Modular Combat v1.76b (Hotfix, server only)
Nov 03, 2009 Patch 1 commentAre you running a Modular Combat server? Just extract this patch over the directory you have now to update your server.

Modular Combat is a role-playing shooter based in the Half-Life universe.
The Resistance, Combine, and Aperture Science are testing the HEV Mark VI Combat System. Combatants face off against each other, and monsters, in the Controlled Combat Testing Facility, which is monitored by a super-computer known as BoSS.
There are over 50 modules that can be upgraded at any level, in any combination. Modules give combatants amazing abilities such as flying, teleporting, spawning minions, and shooting flechettes or energy balls.
Start thinking with modules.
Modular Combat requires The Orange Box + Source SDK Base - Orange Box to play.
14 comments by matthewdryden on Nov 3rd, 2009 digg this super bookmark
We at Mod Fidelity want to thank you guys for sticking by us through our ever-so-long development cycles. We appreciate that you stick around even when we're not telling you what's going on behind the scenes.
Today we release Modular Combat v1.76b. This is a series of bug fixes and re-balancing that will help ease the pain for our players as we get v1.77 out the door!
Here's a quick list of what's happened:
We have been working feverishly on the next version of Modular Combat, and the time is nigh for an on-going beta test. We have secured a server with the wonderful people from Nuclear Fallout Servers, and will soon be opening our doors to roughly 25 hopeful applicants!
What qualifications do you need to be a beta-tester?
Modular Combat, and Mod Fidelity, have always been about the community. You should be active in it, you should be good friends with people in the community. So go join the forums! Work on our wiki! Get to know everybody, introduce yourself!
Beta-testing will be ongoing for the next few weeks as we make the final preparations for the release. It will be up to you, the beta testers, to make sure everything plays out right!
Our players have been hard at work on building the MCW up from scratch, and it's turning out to look really nice! If you think you have something you could contribute, go ahead and sign-up! All help is welcome!
Well, thanks again for being as awesome as you guys are! We'll be keeping you updated!
Until next time, don't forget to be awesome!
What side are YOU on?
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(Special thanks to the Overgrowth team and Iiro Jäppinen for providing these nice icons!)

Are you running a Modular Combat server? Just extract this patch over the directory you have now to update your server.
Requires: Source Dedicated Server, Orange Box Files, and Half-Life 2: Deathmatch. Extract files to "orangebox" folder and boot the sourceds.exe in the...
If you have already installed v1.75 and only intend to play on the official servers, then get this and unzip it to your "SourceMods" directory. Otherwise...
Requires: Source SDK Base - Orange Box, Half-Life 2: Deathmatch, and Half-Life 2: Episode Two. Extract to your "SourceMods" folder.
Requires: Source SDK Base - Orange Box, Half-Life 2: Deathmatch, and Half-Life 2: Episode Two.
Modular Combat v1.75 server files. We recommend that you completely wipe your files before installing an upgrading.
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I turn my back for a second and you guys have smashed like 100 bugs!
Eargly awaiting latest version :D This hotfix is working swell.
:) good to know!
Before the server is created or while the server is running?
Edit: Failed to press reply...
It can be confusing, but my tactic for all source games is this:
start a game
type in the console:
sv_lan 0
net_start
changelevel <mapname>
and then everyone else will be able to join, assuming you've forwarded the right ports on your router (check portforward.com for that)
Is there a way of hosting a non-lan server without being dedicated?
Sure, just drop the console and type sv_lan 0
Love the new summary! :D
There isn't one, unless they talk about it on their website, though I'd be suprised if that were the case.
They're just ... doing it. And it kicks my ass already :(
would it come with the next modular combat patch?
Depends how they're getting on. Some of the logic for modules (and for avoiding things like lasers) is a lot more complicated than anything they've done with omnibot before. That challenge is what made them want to bring it to MC in the first place, but it might mean that its longer before they're finished.
Currently bots play just like its hl2dm, and buy weapon upgrades. As far as I'm aware, they don't avoid lasers and magmines, or standing in front of turrets. These things would be pretty exploitable if we released them as they are.