After receiving a lot of feedback we have finished patch 1.1 to address some of our current bugs and weapon balance issues. We have also fulfilled strong community requests for an auto assign button and a brief period of spawn protection.
NOTE TO PLAYERS: You will have to rebind your slow motion key.
NOTE TO SERVER ADMINS: LMS supports a maximum of 8 players at the moment, due to the limited number of spawns on our maps. If you want to set up a custom mapcycle you can override the maximum with the CVAR dhl_override_lmslimit. See the included readme for more info.
Changelog:
-Added: Map dhl_ecorp by MilkMan.
-Added: Autoassign team button.
-Added: Larger blood spray effects for better feedback on hits.
-Added: Spawn protection.
-Updated: Pressing TAB at the team or weapon selection screens now displays the scoreboard.
-Updated: One combat knife is now given by default on spawn instead of a Deringer.
-Updated: The last combat knife can no longer be thrown.
-Updated: Melee behavior.
-Updated: Numerous weapon balancing issues.
-Updated: Animation is now played for third person knife throws.
-Fixed: Spectator controls don't work after death in roundplay and other players occasionally disappear.
-Fixed: If the slow motion key is pressed while dead it takes effect upon respawn.
-Fixed: Style points are awarded for kills while waiting for the first round to begin.
-Fixed: It's possible to dive when falling to avoid fall damage.
-Fixed: LMS breaks if players go to spectator.
-Fixed: Backwards run speed is same as forwards.
-Fixed: HL1 style breakable windows on escobar can't be dived through.
-Fixed: Team roundplay group spawning code occasionally drops players from 25 feet in the air on dhl_enterprise.
-Fixed: Ragdolls behave oddly sometimes if you die while diving.
-Fixed: Throwing knives hitting physics props sometimes crash.
-Fixed: It is possible to dive while swimming.
-Fixed: It is possible to run around at full speed while showing the prone animations.
-Fixed: It is possible to select the other team's model during teamplay.
-Fixed: Time isn't always provided for players to select weapons before the first round starts.
-Fixed: Standing on top of a prone player and killing him with a melee weapon kills you as well.
-Fixed: Combat knives can be repeatedly dropped with dropprimary, causing server performance issues.
-Fixed: Baseball bat doesn't play an animation for swing and miss.
Happy holidays, it's been a long, long time in the making, but it's here. The first official beta.
We would have liked to do more, and we have a ton of half-finished stuff, but we wanted to release in the hopes of receiving the support of more talented people.
There are also 3 dedicated servers available for players to hop on, much thanks goes out to GHG Clan for providing 2 of the servers and the mirrors for the download links, as well as Ministry of Action.
Now the bad news. We had to cut some maps due to last minute problems. We would like to release them in a patch along with proper models if a modeller would like to step up to the plate.
In conclusion, Happy holidays from the Distraction team and we look forward to playing with you all in the coming year.
Enjoy, & feel free to visit us at #distraction on the gamesurge network.
p.s: Thank you very much to all your support, we are no longer in need of any mirrors for the time being. :)
So it's been quite a while but things are finally moving again. We have a very small active team without much free time at the moment but we're doing everything we can to prepare something releasable and are truthfully nearly finished. We're fully intending to release sometime before Christmas, but first we need to discuss...
What to expect
-As yet, there is no hand to hand melee and there are no special attacks nor blocking for the melee weapons that are in.
-There are only two player models, but new ones may be added easily.
-All weapons have fully functional models but many lack skins and/or have animation issues.
-Numerous minor bugs will still exist but with community help they can be addressed quickly.
-Values for weapon damage, accuracy, and rate of fire have been quickly tested for balance but are implemented entirely in scripts, so detailed feedback from the community will be helpful for refinements.
We do have
-Ten great maps
-Deathmatch, team deathmatch, last man standing, and team roundplay gamemodes
-All the obvious things you take for granted until having to produce them personally (HUD, options panels, selection menus, etc.)
-16 weapons, including throwable knives and one pistol that can be wielded single or akimbo
-Body armor as a selectable item
-Basic dives
-Slow motion
-3rd Person
-Bleeding/Bandaging
I wouldn't generally use the news to post anything other then updates, but lets make a trade.
We need a Winchester cocking sound (any lever action rifle recording would be better than none), the cleanest recording gets in-game. Please do not steal this from a sound site, as there would be legal problems that could ensue, so record your own if you can.
In return you guys get the following update:
We are down to about 2 guys working on the mod. We are taking a chainsaw to any feature that was left half-finished and are doing our best to finalize everything that we can for a release. Once released we hope to get enough support to finish the features that we could not due to lack of personnel.
Questions, as always, will be answered in a most politic... professional way.
Yes, we're still alive, you can put the stick away now.
First, we are showcasing another new map to our selection, 580 Plaza, which was created by Mr. MilkMan.
dhl_580plaza [WIP] by Milkman
Second, we have started our internal playtests, as evidenced in the preceeding pictures. Using the help of a few additional testers, bugs are being dealt with, as well as gameplay mechanics, which are mostly finished. The game is indeed playable, but most importantly, fun.
We hope to soon finish implementing our features to reach a decisive "beta" phase.
I'm proud to bring you another news update regarding our progress. We've gathered a new team member, sykes, to help us out in the coding department. We are also looking towards a few more promising applicants.
We are hoping to start beta testing within the next couple months, but in the meantime, the call for more skinners and player modelers still goes out.
Here are some of the screenshots of one of our newer work-in-progress maps, dhl_canalwar. We have a few other maps started and we hope to bring you screenshots of those later on.
dhl_canalwar [WIP] by Ilkimys
Might even showcase one of our community mappers, for those that haven't been following up on the forums.
We are currently having a problem with our forum registration process not allowing people to sign up.
We are aware of it and will fix it as soon as we can. We apologize for any inconvenience.
In the mean time feel free to drop by our irc channel #distraction over at gamesurge for any chatting urges you need to satisfy.
*Update*
A temporary fix has been done by setting the forums to the default skin for all non-registered users. Once registered you can then change the skin to the lastest one for the correct look and feel.
Credit to Ilkimys for the design of the new website, as for the forum template, you've all been switched to the new one. If any of you want to change back to their previous forum skins, just select the one you wish in your profile settings.
We will begin small scale testing over the next couple of weeks, hopefully we'll have some interesting in-game pics for all of you.
I apologize for the delays concerning this news update.
It's a major update on our part and has gone through several
versions before reaching something we feel we can release.
This video was shot with our internal alpha by a few friends of mine. As you can see there is still a lot of work to be done and a lot of polishing left, bear in mind the video does not showcase all of our weapons or all of our current features.
I would also like to use this opportunity to remind you all that we
are still seeking active help in the following fields to help speed the mod and its release along:
Unwrapping/Skinning, Coding, and Character Modelling
A few things have happened since our last news posting. First off, we have a new mapper, Ilkimys, who has been working hard on his map, "entreprise." Second, there has been a promotional trailer in development, but has been delayed by several conflicts. Since it is being delayed, we thought we would post all updated screenshots of the current maps, plus screenshots of the newly aquired "dhl_entreprise."
Sadly, "dhl_ecorp" will be replaced by Ilkimys' map, as they were both closely themed. For those of you who have been following up in the forums, you know what to expect. For the rest of you, enjoy some screens of all of our maps, including a widescreen 1400x900 shot of each.
We all just wanted to wish everyone a Merry Christmas and Happy Holidays from the Distraction team.
A couple events have happened in the past couple weeks since our last update. First off, we have a new coder, Payback. You may recognize him from his work on Action Half Life, and also Action Unreal Tournament. He will be very valuable for us. Second, Unlimited has done a good job getting our player models in game, and pictures for that will come later. Third, we lost WatchMaker, which makes us all very sad.
Case has also been out of commission because he is in the middle of moving, so let's hope we get him back soon.
Now, here are a couple updated shots of Escobar, and Airport, respectively.
I forgot to mention that our other coder, Skillet, successfully updated the mod with Episode 1 features, including HDR.
Progress is constantly being made, so while the update i was hoping for couldnt be finished in time. (see my blog for info), i was still able to gather up some neat renders for you all.
Continuing the weapons frenzy of the past few updates.
Here is one polished model :
And two of our WIPs :
Thats all for today, hope these appetizers can keep you from growling till an eventual release. Feel free to drop some comments, bad or good.
Yet another update! Enjoy a few more pics of some more of our models.
As before 2 more polished models
And one WIP
We've also had a few changes in the team, sadly we lost daniel and ettubrutesbro. They were both too busy to continue work on the mod, and we hope they be able to find the time and help us again in the future. We have also picked up a new member Unlimited, who has helped us overcome a long awaited step.
The site and forums have both received a major aesthetic rehaul. We hope you enjoy the new look, and report any bugs or kinks that you may find here and there.
A few minor changes will continue to happen to the overall look, but nothing as major as this. At least not for a long while.
We are still looking for help on certain aspects of the mod, mainly skinning. Aside that, we encourage you to help us make the forums a warm and comfortable place to have discussions on any number of topics.
Also make sure to let us know what you think of the new look.
Just installed a major update to the forums, which should help defend some kinds of bot-registrations and such.
As precaution, I backed up the site and forums before hand as of about 7:25 ET.. so if there's any problems, let me know and I'll try my best to fix things, or at worst restore the backup.
We've been working hard behind the scenes, despite our lack of public content. Additionally, we've picked up another team member, WatchMaker, who will assist with player models and their integration.
Also noteworthy is that we are now equipped with two player models. One from WatchMaker, and another graciously contributed by Justin Greenway. We're looking forward to having them ready for the public eye soon.
If you've skipped on the forums for the past couple of months you might have also missed our interview with ModHQ, which can be found here:
We would just like to let everyone know that work on Distraction continues, despite the lack of news updates. Content has been coming along particularly well in the modelling department, but development is advancing on all fronts. Hopefully we will have some quality renders of new weapon and player models ready for release soon.
We've also got a server temporarily running Day of Defeat: Source for it's Free Weekend, and invite you all to join us at 24.99.192.3:27017. Many thanks to Iniquity for providing the server.