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BERJAYAPlanet Far Cry - Visit Planet Far Cry for all the latest news, information, and maps for Far Cry, Far Cry: Instincts, FCI Evolution, and FCI Predator!

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BERJAYA��Sunday, January 7
BERJAYA
Steam Winter Update ��
15:15 | by [PSOF]Reaper
[VALVe Press]

New Features Include Guest Passes and Ease-of-Use Upgrades

Steam, a leading PC platform for the delivery and management of games and digital content, is due for a major release next week. One of the largest in the service's history, next week's update will include Guest Passes, Background Client Updating, a completely updated user interface, and more.

Similar to the Free Weekends, Guest Passes and the features included in this Winter Update are further examples of the advanced services and functionality offered via Steam that define it as a pioneering service, reaching far beyond traditional downloaders.

Here's a look at some of the key features to be rolled out to the millions of Steam users in this Winter Update:

Guest Passes
Guest Passes allow owners of certain Steam games (purchased either via Steam or at retail) to let their friends play games for free, for a limited time trial. The first game to take advantage of this new feature will be Day of Defeat: Source.

Background Client Updates
Since the Steam client was first released, it has always kept itself up to date -- but now it'll do so without making you wait during startup. Instead, it will acquire new updates in the background and then (once they're downloaded) ask if you'd like to restart and apply them. Steam will also let you know what's new whenever a new update is ready to apply.

New User Interface
Steam's got a new coat of paint. We've stripped away all the non-essentials and created a new streamlined appearance, available in five different colors.

Favorites
Steam's catalog of games has grown quite a bit over the past year or so. The new Favorites feature in the My Games tab of Steam allows for quick access to your favorite Steam games and additional functionality for personalizing your Steam library of content.

For more information, please visit www.steamgames.com

Jim Brown On Unreal Sniper Weapons ��
15:12 | by redef
BU points out that Epic�s Jim Brown has made a couple forum posts (one and two ) discussing the sniper rifle and lightning gun. Perhaps more relevant, he notes that UT2007 will be sticking with the sniper rifle and not make a switch to (or include) the lightning gun (although he doesn�t insist that the lightning rifle will never find a place in future UT games). His comments are somewhat lengthy, but nevertheless here they are:
Initially, I really disliked the Lightning Gun. To me, it didn't have the heft and "feel" of a solid sniping weapon. As such, I was a huge proponent of bringing back the Sniper Rifle in later titles. As time went on and I played more with both, I really grew to appreciate the Lightning Gun.

To the casual gamer, the two weapons are pretty much just the same thing with a different visual and so their opinions are largely based upon that. To the hardcore player, its the subtle differences that can really make or break a weapon. I like them both for their small differences, and these days I could really go either way except for one fact: nostalgia.

We amped up the fiction of the Sniper a bit in UC2 -- it fired a shard of enriched Tarydium instead of just a bullet, and therefore left a glowing blue trail. Although there are still obvious differences, that did help address some of the big problems with the 2k4 Sniper vs. Lightning Gun. Joe Graf used to run around the office cheering that UC2's rifle had the best feel of and Sniper he'd played. I thought it was pretty diggity, too -- especially for a console.

I'll leave the current implimentation of the Sniper as a surprise for you guys, but I do feel confident in telling you that there are no plans to impliment a Lightning gun in this title.

and...
Just to clarify, I'm not saying that we're using the UC2 design as a basis for UT. I was merely pointing out that we made a change to the fiction which made it more of an "Unreal weapon" and less of a "real-world weapon" that also allowed us to do more with it, such as the trail.

With regards to the triple shot fire (and inability to get head shots while unzoomed) on the UC2 Sniper, I think that it was absolutely the right decision to make for that game. For UT, it would be a whole different story.

Lastly, I do like the Lightning Gun, and it certainly has its place (as I said before) in that game. I think that one of the cool things that people need to consider in 2k4 maps is which of the two weapons to place, as it can have a pretty significant influence on how the map plays out (as is the case with all weapon placement). It's now permenantly part of the Unreal Arsenal, and there's no saying it won't make a comeback at a later date. Just like the Ripper, Stinger, Enforcers...



Source: PlanetUnreal



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BERJAYA��Saturday, January 6
BERJAYA
DeathBall 2.4o Released ��
03:56 | by redef
Team Vortex has sprung a new version of DeathBall on their fans. Dubbed version 2.4o, it offers a variety of changes as listed below in abbreviated form. Get downloading!
    Gameplay:
  • Using Dump shot mode keeps you slowed down for 1.0s after releasing (so you can't run as fast as you want with the ball if you do it right....did) penalty box is of not much use \o/)
  • "Weird HAX" fixed
  • Duelcube works fine again
  • Self volleys with more than 7 players on the server are no longer being slowed down
  • Hard shots (the ones with fire trail) will hurt and kick enemy field players in case of deflect
  • Using bounce on a curved shot removes the spin from the ball in order to avoid an unfair exploit
  • Dribbling (held rmb) does no longer cause a volley delay for the enemy, so he can kick the dribbled ball away easily (already since last version, but wasn't listed)
  • Balls don't go through players anymore (got screwed up last version)
    Other:
  • You don't see your own rings anymore when you look down in Cube as ballcarrier
  • Ballcarrier now also has the ball-sparkle effect
  • Center Spawning Player is now randomized (It used to depend on the keeper. So if the keeper was always the same, the middle spawner was the same too)
  • All balls now have trails, also pass and dump (already since last version, but wasn't listed)
  • Duelcube automatically disables replays, because they screw up the goal order and you may have 2 goals opened at the same time
  • Server no longer crashes when you hold the ball during map change (finally)


Source: PlanetUnreal

Halo 3 beta - update ��
03:52 | by Fluffaluffer
Mr. Titan made me aware of a Microsoft press release with information as to what you must to do to be able to get your chance of being among the lucky people that get to BETA-test Halo 3 this spring.

Examples of ways that are mentioned are that you buy the upcoming game "Crackdown" that is soon to be released. Just make sure that there is the special "Halo 3 BETA label" on the cover so that your buy isn't completely worthless (I'm not saying that Crackdown will be a poor game, but if your intention is to get into the BETA then you might not be so interested in the actual game). You can also get into the game by playing Halo 2 for 3 hours on a certain night and then be among the first 13.333 people that sign up at Halo.com. Some BETA-slots will also be made available to dedicated members of the community.

You can read the whole article and press release at Bungie.net by following this link. If you have any comments on this or want to discuss it you can do so in this thread by Mr. Titan.

Source: HaloPlanet



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