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  4. CS:S is still going. It's not as "dead" as some think it is. A dead game is one with no gaming activity. There are still thousands who still play CSS. Before setting up such events to try and promote more activity, certain issues need to be resolved first.
  5. I remember things started slowing down when most players switched to newer games, especially CSGO. A lot of people moved on because of updates, better graphics, and active communities elsewhere. I’ve noticed some friends got really into trading through a csgo skin site, which added a whole new layer to their gaming experience. CSS didn’t keep up with that kind of stuff, so interest just faded out over time.
  6. Hey people. So in chatting on the server with some people regarding adding additional versions of the crackhouse maps to the server, I found a few for the game server manager(s) to check out. cs_crackhouse3crg https://gamebanana.com/mods/99759 cs_crackhouse_thc https://gamebanana.com/mods/99783 cs_crackhouse_atc_v3 https://gamebanana.com/mods/99764 cs_crackhouse_f5 https://gamebanana.com/mods/117041 cs_crackhouse_re https://www.gamemaps.com/details/1253 cs_crackhouse_remake https://gamebanana.com/mods/99781 cs_crackhouse_2023 https://gamebanana.com/mods/428441
  7. -1 ruined this place no lie

  8. Good to see the forum is still up!

  9. are you still a squeeker or naw?

    1. excalibuR

      excalibuR

      ahahaha. unfortunately not

  10. ur mother is ur father

  11. Yes you did knife me and thank you so much for the donation

  12. It has been many years since I played on HG honestly. Though many have other things to do other than gaming nowadays. Especially those who were around in HG's early days. CS Source is riddled with cloned servers now, many of them laggy as a motherbitch. A lot of decent communities no longer exist, except for the 'really successful' ones.
  13. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Added missing files for Taunt: The Travel Agent Added No Hat styles for the Cozy Cover-Up Added VScript support for HIDEHUD_MATCH_STATUS flag to hide the Match Status panel Added a borderless window option to video settings Added bicubic lightmaps (from Half-Life 2: 20th Anniversary Update) Added radial fog (from Half-Life 2: 20th Anniversary Update) Added support for Steam Networking Made the default server name for listen servers include the player's name Made the game launch in native resolution by default instead of 640x480 Client-side prediction fixes (these fix 'jank'/rollback in certain situations)Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions Improved prediction for walking on props and other entities Made certain client-side entities only trigger local prediction errorse.g. If the viewmodel experiences a prediction error, the player will not experience a prediction errorFixed prediction of viewmodel sway Fixed a prediction error regarding weapon idle animationsFixed certain breakable props not gibbing correctly Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations Fixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server Fixed players being able to spam duel cancellation messages for a duel that doesn't exist Fixed not being able to join community servers via Steam invites or game info Fixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2) Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon) Fixed an issue with props and team colors when taunting with Australium weapons Fixed the Voices from Below effect not working when taunting with the Highland Hound set equipped Fixed player voice commands being abruptly ended when the player enters shallow water Fixed incorrect number on the Geneva Contravention achievement icon Fixed the Military Style for The Surgeon General to stay properly semi-visible at all angles Fixed some classes missing the BLU team material for That '70s Chapeau Fixed the Spanish-Latin America option being displayed as English in the Settings menu Fixed the MOTD dialog not working for Spanish-Latin America Updated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use 'stickybomb' instead of 'pipebomb' Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflicts Updated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!) Updated koth_overcast_final to improve optimization Updated ctf_applejackAdded block bullets to some stores Unblocked a window at mid, allowing Snipers to shot across the middle hut Removed the missing texture in BLU spawn Gave a chicken a friend, because friendship is magicUpdated cp_fortezzaNew radio model for spawn rooms Changed sentry shack ammo pack on last to a medium Adjusted health pickups throughout the map Changed kill volume on cap A double doors to be more consistent with visuals Improved bot support (Thanks Star Bright) Detail passUpdated pl_patagonia[Stage 1]Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawn Fixed the cart not capping the first point on extremely rare occasions[Stage 2]Improved optimization Fixed a nodraw floor near the first BLU spawn train bridge waterfall Fixed 3D skybox looking pitch black for players using mat_hdr_level 2[Stage 3]Improved optimization Fixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawn Removed the platform above the open choke of the last point Added an additional path to the window overlooking the open choke of the last point Fixed RED bots getting stuck on a solid fence outside the RED spawn Fixed 3D skybox looking pitch black for players using mat_hdr_level 2View the full article
  14. I’ve played a bit on Interchange and The Lab recently, and while the patch is promising, I haven’t seen huge changes either. It still feels like certain sounds don’t sync up properly when you're on different floors. That said, I’m hopeful that they’ll keep tweaking it! As for the walking animation bug, that one was super annoying, so it’s nice to see it fixed. I’ve also been hearing a lot about “Legit and Secure” cheats popping up, which is a bit concerning. I found a site called Kernaim.to, which seems to be a reliable place for updates and guides if anyone's interested. But I guess we just have to trust the devs to stay on top of it.
  15. Foundation is Now Available on Steam and is 25% off!* Foundation is a grid-less, laidback medieval city-building game with a focus on organic development, monument construction and resource management. *Offer ends February 7 at 10AM Pacific Time View the full article
  16. Happy new year friend, time has perhaps past but the fond memories we keep of this community's past is still at bay. Thanks for being apart of the fun experience in JB and Crackhouse!
  17. Rip HG was good while it lasted :(

  18. It's been a long time. Though many probably won't remember me, I went by the game name Kyro. I played the hell out of Jailbreak and Crack House in Source. I just ran into Hydranix in Source and couldn't help but remember the old HG days on the servers, especially guys like Juan Alberto saying "ahhhh perfecto" with a great kill. The 24/7 JB and Crack House servers were some of my favorites and have a ton of fond memories playing on them way back around 2011-2017-ish. I always bounced around between HG and Plague Fest in Source for a long time, and although PF is now offline I'm happy to still see that HG is up and has expanded to other games. Honestly crazy to think how much time has passed in the blink of an eye, I hope that you all are doing great and honestly thanks to the community and the server admins for making some great memories for me to reminisce on.
  19. you've been part of HG for 14.9 years. 11.4 years for me. we getting old bruh

    1. excalibuR

      excalibuR

      old as hell! i was 10 years old when i stumbled upon this community. its embedded into my heart.

  20. Starting to put in time playing CS2. Been along time since I played any videos games. Happy New Years everyone!!!

     

  21. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed the Battle Balaclava's "No Gloves" style hiding the Heavy's hands Fixed broken materials for The Westcoat's "Ugly" style Added smoke effect to The Checkered Past Update the Buck's Brim's "Bad" styleFixed broken materials Added smoke effectUpdated cp_fortezzaDetail improvements Improved clippingUpdated koth_cachoeiraFixed players being able to get stuck in certain displacements Various clipping improvements throughout the map Various miscellaneous fixes (Thanks Midnite!) Improved bot navigation (Thanks Katsu!)View the full article
  22. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated the Brain Cane to fix problems with the texture and phong value Updated The Battle MusicAdded missing Hat style Fixed the models due to clipping on Heavy's ears and misalignment on Engineer Improved and strengthen the Noise Cancellation Updated the materials to fix it not being shiny Updated the backpack icon to reflect the materials changeUpdated cp_gravelpit_snowyFixed potential incompatibility with external VScript files (thanks Le Codex!) Re-implemented cubemap reflections in ice cave Fixed perch spotsUpdated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockRestored Hale's resistance to knockback back to 75% Reduced bonus flame damage against Hale from 50% to 25% Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy) Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy) Removed area-of-effect of Hale's normal punches (thanks Wendy) Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky) Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky) Fixed Hale being able to stomp while underwater (thanks Bradasparky) Fixed Sweeping Charge not working against underwater opponents Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky) Fixed Hale's faulty ground detection (thanks Bradasparky) Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72) Fixed the voice lines refusing to play sometimesUpdated pl_patagoniaStage 1Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawn Fixed being able to build in a very high rooftop after point A Fixed being able to build in blue spawn Cart elevator is no longer the glitchiest thing in the universe Fixed cart not rolling back after completing the elevator descent sequence Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).Stage 2Removed rollback from the train container ramp in last point (Thanks b4nny) Gave blue more high ground for last point Added an additional dropdown for blue for last point Fixed being able to be teleported into red spawn as blue after capping point A Removed long hill rollback before point C Fixed bots getting stuck on the closed train doors after cap B Fixed being able to leave stickies inside blue last spawn Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you. Fixed a pop-in issue relating to areaportals below point B Fixed being able to enter the last blue spawn as red Birdie (Thanks Explocivo808)Stage 3Added a fenced section for the long wood cover wall in last point (Thanks b4nny) Mirrored the window sniper spot in last point choke Fixed being able to build behind a displacement rock wall in last point Removed troll teleport spot in last point ending rampAll StagesSlightly lowered sun brightness and slightly raised skylight brightness Improved skybox transitions The cart no longer tries to defy the law of physics Ninjaneers have more freedom to be ninjas The bots have learned how to play the map Gave the cart another coronación de gloriaView the full article
  23. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated the Dapper Noel to fix an issue with the mesh Updated vsh_maulFixed broken areaportals Changed some props in the upper area that could be mistaken for a large ammo packView the full article
  24. im the original bread.

  25. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Added missing No Gloves style for the Consigliere's Coverup Added missing Versus Saxton Hale kill icons Added some tournament medals Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly Updated Aurora Skies Unusual effect to fix a timing issue Updated the Necroprancer to fix an issue with the materials Updated the Dusk Duster to fix an issue with the materials Updated the Dapper NoelRemade normal map to be compatible with OpenGL Re-baked Diffuse & updated backpack icon to reflect above changes Removed misplaced ambient occlusion Fixed problematic face flexes Fixed an issue where Engineer's beard was protruding from his goggles Fixed an issue with the jigglebones being disabled Rigged Sniper's hat to be compatible with his melee tauntUpdated Scrooge McDocTransparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics Updated the backpack iconUpdated koth_overcast_finalFixed an issue with the models/materials Added back snow coverings (now using displacements) to some props that were missing them Fixed misaligned textures in various places Fixed weird lighting bug on a wall in blue spawn Fixed 'Hotel' sign not displaying properly Added back indicators under some health and ammo kits that were missing themUpdated cp_fortezzaRemoved sniper window leading into last Fixed Engineer being able to build in some doors Fixed some props being solid Slight art pass updateUpdated vsh_maulPlayers can no longer hide from Saxton in the dark Fixed props inside other props Fixed z-fighting brushes Fixed missing particle effects for the water feature Fixed orientation of water feature particles Minor lighting changes around the cinema Adjusted LOD change distances for Cinema sign Updated VSH logic Grounded levitating props Aligned misaligned textures Fixed mis-textured walls Clipped upper metal beams Fixed clip brushes sticking out from walls that could be walked on Players will now be pushed off of the fire bell Adjusted cinema sign shadow Used spell check on Saxton's Package sign Updated how music is activated and deactivated Fixed clipping on the hanging big ornamentsView the full article
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