luni, 25 august 2014

Dota 2 Workshop Tools Alpha Update - August 25th, 2014

-Fixed bug where the mini-map image generation did not correctly respect the mini-map bounds entities in all cases
-Fixed bug with clouds showing up in mini-map images
-Fixed bug with npc_dota_base entities not displaying correct orientation in Hammer
-Fixed crash when item socket info was missing
-Fixed occasional crash clicking the compendium 'Learn More' button
-Fixed a crash when bots were playing heroes with modified abilities
-Added many new modifier events to the data driven ability system: OnAttack, OnAttackFailed, OnAttackAllied, OnCreated, OnProjectileDodge, OnEquip, OnOrder, OnUnitMoved, OnAbilityStart, OnAbilityEndChannel, OnStateChanged, OnRespawn, OnSpentMana, OnTeleporting, OnTeleported, OnHealthGained, OnManaGained, OnHeroKilled, OnHealReceived
-Fixed a crash bug with data-driven items with auras
-Can now use %attack_damage in data-driven abilities to get the damage an attack has inflicted
-Exposed SetAcquisitionRange in script which can now be used to control the aggro range of units
-Added "npc_kill" as a cheat console command
-Base strength, agility and intellect can now be set to zero on custom units
-Added table-based NPC spawn function CreateUnitFromTable to allow arbitrary entity keyvalues
-Exposed the ParticleManager:DestroyParticle call
-Think functions now get the entity as a parameter
-Changed dota_player_used_ability to use PlayerID as an argument to conform with other events and the documentation
-ScriptedSpawner now spawns units on the same team as the spawner itself
-Fixed bug where units could be stuck inside a point_obstruction when toggled on. New behavior will push units to a clear space if caught inside when enabled

The Crew Beta key giveaway by Nvidia


Beta keys are limited, so claim yours now and play today. Each code grants players access to the game through August 29, 2014.

Link : http://www.geforce.com/geforce-the-crew-beta-key-give-away

VD94-R9D9-YNAM-FWN3 ^_^

marți, 19 august 2014

Movies, TV Series, Music, and More are Coming to Steam

It's interesting when you look at how Valve's idea of entertainment in the living room has evolved over the years. It really is yet another testament to the fact that this company continues to practice the art of iterative design - a cyclical process of prototyping, testing, analyzing, and refining a product.

Early Beginnings

It was in 2011 when we got our first glimpse of Steam in the living room. Valve announced Big Picture Mode, which was touted as merely an interface upgrade for Steam that offered "controller support and navigation designed for television interaction." It wasn't clear at this point what direction Valve was going in the living room or how far they were willing to go.

Later that year, Greg Coomer, a veteran Valve employee and Steam engineer, quietly tweeted this photograph of a high-end, Xbox-sized gaming PC that he had built. At the time, nobody had predicted that this was in fact a prototype for what we now call Steam Machines.

In September 2012, almost a year after Greg Coomer's tweet, Valve officially released Big Picture Mode into the wild. It was also around this time that they began to make it clear that they were looking into producing gaming hardware because they were "frustrated by the lack of innovation in the computer hardware space," so Valve began hiring hardware & electrical engineers like Ben Krasnow and Jeff Keyzer, to name a few. Gabe Newell also publicly came out and said that Valve was definitely planning to release living room hardware in 2013.

Today

It was this time last year when a lot of the pieces began to fall in place. Valve ran an advertisement campaign to announce the Steam Universe, a set of platforms specifically designed for video games in the living room - SteamOS, Steam Machines, and the Steam Controller. A few months later, Valve unveiled the first generation of 3rd-party manufactured Steam Machines.

And only months ago, Valve released features for Steam that would greatly enhance both the desktop and living room experience. They introduced Steam Family Sharing, a service that allows you to share your Steam library with friends and family. Another new feature includedIn-Home Streaming, giving you the ability to stream games from your high-end gaming rig to a media PC or laptop.

The Future

Now we come to today's news.

Still missing are a lot of other features that platforms like the Xbox has that the Steam Universe lacks (natively). Where is Netflix, Spotify, Hulu, HBO Go, or other media streaming services that also make up the backbone of entertainment in the living room? Well, according to the folks at SteamDB, a lot of these services, or ones like them, could be making their way into Steam and the Steam Universe soon.


So, after almost four years of iterative design, the big picture of Steam and Valve in your living room is clear. They want to directly compete with the big dogs like Microsoft and Sony, and Valve certainly has the capability to succeed. Their iterative design process has provided them with a stable footing to launch off of.

The entire Steam Universe platform is still in beta, but because most of the pieces of the puzzle have been filled by Valve, we expect 2015 is the year they will begin to invade our living rooms. So stay tuned as we bring you more news in the coming weeks and months.

Counter-Strike Nexon: Zombies Announced

As if an arcade version of Left 4 Dead wasn't enough, zombies will also be invading the Counter-Strike series later this year in a new title by Valve publishing partner, Nexon.Counter-Strike Nexon: Zombies, set for release as a PC exclusive on Steam in Q3 of 2014, will introduce "countless undead" into the free-to-play multiplayer action of Counter-Strike: Online.
Multiple new weapons, maps, and gamemodes are set to be introduced alongside the classic Hostage Rescue and Bomb Defusal modes, all of which will see teams battle it out in a competitive environment while also fighting off ways of fast-moving zombies, potentially adding another layer of strategy to the traditional Counter-Strike formula. While the game is being developed by Nexon, Counter-Strike Nexon: Zombies is an officially licensed game promoted by Valve themselves, as recently mentioned by Valve's VP of marketing, Doug Lombardi.

Given these comments, it's very likely CSN:Z will run on a modified version of a zombie mode which already exists within Counter-Strike: Online, Nexon's own free-to-play version of Counter-Strike which has been very popular in the Asian PC gaming scene for a number of years. No concrete release date for the game has currently been set, but the Q3 2014 window has us thinking the title may be fittingly released sometime prior to Halloween.

Stay tuned to ValveTime to learn more about this interesting new free-to-play Counter-Strike spin-off if and when we learn more.

Dota 2 Workshop Tools Introduce "Hammer 2014" and Source 2 engine

A seemingly empty Dota 2 update released yesterday evening has revealed a whole load of new features for the game's upcoming Workshop support as well as a brand new "2014" version of Valve's Hammer Editor, which features a brand new interface and a load of new features.








By entering the Steam Client Beta and selecting the "Dota 2 Workshop Tools Alpha" option from within the game's Downloadable Content list, users can access the newest version of Hammer which is currently only used to create maps and mods for Dota 2's upcoming Steam Workshop support.

As you might expect, this 2014 overhaul of Hammer has also introduced some brand new features previously not supported in the older, extremely outdated variants, including Texture Projection for UV Maps, Asset tabs, improved object properties, superior geometry manipulation, and an all-new Tile Editor which uses predefined areas to be quickly linked together to form simple gameplay spaces with next to no effort. Hammer is joined by several additional editors, including built-in modelmaterialparticle creators alongside a soon-to-be-released sound editor, all of which are built straight into the SDK itself. This new version of Hammer, while still in development, features a huge variety of other advanced features that are worth exploring, as shown by the huge list of recent changes on the Valve Development Wiki.

While several features have yet to be added, it's already very likely that this editor, or one very similar to it, is also set to be used for the upcoming Source 2 engine. Since the tools are still classified as being in the "alpha" stage of development, it isn't recommend you start messing around with the new version of Hammer just yet unless you know what you're doing. We've heard problems such as crashes are still quite frequent (in true Hammer tradition), so it might be worth waiting a little longer for Valve to update it before you start diving in head first.

At the time of writing, the tools can only be used to create maps and mods for Dota 2, even if it is currently impossible to play any of them in-game. The update we mentioned at the start of this post introduced live Steam Workshop code which allows users to upload and view mods, but not to actually download or play any of them. This is due to the fact the in-game custom gamemode lobby is currently not finished or functioning, but it will most likely be up and running within a few weeks.

It remains to be seen if this newer, far more advanced version of Hammer will be rolled out into the development kits of other Source titles such as Team Fortress 2Counter-Strike: Global Offensive, or Left 4 Dead, but it's an exciting new change which should prove extremely helpful for modders tired of having to work around the decade-old problems which continue to exist within the now-ancient versions of Hammer.

sâmbătă, 29 martie 2014

GOT-The Wall (BETA) v5

GOT-The Wall is a Left 4 Dead 2 Survival map based on the tv show Game of Thrones .


You can get the map from :
    Steam Workshop : Link
    L4dmaps.com    : Link
I recommend Steam workshop because I release new updates there.