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#1 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,475
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TG Source Mods Server
For an undetermined amount of time, TG will be hosting modifications for the Source engine here at TG. Vulcan was kind enough to start things of with a Source Forts Server.
Server Info: 70.87.55.27:27015 Over the next few weeks, we will be hosting titles such as: Source Forts: By far the most prominent source mod. The basic premise of the game is split into two sections: a build phase and a combat phase. The build phase: all players of any class are given a gravity gun and a set amount of time in which to build their base. Base building is done in the form of walls and boxes that are placed, then frozen into place. You are essentially building your base from scratch. The Combat Phase: this is where the action is. Players of different classes (rocketeers, soldier, scouts, etc) work to keep their base together and try to capture the enemy flag, while protecting their own. After a certain amount of time, the game resets to a shorter build phase in order to repair their base. Zombie Master: The basic premise of this mod is that a group of survivors have to complete an objective while dodging waves of zombies and traps used by the Zombie Master. The Zombie master spectates the game and uses spawn points to send in zombies by paying a resource cost per unit. He then controls them through a semi-RTS style interface. Iron Grip: The Oppression: Now, this one I know little about because there are NO active servers. At all. Every time I check, the 9 servers online are empty. What I do know is that the game is based around PC rebels fighting off NPC "nazis" for lack of a better term. The object seems to be to control points on the map for better resources. The "Bad Guys" are controlled via a top-down RTS mode by one player who can spawn more as he gets res. The controller can also enter into FPS mode to fight along side his army. The Hidden: Source This game is based around a team of special forces attempting to hunt down and subdue a genetically modified super-human... who is always cloaked (like the Predator). Maps vary wildly and are pretty polished last I checked. The hidden needs to kill all the IRIS guys (good guys?) in order to win the round. He can leap upwards of 30 feet and is armed only with a knife and some pipe bombs. Interesting mod. Note: This list of mods is not set in stone and others may be added depending on demand. Also, these mods are all free as long as you own Half-Life 2 or Half-Life 2 Deathmatch. So, come on down and get to playing.
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#3 (permalink) |
![]() Join Date: Mar 2005
Location: Michigan
Age: 31
Posts: 4,070
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Re: TG Source Mods Server
One request: Can we password our server? I had fun for the time I was on. But I must admit, the pubbies did kind of run me off. I want to enjoy these games the TG way.
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#4 (permalink) |
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Join Date: Oct 2006
Location: Texas
Age: 23
Posts: 205
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Re: TG Source Mods Server
What? All of these and no Empires? I have been one of the many participants in the RC testing for 1.08 for a month now, but I'd be willing to come back to 1.07 if TG hosted an Empires server. Hopefully 1.08 will come out soon, now that the lead dev is back from the Navy.
Of course, since this list isn't "set in stone and others may be added depending on demand," I demand that you add Empires! Anyways, can you give the days of the week when each of the mods will be up (I'm assuming that since there are less than seven of them, the mod that is active on the server will change with the day).
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- Drake_Anra
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#5 (permalink) |
![]() ![]() ![]() Join Date: Jan 2005
Location: Montreal
Age: 30
Posts: 7,338
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Re: TG Source Mods Server
Drake I think we can fit in empires. Right now in order to get a feel for a particular mod I think we're gonna run it for a week or even two and then once we get a good feel for all of the mods we try, we'll setup designated nights for our favorites. That's my thinking anyway. I'm a noob on most of these except empires and hidden.
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#7 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,475
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Re: TG Source Mods Server
My reasoning behind Empires was that I couldn't get it to work and from what I had read, one of their versions had a corrupted installer. So, I never played the game, but I see no reason why I couldn't re-test it.
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#8 (permalink) |
![]() Join Date: Jan 2006
Location: Camp Hill, Pennsylvania
Posts: 261
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Re: TG Source Mods Server
I used to play Empires FOREVER all the time, it's really a great mod since they've managed to iron out a lot of the kinks like server lag. The problem is the game, from when i played it, is very "rough" because they were focusing on getting the mod done instead of fancy frills. Which means everything is only very limited, placeholder animation, very rough looking models, not a lot of variety in sounds, etc. Btw, whats the .8 release candidate like (my HL2 install was corrupted and i've just recently reformatted and trying to reinstall everything on my computer, hopefully i can get HL2 working. Anything using Source would crash 10-30 minutes into the game with the system halting while the game was repeating the last millisecond of sound it got, and i had to pull the plug on the computer because my power button wouldn't even work. Cleaned off my vidcard and played some SiN episodes yesterday and had one a hiccup, then nothing, so maybe that was it (e-Geforce 6800GS idle temperature at 135-140 degrees? eesh.)
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#9 (permalink) |
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Join Date: Oct 2006
Location: Texas
Age: 23
Posts: 205
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Re: TG Source Mods Server
Empires 1.08 has added new models and textures, refined tank code, prone, weapon balancing, etc... too bad we can't have and Empires 1.08 TG server...
Oh, I remembered a few other mods we could look at: Eternal Silence and Insects Infestation. I haven't played either of these mods for almost half a year, so I don't know how they've changed, but they both have TG qualities.
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- Drake_Anra
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#10 (permalink) |
![]() Join Date: Jul 2006
Location: Orange County
Age: 19
Posts: 1,028
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Re: TG Source Mods Server
Eternal Silence is interesting with space dog fights and everything. Insects Infestation is kinda cool but I really haven't gotten into it personally. I'm looking forward to source forts. That's an awesome game and I'm intrested in how well TGers can build
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#12 (permalink) |
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Join Date: Dec 2006
Location: Massachusetts
Posts: 3,775
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Re: TG Source Mods Server
Yeah, is there a way to freaking rotate those blocks? I was just freezing them all over the place to obstruct a path, and I get to the other team's side to find this perfect structurally sound fortress.
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#13 (permalink) |
![]() Join Date: Mar 2005
Location: Michigan
Age: 31
Posts: 4,070
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Re: TG Source Mods Server
No, there's no way to rotate as far as I could tell. You have to manipulate the objects by picking them up or moving your body into them, dropping them, or shooting them into walls until you finally get it aligned how you want it. It's pretty rough. I wish there was a way to rotate them.
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#15 (permalink) |
![]() Join Date: Mar 2005
Location: Michigan
Age: 31
Posts: 4,070
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Re: TG Source Mods Server
Yeah, I think once a player has the object in the grips of their GG, it's theirs. Not sure how that works between two engineers from opposing teams though.
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