main menu

Light ‘em up!