Update: Forum maintenance has now been completed. Please check the 'Forum Upgrade' announcement on the forums for important information.
The SI2 forums are currently unavailable due to essential maintenance. Estimated time for completion of the maintenance is 13:00 BST, August 11th.
Whilst the forums are down, please feel free to drop by the SI2 IRC channel - #s&i2 on Quakenet.
The SI2 forums are currently unavailable due to essential maintenance. Estimated time for completion of the maintenance is 13:00 BST, August 11th.
Whilst the forums are down, please feel free to drop by the SI2 IRC channel - #s&i2 on Quakenet.
Hey all, we are finally releasing the 1.1 update. This update fixes a number of things people had issues with in 1.0, as well as adds a little bit of new content. Some of the changes include:
Check out the forums for the full release notes. Additionally, we have moved Science and Industry 2 to the Orange Box Engine, meaning you need to have the Source SDK Base - Orange Box installed to play, and you no longer need to own Half-Life 2: Deathmatch, either. We are also providing an installer version in addition to the zipped version for easy installation.
We hope this update makes the mod a little bit nicer to play.
- Fixed not seeing what direction other players are facing
- Fixed scientists not respawning if they get thrown out of the map
- Fixed the AFD Pistol skin
- MCL and AFD players have blue and green skins, respectively
- Fixed certain keys being bound to "vote" causing the game to crash
- Fixed games ending at seemingly random times
Check out the forums for the full release notes. Additionally, we have moved Science and Industry 2 to the Orange Box Engine, meaning you need to have the Source SDK Base - Orange Box installed to play, and you no longer need to own Half-Life 2: Deathmatch, either. We are also providing an installer version in addition to the zipped version for easy installation.
- www.assaultnbattery.com - Executable Installer
- www.cognition-network.com - Executable Installer
- www.assaultnbattery.com - ZIP File
- www.cognition-network.com - ZIP File
We hope this update makes the mod a little bit nicer to play.
So I guess it wasn't clear from the release announcement that this was intended to be a release to stir up interest in the mod, all the while still being in the development process. I'm sorry if you were mislead into thinking it was a full-blown finished product just because it said version 1.0.
It's finally here! The moment you may or may not have been waiting for! Yes, I realize it's been a really long time with a few mishaps along the way, but I'm hoping we can get past those troubles starting with this release. Now before you all jump in and start playing, it's important that you realize this is a first release and not a complete and polished release. This means that there will be bugs and there will be a lack of visual content, and also that we are looking for lots of feedback from all of you guys on what you think would make the game better. Now that that is all said and done, on to the good stuff:
For the detailed release notes, check out the announcement on our forums.
Thanks for sticking with us, and we hope you enjoy playing Science & Industry 2!
- Download Science & Industry 2 from Assault N' Battery Servers
- Download Science & Industry 2 from FileFront
- Download Science & Industry 2 from File Planet
For the detailed release notes, check out the announcement on our forums.
Thanks for sticking with us, and we hope you enjoy playing Science & Industry 2!
Why? Because we are finally going to release Science & Industry 2. Yes, you heard that right, and yes, for real this time. We are going to release this thing on Thursday, July 3rd. To play, you're going to need to own and have installed Half-Life 2: Deathmatch and Source SDK Base. Also, if anybody is interested in hosting a dedicated server, send an email to fredfriendship@simod.com.
Anyways, I hope to see lots of people coming and trying this out.
Anyways, I hope to see lots of people coming and trying this out.
Hey all,
Unfortunately, we were not able to get as much stuff ready as we had hoped to by this time and were not able to get a decent amount of testing done. This meant either releasing a significantly lower quality mod than we had hoped for or not releasing at all. We opted for the safer route of not releasing. But never fear, for we will do all that is in our power to get SI2 in your hands by the end of the year.
We apologize to those who have been looking forward to SI2, and finally, Happy Thanksgiving!
Unfortunately, we were not able to get as much stuff ready as we had hoped to by this time and were not able to get a decent amount of testing done. This meant either releasing a significantly lower quality mod than we had hoped for or not releasing at all. We opted for the safer route of not releasing. But never fear, for we will do all that is in our power to get SI2 in your hands by the end of the year.
We apologize to those who have been looking forward to SI2, and finally, Happy Thanksgiving!
We are pleased to announce that, after another of the hiatuses for which SI2 is rapidly becoming famed for, SI2 is back, and it is here to stay. We would like to thank everyone who has retained interest in the mod throughout our frequent and prolonged development troubles. We promise - it will all be worth it.
Firstly, we would like to announce some staffing changes. Fred Friendship has taken over from Bert on the code, and is also our new project leader. Wamp, zozart and Electric-Gerbil are hard at work constructing maps for SI2, with Electric-Gerbil also monkeying around behind the website now and then. Blood God and goku_ssj_uk consult on a variety of aspects for the team. Stoopdapoop and BornToLag are handling the modelling and texture fronts. We also have Profugum working on our sound, and DopefisH has recently joined the team to provide a swift kick in the rear whenever we start lagging behind.
We have been hard at work on SI2 in recent months, and now have quite a lot to show for it. We would like to show off a map by wamp, si2_industrial. You can find some very nice screenshots from the map in our Gallery section.
We would also like to take this opportunity to advertise for assistance. We find ourselves in need of some new members for the development team to fill vacant positions. At present, we need texture artists, modelers and animators. If you feel you can help us out in any of these areas, please let us know by e-mail at developers@simod.com.
And finally, some very big news. As mentioned earlier in the post, SI2 has undergone a frenzy of development activity in the past few months, mostly thanks to Fred\'s excellent motivational skills and development panache. As such, we shall shortly be releasing the first public beta of SI2. The release date has been tentatively set at November 21st, 2007. More information about the beta will follow shortly, but rest assured, SI2 is back, and you are going to be hearing a lot from us in the coming months.
Firstly, we would like to announce some staffing changes. Fred Friendship has taken over from Bert on the code, and is also our new project leader. Wamp, zozart and Electric-Gerbil are hard at work constructing maps for SI2, with Electric-Gerbil also monkeying around behind the website now and then. Blood God and goku_ssj_uk consult on a variety of aspects for the team. Stoopdapoop and BornToLag are handling the modelling and texture fronts. We also have Profugum working on our sound, and DopefisH has recently joined the team to provide a swift kick in the rear whenever we start lagging behind.
We have been hard at work on SI2 in recent months, and now have quite a lot to show for it. We would like to show off a map by wamp, si2_industrial. You can find some very nice screenshots from the map in our Gallery section.
We would also like to take this opportunity to advertise for assistance. We find ourselves in need of some new members for the development team to fill vacant positions. At present, we need texture artists, modelers and animators. If you feel you can help us out in any of these areas, please let us know by e-mail at developers@simod.com.
And finally, some very big news. As mentioned earlier in the post, SI2 has undergone a frenzy of development activity in the past few months, mostly thanks to Fred\'s excellent motivational skills and development panache. As such, we shall shortly be releasing the first public beta of SI2. The release date has been tentatively set at November 21st, 2007. More information about the beta will follow shortly, but rest assured, SI2 is back, and you are going to be hearing a lot from us in the coming months.
We're back!
After a long hiatus, the SI2 team's back. Due to various real-life commitments for members of the development team, SI2 hasn't appeared to be particularly active to most people over the past six months or so. Work has picked up behind the scenes considerably in the last month or two, however. Progress is steadily being made on the game, with our internal development build starting to incorporate all the aspects planned for the first release version of the game. We're now at a point where we can demonstrate some of the work that's gone into the game thusfar, and also what we're looking at doing in the future.
As such, we have quite a considerable amount of media to release, along with our new website. You can find the entire content of our release over in our "Gallery" section, where we have both several pieces of promotional artwork, a number of concept sketches and drawings for a variety of SI2 weapons and devices, and some preliminary screenshots from our development build of the game. Just to whet your appetite, though, here's a small sample of the media:
We would also like to take this opportunity to advertise our need for various new staff members. As production on the mod is picking up pace again, and our development build is taking substantial form, we now need people to start creating the visual content for the game. At present, we're looking for:
Mappers:
We would like to thank our community members for the support they have shown us over the past year. More frequent updates on our current development status should be occurring, and you can always check the new developer journals on our website for individual developer's perspectives on the progress of the mod.
- The SI2 Developers
After a long hiatus, the SI2 team's back. Due to various real-life commitments for members of the development team, SI2 hasn't appeared to be particularly active to most people over the past six months or so. Work has picked up behind the scenes considerably in the last month or two, however. Progress is steadily being made on the game, with our internal development build starting to incorporate all the aspects planned for the first release version of the game. We're now at a point where we can demonstrate some of the work that's gone into the game thusfar, and also what we're looking at doing in the future.
As such, we have quite a considerable amount of media to release, along with our new website. You can find the entire content of our release over in our "Gallery" section, where we have both several pieces of promotional artwork, a number of concept sketches and drawings for a variety of SI2 weapons and devices, and some preliminary screenshots from our development build of the game. Just to whet your appetite, though, here's a small sample of the media:
We would also like to take this opportunity to advertise our need for various new staff members. As production on the mod is picking up pace again, and our development build is taking substantial form, we now need people to start creating the visual content for the game. At present, we're looking for:
Mappers:
- Prior experience with HL/HL2 mapping is necessary.
- Experience with Science and Industry (playing or mapping) favourable.
- Detailed examples of previous work are required.
- Various positions available, including player, weapon and environment/prop modelling.
- Must be able to work from concept art (examples in the "Gallery" section of our website).
- Prior HL2 experience favourable.
- Detailed examples of previous work are required.
- Various positions available, including player, weapon and environment/prop animation.
- Prior HL2 experience favourable.
- Detailed examples of previous work are required.
- Various positions available, including player, weapon and environment/prop skinning.
- Must be able to work from concept art (examples in the "Gallery" section of our website).
- Detailed examples of previous work are required.
- Must be able to handle a large range of materials, including metals, stone, glass, wood, plastics, papers, etc.
- Experience creating materials for HL2 desirable.
- Detailed examples of previous work are required.
We would like to thank our community members for the support they have shown us over the past year. More frequent updates on our current development status should be occurring, and you can always check the new developer journals on our website for individual developer's perspectives on the progress of the mod.
- The SI2 Developers
Just to let everyone know, we are now on the hl2files.com mod section and moddb's database. The moddb page can be found here and the hl2files.com page is available hl2files.com page.
In other news:
We now have a new logo that can be seen at the top of this page. For those who want a more detailed view, see here.
Whilst the project is moving on at a steady pace, I would like to make a bit of a late announcement. I would like to welcome Runteh to the team. He is an amazing concept artist, and has been giving a lot of his time to the game. Be prepared to see some of his work over the coming months. In addition to his concept-art duties, he is also hard at work re-designing the website's GUI.
More to come soon...
More to come soon...
