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Orbius Lite now available!
As of a little while ago, Orbius Lite has been accepted and is now available on the App Store! For any information regarding the application, click here.


Available on the iPhone App Store


An update for Orbius has also been sent off to Apple for reviewal. This update contains a couple of fixes to very minor issues, and the addition of a global online highscore system!

In other application news, we're almost close to finishing our next application, which is called Airigo. This game is based around a hot-air balloon, which you must guide from Earth to the Moon whilst avoiding the many perilous objects that could pop your vessel. The controls consist of tilting the iPhone/iPod touch to lean the balloon in that direction, and then touching/holding the screen to give you a blast upwards. All the while, gravity is constantly tugging you down.
I put a lot of extra practice and effort into making the graphics for Airigo, as I was a little disappointed by the ones I had made for Orbius. Thankfully I think the effort paid off and has made quite a difference in the overall finish of the game. Hopefully that'll be noticeable to you guys in the screenshots I'll be taking. I'll upload the screenshots and some information onto the iPhone Apps section sometime later this week.

Posted: Friday, 00:25, 26th of June. 2009.



Orbius now available!
We just got word from Apple that Orbius is now available on the App Store! For more information on it, click here.


Available on the iPhone App Store


Unfortunately Orbius Lite isn't yet available, but we hope that it should be approved within the next day or two.

Posted: Friday, 01:30, 19th of June. 2009.



iPhone/iPod section now up and running.
As promised, the iPhone section is now live. It currently contains information, screenshots and videos on both Orbius and Orbius Lite. Now all that's left to do is wait for the applications to be approved. Once that's done I will edit the pages to include a direct link to them on the App Store.

To see a video of Orbius in action, click below:

  • Video - Click here to play


  • I've also widened this news page to better contain the larger news posts.


    Posted: Friday, 14:20, 12th of June. 2009.



    Filling in the gaps - the past year.
    Well it's certainly been a while, but I'm back to fill in the gaps since I last updated the site, and hopefully from here on I will continue to update with a new-found hobby; creating iPhone/iPod touch applications.

    Before I get into that however, I'll start off by talking about the download page. As you may or may not have noticed, the download page is now a lot cleaner and easier to navigate. As well as this, there is a new addition to it; the gamemode section.
    Quite a while ago now, myself and Anima (Ricki Hales) made a couple of GMod gamemodes for the competitions being held on the Facepunch forum. We made Fruit Drops first as an introductory gamemode for Anima to get used to the coding language, then we followed up by creating Star Struck. We were both pretty stoked when Fruit Drops managed to come 1st in one of the contests, and Star Struck came into the top 3 in another.

    I've made several random models over the past year, such as: the Golden Gate Bridge, an Alien, a Tripod (War of the Worlds) and a few others, but none of which I really finalised enough to warrant adding them to the download page. If you wish to find them though, they're probably still floating about the Facepunch forums somewhere.

    Back to the topic of iPhone applications. I'm definitely very new to the whole scene, as it was literally just under two weeks ago that the idea of creating applications was even first suggested to me; by my Brother, Ricki. From there we looked into it and got quite serious about it. One thing led to another and we had soon signed up to be developers. We already had an idea in mind for our first application, so it was merely a case of getting used to the platform.
    Skipping to a week later, our first application was complete; Orbius. I won't go into specifics as I'll be putting a page up on it soon enough, but very simply put, it's an addictive asteroids-like shooter where you must convert all Orbs in the level from Red to Blue, whilst trying not to be hit by them.

    Happy with what we'd created, we decided we would sell the application, but for the smallest price Apple would let us - $0.99 USD. The application was then sent off for approval. As we were going to be selling Orbius, we decided to make a "Lite" version of it - which is essentially just a free version of Orbius, but which has less content. A few hours later, Orbius Lite was completed and also sent off to Apple. Both applications are now merely awaiting approval, which apparently takes roughly a week. So we will use this time to finish creating the new iPhone Apps section of this site, complete with information, screenshots and videos of the applications. Once that is done we will start working on our next application, so stay tuned! Things are about to get more lively around here.


    Posted: Friday, 02:08, 12th of June. 2009.



    HL2 Modding section update. IE bug fixes take priority.
    Fixed some pretty major issues in the Modding section for Internet Explorer users, both graphically and functionally. There's still a few major ones to sort out though, one of which is that the pop-up comments don't work, so fixing those will be my next priority.

    I added some more fixes and general content to the error section. Including a pretty important error/problem and its solutions for MDLdecompiler, for when it crashes during a decompile.

    I'm almost happy with the way the .qc/.vmt pages are laid out now. There's only a few more general edits I'd like to do before I work on some other pages. My next priority (after the IE bug fixes) will likely be the tutorials page.

    Posted: Saturday, 01:30, 16th of February. 2008.



    HL2 Modding; updates and changes.
    Here's the changelog of the edits I've made on the HL2 Modding section over the past few days:

  • Edited some parts to be clearer. Such as, while it's intended for HL2 modding, it will also work with any other game based on the Source Engine (with only a few exceptions).
  • Cleaned up several mistakes that were made on the sub-commands of the $keyvalues .qc command.
  • Descriptions of the "collision model" ($collisionmodel, $collisionjoints) commands, and their sub-commands, have now been added.
  • Added a lot more content, values and examples to the .vmt glossary page. Examples are now displayed as seen on the .qc page, cleaner.
  • In the .vmt page, integrated 'offspring' commands into their rightful parents as sub-commands.
  • Added "Incompatible With" information in both the .qc/.vmt pages. Main examples of this is $phong/$envmap and $collisionmodel/$collisionjoints.


  • I'm almost happy with the way the .qc/.vmt pages are laid out now. There's only a few more general edits I'd like to do before I work on some other pages. My next priority will likely be the tutorials page.

    Posted: Monday, 15:40, 4th of February. 2008.



    Website back online! HL2 Modding section introduced.
    There's some good news, and some not-so-good news. It's probably quite apparent by now, but the good news is that the site is finally back online! The not-so-good news is that I've had (and got) other commitments taking up most of my time, so I've been unable to get the Half-Life 2 modding section into the stage I intended it to be before I made it public. Even so, I felt the site had been down far too long and decided to just bring the site back up and release what I have so far of the HL2 Modding section. Even though it's quite far from being finished, the basic foundations for it have been made and it can now just be updated while the site is live.

    On my to-do list for the HL2 modding section is the following: re-organise glossaries into SDK release sectionsFor example, in the VMT glossary, the $phong related commands would go into the section for the post-EP1 source SDK release.

    Along with this, I would either make a list of the common HL2 modifications and what 'SDK' release they're using, or make a small tutorial on how you can find out which they use.
    , make terminology and tutorial pages presentable enough to release (even if not fully complete), finish updating errors/problems page (I've only really covered StudioCompiler so far) and just generally updating the entire section with more content. If there's something I haven't mentioned here that you would like me to cover/add, please get in contact.

    I've tried to make the site a little cleaner, both graphically and layout-wise. The graphics are likely to change in the near future, but they'll make-do for now. The change in design allowed me to shuffle the hierarchy links into the 'headers' of the content elements. Therefore preventing them from intruding on the content itself.

    I'm certain there are many other changes I should mention in this post, but to be honest it's been such a long time since I started to make the changes that I can't even remember what most of them were. Well, at least the most important things have been noted. Now I can only hope it won't take me quite so long to get the next update out. Post out.

    Posted: Wednesday, 01:20, 30th of January. 2008.



    Destructable house - released!
    Destructable House has been released! Go here to download it.

    Some of you may remember the House from the really old thread on FP/PHW. The idea was kind of nifty at first, but just sort of faded away as new projects popped up. It got brought up in a conversation recently and I finally decided to get it compiled for both Gmod9 and 10. And thus, it has been released.

    Posted: Tuesday, 00:45, 21st of August. 2007.



    Train released, render added and contact page updated.
    My Train set has been released! (as seen in the render gallery.) Go here to download it. See here for more information on the model. -- Another piece added to the render gallery this update is an iRiver Pure MP3 player - visit its page for more info!

    I've revamped the contact page to make it easier to get in touch with me. I've always wanted a 'contact box' of somekind, and when discussing it with MagNet he kindly offered to code one for me. Because of the contact box you now have the option to just directly fill out an email/message on the site. Feel free to use it for whatever reason really. I'm quite happy to help with any HL2 modding problems if you get in touch. -- In other site news, I've added some text-descriptions for the download/render main pages so it's easier to browse for those with slower internet.

    No major updates on the HL2 modding page since the last update, just been smoothing it out visually, fixing some bugs, generally adding more content and sorting out some hierarchy issues. All I really want to get done now before making it go live is finish off the tutorials (done half of them), and add more content to the terminology page. The tutorials are most important though, so if I can get those done I'll likely just make the pages public.

    Posted: Monday, 18:30, 13th of August. 2007.





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