Posts Tagged ‘mod news’

Pummel Panau: Just Cause 2 Multiplayer Test Weekend

By Craig Pearson on April 19th, 2013.

Welcome to heaven/hell. Delete as appropriate.
The first rule of the Just Cause 2 Multiplayer beta tests is you talk openly and honestly about them, and leave no detail out. So I thought I’d let you all know that this weekend the mod team plan on running a beta test this very weekend. It’s a remarkable mod that packs players from all over the world into Panau. Remember the chaos you caused as Rico in the single-player? Imagine that multiplied by a thousand players. You’re either grinning or flinching right now, so you’ll already know if it is for you. Whoops! It turns out the second rule is no lazy Fight Club references. Bugger!
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Game In A Game: Super Mari-CS:GO

By Craig Pearson on April 19th, 2013.


If you’re in the middle of a game of Counter-Strike: Global Offensive and suddenly get the urge to play Super Mario Bros., there are a few options open to you. You could stop playing CS: GO. You could grab a nearby 3DS, perhaps yanking it from the hands of a passing four year-old, and balance it under your monitor, using a series of elaborate poking devices to manipulate the game. Or you could join Reflex Gamers’ CS: GO server, where they’ve created an emulated SNES within cs_office, complete with controllers and cartridges. You have to see this.
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So This Is Garry’s Mod In Space

By Jim Rossignol on April 9th, 2013.


Craig send me the video below with the line “this is Garry’s Mod“. After looking at it for a bit, I realised I didn’t understand what that meant, because it looked a lot more like Eve Online. So I browsed my way over to Facepunch for an explanation: “Devinity has been in development for a long time, going through many massive updates and overhauls, so much that you would barely be able to tell the new and old versions used to be the same gamemode. It is a unique combination of gameplay elements from games such as EVE: online and Freelancer, but with many of our own elements added in, further enhancing the player experience.”

Okay! So that means…? Spaceships, space battles, planets, NPC missions, NPC space pirates, asteroid fields, all in a game mode for Garry’s Mod. Clever stuff. Videos below.
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Proof Of Climate Change? A Tropical Skyrim Overhaul

By Craig Pearson on March 13th, 2013.

What IS that thing in the sky?

Winter Summer is coming. Hmm. It doesn’t have the quite the same power as “Winter”, does it? Shorts and flip-flops are hardly solemn. Basically, if you’re a season that encourages Cliff Richard songs, then you’re definitely not scarily atmospheric. You are lacking in portent. Which means that this impressive tropical overhaul of Skyrim might change the tone of the game. The dragon shouts will be a bit less gruff and a bit more “Fus Ro Ice-Cream!”. Instead of the aggressive mammoths, they might be frolicking in the meltwater, squirting each other with trunkfuls of water and grabbing tails. My magical renaming software is suggesting “Far Cryrim” as a suitable alternative, because Tropical Skyrim Overhaul is too boring for such a sunny delight.
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Mod More Betterer: L4D2′s Extended Mutation System

By Nathan Grayson on February 13th, 2013.

Your first mission: improve upon this somehow. Good luck.

My absolute favorite thing in the world is when games existences somehow mirror their names. Seriously. I have very few other interests. I’m an incredibly boring person. But anyway, just as Duke Nukem Forever took forever to come out, Call of Duty is nothing if not dutiful in its adherence to a yearly release schedule, and Toilet Tycoon was awful, Left 4 Dead 2 has not, in fact, been left for dead. Sure, Valve hasn’t lavished it with quite as much attention as, say, Team Fortress 2, but it’s certainly attempted to empower the community’s efforts – first with Cold Stream, and then with full Workshop support. But those mods? They’re about to get seventy five point blue banana apple sauce percent modderier, because Valve’s put its Extended Mutation System into beta.

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The Best Of The Left 4 Dead 2 Workshop

By Craig Pearson on February 4th, 2013.

And IIIIIIIIIIIIIIIIIIIIIIIII Willl Always Love Youuuuuuuuuuuuuou!
I have a proposal. We all have things on our PC the world shouldn’t know about. When the inevitable happens and Death beckons, we all have the our power to help each other out. What I need is someone to sneak into my Steam account (password: abetterpasswordthangaben), load up the Left 4 Dead 2 Workshop, and delete all my subscriptions. If anyone found out what I’ve been doing to Valve’s zombie shooter, why I’d die all over again. I’m happy to do the same for you. Just email me your Steam passwords and I’ll make sure whatever needs doing is done.
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Garry Announced Kinect Support For His Mod

By Jim Rossignol on November 27th, 2012.


Haha. Yeah, Garry knows what to do. I’ve posted videos of his Kinect experiments below, and you can see exactly why the infamously aberrant Half-Life 2 mod actually needs Kinect support by watching those. Readers with memories will recall that we talked to Garry about his plans for the mod earlier in the year.

The Kinect support will apparently arrive “this week or next”.
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Latest Day Z Patch Includes Community Contributions

By Jim Rossignol on November 1st, 2012.


As promised in the discussions of how the mod would develop in tandem with the standalone game, Day Z‘s mod version has been patched to 1.7.3 with contributions from the wider community (as opposed to just the original dev team.) Discussing the patch on the Day Z forums, Rocket posts a list of everyone who has contributed to the latest update, and encourages others to get involved: “There is much being done, new features and content. Official support is also being made available to community development team members for some requests, where possible.”

There are no new features in this patch, sadly, as it’s all bug fixes and tweaks, and although dogs are “in” they’re no workable yet due to some missing features. Dogs, it seems, will have their day(z).

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No Downside: Modder Remaking Descent In UE3

By Nathan Grayson on November 1st, 2012.

Remakes are strange creatures. They come in all manner of breeds – from timely and lovable to completely mystifying to completely mystifying until you actually see it and go, “OK, sure. That actually doesn’t look half-bad” (Rise of the Triad). And then others, well, they’re just confusing. Emotionally confusing. I think a brand new Descent Unreal Engine 3 remake from particularly intrepid modder, er, Max fits that bill pretty well. On one hand, Descent seems conspicuously absent from cyberfuture 2012′s nostalgia-obsessed landscape, and this attempt at getting it back in its anti-grav groove looks quite nice. On the other, it does look and feel a bit odd seeing these topsy-turvy battles taking place in locations that my brain is now programmed to associate with tree-trunk-armed soldier men.

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A Brief History Of Garry’s Mod: Community Contraptions

By Craig Pearson on August 30th, 2012.


According to Garry’s Mod creator Garry Newman: “There’s so much stuff going on in GMod that it’s hard to pull out individual addons. I think the real great thing about GMod is that all these addons exist. It has a rich user contribution community. It keeps itself entertained.”

It really is impossible to cover everything that the GMod community has made. I tried and gave up, instead creating an inexhaustive list of amazing things that have tickled me over the years as an on-and-off GModder. So this list includes my choices with a couple of Garry’s mixed in. The upcoming GMod update might include modes that won’t function for much longer, but that’s okay. It’s about wonderful, ephemeral things, not a list of things you have to do right now. If there’s something I’ve missed you’re absolutely more than welcome to drop it in the comments. Just make sure it’s something that’s set your Face Poser to ‘stunned’. And remember: none of the below comes shipped with the game: it’s all community generated.
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You Should Improbably Play This: Mission Improbable

By Jim Rossignol on August 7th, 2012.


There are a few Half-Life 2 mods that basically constitute The Further Adventures of Gordon Freeman. Sometimes these isolated chapters make me want to dive headfirst back into the unfinished trilogy, and sometimes they’re just a reminder of what Source did well. Other times, though, they manage to articulate More Half-Life 2 while at the same time having a strong whiff of first-order originality, served with their own own flourishes of design brilliance. Minerva was one such outing, and Mission Improbable is another.
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Day Z Passes 900k Unique Players, Arma II Still Tops Steam

By Jim Rossignol on July 31st, 2012.


We could have waited until it hit 1 million for the sake of the bigger headline, I suppose. But I wanted to say something: the success of zombie mod Day Z couldn’t have been predicted. It was a one off. A outlier. It’s one of those rare and beautiful times when a game design experiment explodes into a phenomenon. No one can plan for that to happen, not really. But I can predict one thing: the companies that do not support modding will never have a zombie mod sell hundreds of thousands of extra copies of their game.

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Day Z Update Probably The Cruelest Yet?

By Jim Rossignol on June 20th, 2012.


Having taken over a week’s break from playing Day Ztoo much else to play! – I’m yearning to go back and examine the changes wrought by the 1.7.1 update, which makes some of the boldest changes to the mod so far. Let’s take a look…
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