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1.35 Released!
Author
:
W0rf0x

While "1.35 will be released sometime this month" may have meant the end of the month, Obsidian Conflict 1.35 is now available for download.

First starting off as what was planned to be just a quick "content update", this update is now the compilation of over a year's work of map and code updates. Many of our old maps have been updated with bug fixes and gameplay/visual improvements, as well as a whole bunch of new maps for players to enjoy. Here's a look at some of the new content in 1.35:


* Part two of the broken escape series. This epic campaign features fast-paced combat, teamwork puzzles, breathtaking visuals, and custom npcs and weapons. Plus an updated version of the first part!





* Updated oc_harvest. Includes a major graphics overhaul, as well as new plants, hardware store items, farm upgrades, as well as new gameplay systems such as bird hunting





* oc_cardwar, a map in which two teams of players create squads of npcs from cards, competing in several unique arenas





* oc_starship_troopers, a combat-heavy defense map based on the movie. Players have to work together with their NPC allies to repel the arachnid horde





* oc_wildfire. This walkthrough map consists of many unique environments, with plenty of teamwork puzzles and combat scenarios for players to complete





As well as many more additions and updates. Special thanks to all those who supported us throughout development, we wouldn't let you down. Head over to the downloads section here on obsidianconflict.net to get 1.35 and jump in on the fun!

Haven't seen enough media yet? Or you just never played OC before and want to get a better idea of what it is about? Then here is the 1.35 teaser trailer again!



And if 1.35 wasn't enough, we are also glad to announce that we got Steamworks support, so the next major version will be released on Steam!
This means the mod will be installed and automatically updated through Steam, as well as achievements, Steam Cloud and all that fancy stuff!
Some of you might be scared this would strip down OC's content and features the same way it happened to some other mod that went on Steam, But this will not be the case.
We have been in constant contact with valve to make sure what we have to do to keep everything.

We are also trying to get the Linux server binaries done. Once they are in a stable state, people will be able to test them.


And a few last important side notes before you hop into the game:

*Please note that valve lately updated all Half-Life 2 and Episode 1 maps for the orange box engine.
Due to time constraints, we could not test all of them to make sure their changes don't interfere with oc. Since we didn't want this to delay the release even further, we are asking you, the community, to please report all bugs you find to our Bugtracker.
We will release another quick patch to adress all reported problems, so please excuse us if some parts of the campaigns may be unplayable right now.

*We also could not finish the broken_escape_02 finale map in time for the 1.35 release. It will either be shipped in one of the next hotfix/ content patches, or released on the forums.

*The installer is prepared to download and install the custom playermodel packs automatically if you chose so. But this feature is not fully working yet since we need to finish the webserver back-end first.
If you get an error message similar to this, simply chose "cancel", the installation will then continue normally.


Below is the complete change log. But beware, it's almost endless!

Code

[Add]'renderdist' keyvalue for all entitys that are able to use holograms (it specifies how far away the effect begins)
[Add]'stopsounds' which is the same ConCommand as 'stopsound' but without the need for cheats being enabled
[Add]Devs & Donators having the Custom Color set on Chat, Scoreboard, TargetID & Deathnotice
[Add]Command 'rcon_say' which is mostly used by HLSW to display the right name instead of just Console (name must match one of those in cfg/allowed_admin_names.cfg)
[Add]Per Map Particle Loading via Manifest file in the following format: particles/particles_.txt (the format inside of the file is the same as for the default manifest file also in that directory)
[Add]'bot_add' ConCommand (pretty much the same as 'bot')
[Add]'[Beta]' GameModeTag while being in Beta Development & '[L]' GameModeTag when running an Listen Server
[Add]Usage Description for ConCommand 'playgamesound' when no Argument is given
[Add]ConVar 'cl_restrict_server_commands' ( which was removed by valve ) to prevent server executing commands on the client
[Add]Addon System (loads every folder as game folder under add-ons that contain a info.txt with the exception for ep2, episodic, lostcoast, css, dod and hl1 which only get loaded when the correspondenting mount is enabled)
[Add]ConVar 'motdurl' any url used with this ConVar (change it's value to 'none' or simply '' to use the motdfile ConVar) will automatcally get's the current version string passed trough (PHP: $_GET["version"]) which makes the MOTD more dynamic, feel free to request more...
[Add]ConVar 'sk_bigmomma_meelee_range' which specifies the distance in units where BigMomma will try to run after you to meelee attack you
[Add]New Spawnflag on 'point_viewcontrol' which gives the ability to hid the affected players hud for clear view
[Add]'server_default.cfg' and 'listenserver_default.cfg' to provide basics for a successful server setup
[Change]Made ConVar 'r_rainwidth' a non-Cheat (request by Tysn for harvest)
[Change]Dedicated Server Console Messages are now Red Colored
[Change]Join/Leave Messages are now Green Colored
[Change]Namechange Messages are now Orange Colored
[Change]Teamchange Messages are now Brown Colored
[Change]Tickrate has been limited to 66 because any higher can cause problems
[Change]Handling for SteamID. (Now OC shouldn't be affected by an SteamID change anymore)
[Change]completly disabled 'ch_createapc' for now
[Change]Removed Lives from saving over Transistations as it's causing problems
[Change]Removed Coloring of the Scope for the Sniper
[Change]Map Overview will now automatically turn on when it's available
[Change]ConVar 'sv_allowgaussjump' & 'sv_tauplayerradiusdmg' is now a non-cheat ConVar
[Change]Entity 'item_ammo_crate' now uses proper models for Crossbow Bolts, Combine Balls and 357 Ammo
[Change]ConCommand 'fov' is now a non-cheat command and locked to 75-90
[Fix]'npc_apcdriver' spawnflags 'No Rocket Attacks' & 'No Gun Attacks' being useless
[Fix]Player MuzzleFlash turning on when Assassin or Barney started shooting, which was caused by an Angle fix for the MuzzleFlash added in 1.34
[Fix]Local Player being visible in 'point_viewcontrol' even when the flag 'Player Invisible' was set
[Fix]Rare Crash in Ammo Hud caused by Scripted Weapons
[Fix]LivesCounter Panel not hiding when the Player is dead under some circumstances
[Fix]Rare Crash caused by Waypoints
[Fix]Clients able to use ConCommands 'rr_reloadresponsesystems' & 'sv_soundlist_dump' & 'sv_soundemitter_flush' & 'sv_soundemitter_filecheck' & 'sv_findsoundname' to lag/crash servers
[Fix](Team)Score can't go negative when using 'game_score' even with the Negative Flag set
[Fix]Lives going negative in some circumstances
[Fix]Calling FireUser* required a String Argument even tough Hammer didn't say so
[Fix]Input 'Kill' and 'KillHierarchy' & ConCommand 'ent_remove_all' being able to remove players which caused problems and in some cases a crash
[Fix]ConCommand 'ent_setname' not being able to handle special identifiers like '!self'
[Fix]Crash caused by entity 'game_ui' when a player that is affected by it disconnects
[Fix]'npc_antlion' and 'npc_antlionworker' not being able to burn
[Fix]'npc_combine_camera' not firing 'OnDeath' & 'OnLostEnemy' & 'OnLostEnemyLOS' & 'OnLostPlayer' & 'OnLostPlayer' Output
[Fix]Rare Crash caused by 'npc_mortarsynth'
[Fix]Entity 'logic_measure_movement's Input 'SetMeasureTarget' & 'SetMeasureReference' & 'SetTarget' & 'SetTargetReference' not handling '!activator' & '!caller'
[Fix]'prop_vehicle_jeep' turning into an 'prop_vehicle_jeep_episodic' even episode two isn't enabled
[Fix]'ch_createjalopy' being usable when cheats are enabled even tough EP2 isn't enabled causing the Server to crash
[Fix]'showtriggers_toggle' being usable without cheats (a leftover from some old beta testing)
[Fix]'point_viewcontrol' not turning off on the end of a map which causes render errors
[Fix]'trigger_playermovement' not properly removing forced duck from player when leaving the trigger
[Fix]Player getting negative Score even 'sv_allownegativescore' is set to 0
[Fix]Entity 'func_tank' and subclasses spamming the console with 'Ammo Remaining' Messages
[Fix]Entity 'func_tankairboatgun' & 'func_tankphyscannister' not firing Output 'OnFire'
[Fix]Airboat 'prop_vehicle_airboat' causing a crash when calling for example the 'EndGame' Input of a 'game_end' while a player drives it
[Fix]'func_precipitation' not showing up on monitors ( no reflective glass support yet )
[Fix]OC Map Particle Loading not working ( Particles {} in _modify.txt & _particles.txt )
[Fix]Weapon 'weapon_sniperrifle' not zooming out while reloading (thus not zooming back in after reload too)
[Fix]Map Overview not being at the right position (was conflicting with the score panel)
[Fix]MOTD and Map Briefing showing up on Background and Commentary Maps
[Fix]Entity 'trigger_serverragdoll' not respecting Filter Flags
[Fix]BigMomma spit colliding with brush trigger
[Fix]Cleaned BigMomma's AI a bit to let it use Spit, Meelee and Headcrab spawn use more smoothly (it isn't perfect but better then before)
[Fix]Bigmomma not fading away when dead
[Fix]Alien Grunt trying to kill Enemy Hornets
[Fix]NPC 'monster_alien_controller' hurting other alien controller with their attack which are in the same team
[Fix]physics objects that are stored into the inventory now also force their childs to be nodraw (fixes things like env_sprite glowing at the players position)
[Fix]Rare Crash on client while processing entity data
[Fix]Airboat Gun not using the right Ammo HUD
[Fix]Player being able to block 'item_ammo_crate' Entitys by constantly pressing USE at it

Maps

[Add]ep2_oc_broken_escape_02a added/updated
[Add]ep2_oc_broken_escape_02b added
[Add]ep2_oc_broken_escape_02c added
[Add]oc_cardwar added
[Add]oc_starship_troopers added
[Add]oc_wildfire added
[Add]coop_zelda01_b added
[Add]oc_zelda02_g added
[Add]oc_newgappi_g added
[Add]oc_return_c17_01 added
[Add]oc_return_c17_02 added
[Add]oc_return_c17_03 added
[Add]oc_return_c17_04 added
[Add]oc_return_c17_05 added
[Add]oc_return_c17_06a added
[Add]de_dust mapadds added
[Update]ep1_oc_broken_escape_01
Significantly shortened the trainride
Added background buildings to the trainride
Various optimizing
Tweaked difficulty a bit
Reworked some npc spawning
Graphically improved some areas
Transition to ep2_oc_broken_escape_2a added
Reworked the HDR lighting
Compiled lighting with -StaticPropPolys -StaticPropLighting -Final
Other minor changes
All content is now in the mod folder instead of the bsp file
[Update]oc_waking_dead
Reworked the fog, better atmosphere, much higher view distance
A lot of optimizing all over the map, hopefully no more vertex engine errors
Some model textures on brushes and displacements fixed
Some game breaking bugs and exploits fixed
CS:S weapons will now use the mod's weapon scripts instead of the old outdated ones which were embedded in the .bsp
Fixed some mistakes in weapon placing, resulting in wrong weapon behaviour like a shotgun-p90
Other minor changes and fixes
[Update]oc_lobby
Added a few more info posters
Compiled with HDR
Made The Alyxgun the default weapon on startup
[Update]oc_manor
No Longer requires Lost Coast to be mounted
Players now start with a cz52
[Update]oc_stitches
Players now start with a cz52
Many weapon pickups are now in the second map
Increased the number of enemies
The Lieutenant's guards are now armed with g36c's
[Update]oc_fireteam
Players now start with a smg1
An ammo crate of smg1 grenades is now located at the end of the first map, so games can't get deadlocked when fighting the strider
Added a few more enemies
Added various weapon pickups
Placed a respawning rocket launcher in the final section of the second map to prevent deadlocks
Included worfox's map origin spawn fix for the second map
[Update]oc_courier
No Longer requires Lost Coast to be mounted
Players now start with a spas12
Shotgun ammo crates are now at all spawnpoints
Some oicw's and g36c's are scattered around the map
Added more ambient sound
Music now plays during the defense finale
Fixed some of the game_texts displaying cut-off messages
Remove the now unnecessary shotgun ammo for sale from the merchants
[Update]oc_harvest
Fixed Juniper Texture
New farm upgrade: Drip Irrigation. Allows large numbers of crops to be watered easily
New farm upgrade: Greenhouse. Lets brown mushrooms be grown on the farm
Compiled with HDR
New rain sound
Added color correction effects when raining
New spa music
Added color correction effects to the spa
Made new Tree models and placed them around the map
Added birds to the forest, can be hunted for meat at $5 each
Updated pawnshop merchant weapon sales for bird hunting:
Crossbow: $50 Ammo $1
Magnum: $100 Ammo $3
Sniper Rifle: $150 Ammo $5
New farm upgrade: Smokehouse. Lets you marinate and smoke bird meat to turn it into jerky
Prevented Kitchen items from being thrown into the harvest bin
Lowered the cost of the portable produce teleporter from $950 to $750
Placed physics clips over the rock clusters to prevent people from throwing things behind them
New Grass Texture
Added mountains to the skybox
2D skybox changes for raining weather
New plant type: Tomato, costs $20 and continues growing indefinitly as long as it is watered
New plant type: Corn, costs $45 and continues growing indefinitly as long as it is watered
New farm upgrade: Fertilizer. Allows tomatoes and corn to be grown on the farm
Increased sale price of eggs from $15 to $20
Increased price of bullchicken feed from $15 to $20
Increased sale price of fried eggs from $20 to $25
Merged barn harvest bin system with the one outside. Next day profit from sold eggs now appears on the outside tables rather than inside the barn and therefore is affected by the farm upgrades.
Lowered the cost of bullchickens from $65 to $40
Increased sale price of banana cream pies from $45 to $50
New Kitchen Recipe: Salsa
New Kitchen Recipe: Guacamole
Fixed missing fencepost next to the harvest bin
New Farm Upgrade: Automatic Teller Machine. Allows cash to be stored and withdrawn
Rainbow now appears on clear days after rain
New after rain music
On days where there is a rainbow, there is now a very small chance that a pot O' gold can be found in the forest. It can be sold at the pawnshop for $90
Added hunting poster to the forest
New Hardware Store Item: Cookbook. Gives a list of recipes to use in the kitchen
New Farm Upgrade: Alarm Clock. A toggleable item that can be used to increase the length of days
Implemented an unplanted seed limit to prevent rich players from lagging/crashing the server by buying a ton of seeds
Added plant limits to reduce the risk of servers crashing
Size of antlion attacks are now based on the number of individual farm upgrades, rather than strictly off of the harvest limit upgrades
[Update]oc_kake updated to version l
[Update]oc_umizuri updated to version j

Misc Content

[Add]New model and sound for cash pickups
[Add]"CZ52" Custom Weapon
[Add]"mp5k" Custom Weapon
[Add]"ak5" Custom Weapon
[Add]"Remington 870" Custom Weapon
[Add]"HMG1" Custom Weapon
[Add]bucket positions list for custom weapons
[Add]Icon for the alyxgun rounds and a picture in the drop ammo menu
[Add]Manhack "ammo" icon
[Add]Grapple hook icon
[Add]Annabelle icon
[Add]Citizen suitcase icon
[Add]Citizen package icon
[Add]Oldmanharpoon icon
[Add]New GameIcon
[Add/Fix]Included some common NPC models to prevent "misaligned node" engine error caused by the dynamic mounting
[Add]Smg1 distance sounds
[Add]models for .357, crossbow and ar2 alt-fire ammo crates
[Add]Chinese Translations
[Add]new gamestartup song (Path of Borealis rock version by Alex23)
[Update]Made G36c NPC-usable, changed accuracy and fixed muzzleflash/ shell ejection as well as the world model not being held in the player's hands
[Update]CS:S weapon models updated with proper muzzleflashes and shell ejection
[Update]Spas12 now holds 10 rounds and has a new firing sound
[Update]Some mapadd updates for the campaign maps
[Update]Uzi animations and sounds updated
[Update]Updated Japanese translations
[Update]Made AR2 model 2-handed
[Change]Scout now uses .357 ammo instead of AR2
[Change]AK47 now uses AR2 ammo instead of custom ak47 ammo
[Change]Firerate of some CS:S weapons tweaked
[Change]xm1014 replaced with spas12 until auto-shotgun code is fixed
[Change]Tweaked some settings in skill.cfg
[Change]Raised gauss max charged damage
[Change]changed healer's empty sound
[Fix]Assassins pistol having a missing texture when running in HDR mode
[Fix]M3 now shoots at the correct speed
Posted: 22:00 GMT+1 - Sunday, May 30, 2010

1.35 Imminent!
Author
:
W0rf0x

Yes and for real this time!

"What is taking you so long, it's May and there's still no 1.35?!" some of you might have been thinking. And trust us, we are sick of this long wait too, so we are glad to announce that 1.35 will finally come out THIS MONTH!

It has been a long and chaotic run, real life and other stuff has kept us from releasing this sooner. We also got kinda unorganized after the original founders Skidz and Hyperjag3 left the team, but we got that problem sorted out. We have a SVN server running again, got our beta testers together and have weekly playtests, development is going smooth again.

We also got 2 new Team members! First one would be "Vesuvian", our new Team Modeler. He will be making various models for the mod, he has done a lot of the models you find in the community map "oc_diving" for example.

Second one would be "Linkmister", our new Team Animator. he's mainly going to handle animations for various weapons, so far he has remade the Uzi animations for 1.35 and improved them a lot compared to the old stiff ones.


More surprises will be revealed with the 1.35 release, We don't want to spoil too much, but we will TEASE you with this epic teaser trailer! Please note some of the content in this teaser is not yet final and still subject to change.



Thanks to everyone for their continued support and stay tuned this month!
Posted: 22:00 GMT+1 - Sunday, May 09, 2010

Merry Christmas!
Author
:
W0rf0x

The OC Team wishes you a Merry Christmas and wants to say thanks to all of you who keep supporting us!

To let you know what's going on currently, we are getting close to finishing up 1.35. Yes, we wanted to release it much earlier to be honest, but several things slowed us down. Real life stuff, loss of the SVN server, and so on. We also didn't want to release during the time of Left 4 Dead 2's release, because we were sure people would be playing that instead. It's all coming together now.

We are currently heading for a release sometime around January, but you know how it is, "It's done when it's done".

But the longer wait has its good sides too. Tysn was being a busy bee and thanks to him, 1.35 will have 3 more additional maps to what was planned, one of them being a major update of an old map of him.

The 3 new maps are:


* An updated oc_harvest, featuring an almost complete graphics overhaul and several new features for all your harvesting needs!




* oc_wildfire, a merchant-style map similar to oc_fireteam, with a finale that will get you surprised!




* And oc_cardwar, a map with a very unique and interesting gameplay that should keep you entertained for a while!




And to all of you talented people out there who would like to help us out on development: We are still looking for new team members in pretty much all areas, especially coding.

If you are experienced in stuff like mapping, modeling, texturing, coding or anything else that could be related, feel free to leave us an application on the forums or contact me (W0rf0x).


And something unrelated to 1.35, I've made a winter-styled lobby for the official OC server; otherwise known as the Keyfox Server.


(This lobby is not part of the OC installer, it is made for the official OC server and can be downloaded from it ONLY.)
Posted: 01:30 GMT+1 - Friday, december 25, 2009

Happy third birthday OC, 1.35 heads up!
Author
:
W0rf0x

Well this post is a few days late, but 3 years ago, on Tuesday, July 22, 2006 - 5:34PM PST, the first public beta version of Obsidian Conflict was released to the public. It only came with 6 maps and no support for Half-Life 2; though it was possible to play the maps, but without any fixes to make the maps work for multiplayer, so it was more or less unplayable.

It also had a lot less features than our current version, though there was one pretty cool feature which got removed later on:

The Hopwire.


This was a pretty cool weapon, you threw it, after a few seconds it jumped up and wires came out of it and attached them self to the walls, the floor or whatever else they could reach. When an enemy tripped one of the wires, the hopwire would explode.

Reason for its removal is mainly that it glitched out a lot when it tried to attach itself to certain special surfaces, like the skybox, which lagged the server or even crashed it, people abused it a lot.
We may be adding this one back in, but dont count on it, it depends on how hard it is to fix and if it is worth the trouble.


Now to the main subject: Version 1.35.

This version is to only be looked at as a content update before our next major release, 1.4. It will focus on map updates/additions and fixes for some annoying bugs we noticed in 1.34, a few new features will also be thrown in.

We don't have a full changelog we can show you just yet, as some stuff still has to be decided on, but we can tell you about the new maps we plan on adding in this update.

Broken Escape: Part 2
The full set of Broken Escape Part 2 will be included in this release, which will contain of three maps:

*ep2_oc_broken_escape_02a
*ep2_oc_broken_escape_02b
*ep2_oc_broken_escape_02c

This continues the escape out of City 17, players who played the prequel ep2_oc_broken_escape_02a will finally find out what awaits them behind that big door after the elevator ride.

Screenshots: (Some are still WIP)


Starship Troopers:

Based on the 1997 movie "Starship Troopers," defend the base against several attack waves and don't let the lieutenant die!

Screenshots:



Return to City 17:

Make your way back to City 17 to bring Dr. Kleiner the crystal he needs for his teleportation experiments. A big map series containing 6 maps, and another 5 maps are still being worked on!
Screenshots:



Dust:

Two pretty cool mapadds by 'fug4life' for de_dust and de_dust2. Your mission is to destroy an enemy ammo cache. These are a lot of fun and require cooperation to succeed and to not run out of lives.

Screenshots:


That's it for the new maps, some of our old maps will also receive updates to fix some bugs, optimization or general gameplay enhancement.


Keep checking back here or join our forums for more information about 1.35, Thank you for your continued support!

p.s. If you want to support us even more, we have added the possibility to donate using paypal. If you donate now, your donor status will get added to 1.35, so you gain access to the exclusive donor features.
Posted: 02:00 GMT+1 - Sunday, July 26, 2009

Version 1.34 Released!
Author
:
W0rf0x
After being quiet for 4 months, we finally release version 1.34, which was first planned to be released about 2 weeks after 1.33 came out.
This Update brings a lot of fixes and additions plus some new maps, Including oc_starlight, which is actually an old 1.23 map that we had to remove because it got broke by the huge Orange Box update.


* Changes / Fixes
- Fixed Several crash instances.
- Fixed CSS muzzle flashes not originating from the barrel of the gun in some circomstances.
- Fixed some change team exploits.
- Fixed My Items panel not working on some resolutions.
- Fixed func_tank effects not working.
- Fixed a bug related to the merchant giving items.
- point_hurt can now have filters in hammer.
- Fixed env_embers having no default texture for older maps.
- Fixed some uzi ammo handling bugs.
- Fixed parenting not showing up on info_player_* entities in hammer.
- Changed up player spawning and corrected some bugs.
- Spectators can no longer set off hopper mines.
- Fixed Sniper and OICW sounds being played everywhere.
- Default skill has been set to 2.
- Player announcements and find players will now be disabled while in spectator.
- Player held props will now be dropped when the player leaves the server.
- Player owned vehicles will now be destroyed when the owner player leaves the server.
- Players will now be correctly removed from map vehicles when they leave the server while driving.
- Players joining a lives map in a series will spawn with extra lives on the next map if they have 0.
- Half-Life 1 wall chargers and health chargers will now change their texture to enabled or disabled depending on their state.
- Stuttering from player created beams such as sniper rifle and flashlight beams have been resolved.
- func_gravity will now correctly revert the players gravity when they leave the trigger bounds.
- The Jalopy radar will work for all jalopys now, not just the last spawned.
- Weapons selection hud element has been optimized to fit more custom weapons on screen.
- Corrected issues in spectator mode while a point_viewcontrol is active.
- Local players will now show up in point_viewcontrols.
- Changed the way how env_hudhint was reading messages (it now supports localized strings as well as plain).
- Fixed some ammocrates not showing up right

* Additions
- Added Custom Icon Option to info_radar_target.
- Added Option to Enable/Disable the Hazard Lights on the Jalopy (disabled by default).
- Added convar sv_visible to let server administrators decide if they want to add the server to Valves Master Server or not (useful for Mappers that want to test their map without anyone seeing the server).
- Added maps/cfg/_particles.txt to allow custom particles (works in _modify.txt too) Format: { Particles { "file" "" } }
- Added ep1 and ep2 tags, which get's set on the server as soon as one of this content is mounted.
- Added Headlights to the Jeep.
- Added trigger_auto_crouch which is a re-creation from Left 4 Dead.
- Added ForceDrop Input to prop_physics and prop_physics_override
- Added Makrontt le necron's tweaked css weapon scripts and weapon icons.
- Added an option to let weapon lasers/sprites use custom color's like the flashlight.


* Map Updates
- Corrected some mapadd bugs.
- Replaced the old energy vortex effect in ep1_citadel_01 with a particle effect.
- Re added oc_starlight.
- Added several new mapadds for Half-Life Source.
- Updated oc_danmaku to version i.
- Added a new map, oc_antlion_attack_01.
- Added a coop mapadd mission for de_chateau.





Most people will probably have noticed that you cant access the site by entering the .com domain anymore, this is due to some problems with the old provider, we hope to get the .com back soon, but for now you have to use the .de domain to access the site, so please update your bookmarks.

Thanks to all who support this mod, we really appreciate it.
Posted: 4:45 GMT+1 - Monday, December 15, 2008

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