Call of Duty World at War Update #1

Ok some guys asked me to do max player modification to Call of Duty World at War, especially in the zombie mode.

Here are some progress pictures :)
Other is from my laptop and other is from my desktop.

I used 1.5 because I was too lazy to download zillion gigabyte patches, but will do that for the final release :)

->>Discuss here<<-

-Reaver

CoDWaW
cod5coop

Update on MW2 #7

Hello everyone :)

Our TODO-list is pretty short now! Currently we’re working on:

  • Master server code (for server list)
  • No-render mode for dedicated server
  • LAN host info socket
  • Rendering server browser window as overlay (it’s a separate window at the moment)

MW2 screen 3

~Smurfette

Tom Clancy’s Rainbow Six Vegas 2 Maximum Player Increaser!

Rainbow Six Vegas 2TeknoR6Vegas2 1.0 for Tom Clancy’s Rainbow Six Vegas increases maximum player count on Terrorist Hunt from 4 to 16 and on Versus 14 to 16.

Coop support will come in next version I hope!

->>Download<<-

-Reaver

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TeknoGods.dll Beta 15 Released!

Gears of War==Changelog==
Beta 15:
- Gears of War Support

->>Download<<-

TeknoGods.dll Beta 14 Released!

Vancouver-2010-olympics-logo==Changelog==
Beta 14:
- Vancouver 2010 Support
- Kane and Lynch Dead Men Support
- Bundled with TeknoGods Helper by WhiteLion

->>Download<<-

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Soldier of Fortune 2 Gold Windows Vista/7 Fix

SoF2I wanted to dual against my friend for the longest time on this game, but it didn’t run on Windows 7 and probably doesn’t even run on Windows Vista either. So I did this fix to resolve the problems with the Single Player and Multiplayer exe.

This is one of the best FPS games ever :) Have fun all who want to still play this on the new Operating Systems.

->>Download<<-

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Update on MW2 #6

Hi there ;)

Here’s some quick Q&A:

  • Q: Do I have to run the game again to connect to another IP?
    A: Yes and No. The game runs with pre-set server IP from the loader (F9 triggers connection), but you can use a console command to connect elsewhere, for example:
    >> tk_connect_mp 192.168.0.15 28960
  • Q: So, we are getting a console?
    A: Yes, even three. One, called WinConsole is a separate window, second, called DevConsole is a custom overlay console visible in-game. Third one is the original console, but it can be opened only with the .159 build of the game. You canĀ  type in commands using all three of them!
  • Q: Why on the videos we don’t see any console being used?
    A: Simple, I was using FRAPS for the video capturing and it doesn’t capture separate windows such as WinConsole.
  • Q: Server-browser?
    A: Yes, final loader will have a server browser with 2 tabs: online games (internet connection required) and local games (no interned connection required).
  • Q: What about our stats?
    A: Loader will ask you for your ‘ID name’ which will be locally assigned to your stats/power-ups etc. Nickname can be set using a different edit box (currently changeable using the console).
  • Q: Will it be possible to host a game for more than 18 players?
    A: I need to test how stable this patch is. If the tests go fine I will put it into the final version.
  • Q: Dedicated server mode. How is it?
    A: Loader will run the game with super-minimum gfx requirements. WinConsole will be open. Later, loader will automatically execute server.cfg file. Map rotation should work. Remote administration – maybe, depends on the demand.
  • Q: Why is it Steam-less? It will allow pirates to run the game!
    A: Well, two reasons. First one, steam emulation is a key feature which makes it all work. It’s not just optional. Second, with your original Steam, our loader could be detected as a cheat and your account could get banned. We might code a DRM module that would make sure user has a legit copy installed, but DRMs as we all know, can be easily bypassed, resulting all this hard work being a waste of time.

Oh, and here is another short video:

And another (custom console preview):

~Smurfette

Update on MW2 #5

Hello everyone!

After few days of work with durkka (he rocks), I’ve finally managed to get something stable enough for a public announcement. Soooo, here are some videos that might interest you all, all of them were captured while running the latest version of the game (174) and totally Steam-less.

  1. Connect() test while the server is offline.
  2. Connect() test to a local lobby.
  3. Connect() test to a real server (with players that use Steam!)
  4. Connect() + play test of the private match (joining to already running match works as well).

~Smurfette

Small Update on MW2

Hello everyone.

Since a week I’m on 6-week sick leave from work (humeral bone fracture with displacement :/) and I’m not spending much time in front of my computer. Before you jump to the obvious *but but I want my dedicated servers now :( * I would like to point out three things:

  • I know the demand for it is high and our user-base is loyally waiting for it. Trust me I know.
  • I’m 100% sure it’s doable!
  • I’ll be right back on it as soon as I’m off the “plaster of paris” from my hand & painkillers.

Now there’s one more thing to tell, we’ve decided to make it totally Steam-less after all. Thanks to s0beit and dudes that developed OpenSteamWorks we got our hands on just a proper framework to do that. Currently durkka who’s been working with me for a while is doing a research related to SteamMatchMaking code.

So guys: It will be done sooner (6 weeks) or later (9-10 weeks). Can’t do much about the 5-weeks from now. :( Please have some faith!

PS. On behalf of the whole team: Happy New Year, 2010!

~Smurfette

New threads

FunnyThere is now a thread to post your “Not safe for work” pictures and videos(read my first post before posting).

Also remember to join our facebook community!

Not forgetting about my dev diary.

-Reaver