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FAS's news post has made it official that FAS is moving over to the Orange Box engine. The reason for the change of engines is because of the problems in the older code, making the game very hard to debug and code. This change however does not effect FAS being released this year. As DysPatch states, "game balance down for what we would like to be released with RC1, so its as simple as moving the functioning clean code over, optimizing old code, and leaving behind the bugs." All of these improvements are made possible FA coding veteran, Mazor, who has done various work on the Half-Life version of FA and FA related projects.
FAS has also released new screen shots of ps_snowstorm. The map has undergone revisions since its last showcase. DysPatch has stated in his developer's journal he has been working on "finishing up the brushwork and the lighting on the map."

In addition to ps_snowstorm, there is a new render of the M18A1 Claymore Mine, modeled by Racer445

As well as the Gerber Gator Machete: modeled by Naota, textured by Dr. Hubbler, and animated by Thisismyname09.

Finally StealthSilver has updated and users who have Desura will be able download FAS though that distribution platform.
StealthSilver has been updated his developer journal, showing his HMMWV model that will be used as a map prop. This is a work in progress.


Understone has updated his developer's journal with some new screen shots of ps_sand. Currently, undertone has been working on HDR lighting and color for the map, as well as a few balance issues such as adding doors to the spawns to prevent spawn camping, as well as the adjustment of props and removal of some cover elements.


In a short developer's journal post, Hitman stated that you'll see more of what he has been working on, now that FAS is at a level of completeness.
Schmung has updated his developer's blog with information about the technical side of the design process as an artist for FAS. While there is a lot of big flashy stuff that makes the main page, such as his gorgeous M79 skin, other aspects of his work are not as appreciated. Prop models for example are necessary for FAS but don't attract as much attention as weapon models.
Prop models are models in maps such as the deuce and land rover. Much of Schmung's work lately has been with making level of detail models of many of these props. Level of Detail models are models that replace the more detailed models the farther you get away.
"The version you see up-close might be 7000 or so triangles," Schmung said but, "view it from a distance and what you are actually seeing is a model with 700 triangles." (Schmung made it a point that these numbers are made up to illustrate how LoD works.) This also applies to textures as well.

These level of detail models are for all models in FAS, not just models in maps. When you select a lower texture quality in a Source game, what you are doing is selecting the maximum level of detail of the textures. For example, "when you set your model and texture settings to low, typically you will only see the last LOD even if you are right next to it," DysPatch said.
Though while this system has obvious benefits for low end PCs, Naota points out that it isn't always a clear benefit. "We really could save a good 10-20% of our overall weapon texture footprint by doing away with these absurd view model mipmaps," Naota said. He continues with stating that his first person texture models do not have mipmaps because it saves a lot of disk space and it ensures that the texture will always look right.
Undertone's new map, tc_greentone is in beta and is reading for testing he wrote in his developer's blog.

Undertone has posted updated screen shots of ps_sand in his developer's journal. Expect for some minor detail for the interior parts of the map, undertone believes that ps_sand is "good to go."

DysPatch has updated his developer's journal with news about the FAS homepage as well as the popular map, tc_iwojima.
The FAS homepage has undergone some minor updates with the removal of the 2008 stealth showcase video as well as the media update box in the side bar. In their place is a Facebook feed that allows you to to view updates on FAS's Facebook site that includes some screenshots and their Twitter feed.
DysPatch also talks about modifications of tc_iwojima: specifically the opening up of the two tunnels. Larger play test showed that the tunnels became spam inducing death traps, "sometimes resulting in a 4 person explosion." DysPatch hopes that the more open tunnels would promote more team work and lessen the effect of explosives. Rest assured however that the frantic action remains in tact with players always having line of site with the enemy.
DysPatch has revealed in his developer's journal about a new semi-secret new map, ps_specter. DysPatch has been working overtime on his new map - as well as removing CSS content from preexisting maps - which partly explains the lack of news updates.
Expect to see a screen shot of ps_specter in an August update, hopefully.
And no, there is no James Bond reference in the map...yet.
Undertone is working on a unamed FAS map, currently titled tc_wtf. The map is still in the design process, but he has posted some pictures in his developer's journal.

StealthSilver is all ready a great texture artist, but now he has also expanded into modeling as well. His first major project is the M1A2 Abrams tank which is displayed in his developer's journal.
The model is still undergoing some revisions but he encourages people to post and offer constructive criticism.


The original Firearms had a unique prone system: going prone was slow, but with the skill Battle Field Agility, it was faster. Later versions changed this up some, making the standard prone faster and BFA only slightly more so. Another problem with prone in older versions is that the bounding boxes - the boxes that dictate where your character "collides" with the world - were very inaccurate. Players who were prone could not enter crawl spaces that they could while crouched, nor pass though narrow passages that they could while crouched or standing.
While FAS is going back to the older version of Firearms in terms of game play and "feel", the prone system is vastly updated, according to Hitman. The speed of going prone is fast to reflect the game play. It makes little sense for people to be sprinting around, jumping over sandbags and hurling grenades to be unable to quickly go prone. Additionally, the bounding boxes of prone are more accurate, reflecting character's real height: while prone, you are able to go under objects that you couldn't go under while crouched (but this still needs some more testing before release).
The fate of BFA is somewhat in question with the quick prone and lack of stamina drain while moving which were the two of the three main reasons for BFA in previous RCs; the last being able to fall at great distances without breaking your leg. As FAS does not have broken legs implemented yet, BFA as a unique skill seems unlikely.
Hitman has updated his developer's journal with a daily log of FAS updates. Today's project was flash bang code; no longer can you cheese the system and stand over flash bangs and become immune to the blinding effect.
Additionally, FAS has a unique flash bang variable for friendly fire. By default, flash bangs will not blind team mates with friendly fire off; even when on, team mates are immune to the flash bang effect (of course the thrower is effected as well for both settings). However, for those wishing for a more realistic setting, server admins can change it so flash bangs effect both enemies and team mates alike. The reason for these settings is to prevent griefing, stopping jerks from blinding their own team.
DysPatch has updated his developer's journal with news about a few of the maps he is working on for FAS. TC_iwojima and ps_snowblast are solid, with only a few minor tweaks, bug fixes, and 3D skybox modification to ps_snowblast.
TC_rubble has undergone some big changes, with modifications to layout and visuals. The map has been expanded to included a second TC point, which should help with the lopsided focus to one side of the map with the old tc_rubble.
FAS's twice monthly update shows more in game screen shots, talks about game balance and directs players to the FAS Team's developers journals.
Alpha Testing has been progressing with bug squishing and game balancing. Shinobi, realistic about the first release for FAS, acknowledges there may be bugs, but the game will be stable so everyone can play. Much of the recent balancing has been with the machine guns, making sure that their high rate of fire and large belt sizes are appropriate for their cost. With FAS's credit system, balancing can easily be done by adjusting the credits for the weapon instead of actually chaining the weapon itself.

As shown earlier, DysPatch and Hitman have both updated their developers journals. DysPatch with new areas in ps_snowblast and Hitman with some beautiful cut maps.
Hitman has updated his developer's journal with information and pictures about cut FAS maps that won't be included with FAS in it's initial release. The maps include sd_durandal, ps_juarez, basic_training, tc_siege, cti_novospassky and tc_asylum.
The most shocking name on the list is sd_durandal, the de_dust/dust2 of Firearms. However, Hitman's description is vague as he starts with "The original Durandal was removed." In addition the map is still listed on the FAS maps page.
Also expect basic_training to be included at some point in FAS life as the only reason it will not be included initially is because some gameplay features are not yet complete yet.
Lastly, Hitman said "indicated to the team that these levels aren't to be included in the map packs." Hitman may rework these maps and release them as third party maps, but expects he won't need to due to third party mappers releasing their own maps.
DysPatch has edited ps_snowstorm, adding in a new area that benefits snipers as many FAS maps "lack sniper love." The area in question is above each team's exit into the main area of the map that includes the bunker.

When asked how these new areas are specific to snipers, DysPatch responded, "what specifically makes this a sniper area is the limited visibility and the restriction of movement." The windows overlooking the bunker area are very small, making it difficult to use them without the aid of a sniper scope.
To see more screen shots visit DysPatch's developers blog.
DysPatch has updated his developers journal with rare pictures of an incomplete version of tc_iwojima.
DysPatch shows the evolution of the map, from a slightly modified remake, to a more realistic setting with black sand, then back to a more tropical feel.
You can visit his developers journal or personal portfolio for more information and pics.
Hitman has updated his developer journal, stating his and Christan's work on new code and animations for the belt fed weapons, allowing the linked ammo chain to show it's depletion. In addition to the belt fed weapons, Christian has been working on the nomenclature reload animations which look "just plain kick ass."
Hitman has also worked on new grenade code which is in testing and initial feedback is positive and there are no major bugs in the current release.