Alien vs. Predator 2 combines elements, creatures, and settings from the hit movies Aliens and Predator in three unique, interlocking stories. They unfold from the perspective of a young Marine Corporal, a newly-emerged Alien, and a Predator on the hunt. Highly detailed environments, phenomenal effects, and an advanced game engine intensify the gameplay of this first-person shooter adventure.
We follow up on the test of 2009-10-16. As usual, a podcast, a video file and what's left to be done.
In this podcast we talk about Assault, checkpoints and Hostile Appetite, a new SP map from Windebieste.
We've added a hints system, to help ease the learning curve. We're displaying from general hints, to class specific hints.
An apology to those for the lack of updates and a reason for there being none.
We have announced the winners for our skinning contest!
After showing some screens of the main menu, let's see something else: The new HUD.
Let me introduce the new AVP2 mod! For starters, you'll see a couple of new screen from the main menu...
We had a little test Saturday, and we'd like to share our findings with you.
We went on with implementing lobbies for our maps and added a warning.
We finally get a good netcode, that ends up triggering a need for re-ballancing characters and weapons. And we have a weirder piece of audio just for...
In this podcast we talk about the lobbies made for two of our maps. We also discuss Windebieste's upcomming map.
We had a second test, using basically the same netcode. The article follows up on that test.
That means one thing only: we're getting very close to finish the much awaited netcode improvements!
We got the entity interpolation right, only to find bugs in the hit validation part.
We finally had a go with a new netcode. While hit detection was stamped and approved as OK, lerping (entity interpolation) was not.
After we had the test session Saturday evening, we once again had a Skype discussion about the mod.
We implemented the simple triggers and they turned out to be a success, and I get to make a bet ...
Team volumes and spy hacking sentries, they both rely on two new damage types. We also define a TODO list.
For this beta, we introduced a new feature, one that we expected to both enforce better teamwork AND cause some grief: delayed spawning.
This week we continued changing weapon and character settings in order to acheive a better balance. We also created a news feed for our site.
Since last week was quite busy, there was no time to spply a new beta version for yesterday's game session. Instead, we took the opportunity to just play...
From the original game modes, we decided to keep the Evac. This rises the count of the mod's game modes to 6.
We tested the Domination game mode this weekend. Guess what: domination is a keeper!
Ok, we did more than several tweaks. This resulted in one of the best test session from AvP2TF history.
Almost repeating the history with beta 5, but this time, the sentry bug might become a new game mode!
This Saturday (2009-02-21) we played both WAR and CTF game modes. And here are some of the videos recorded!
On 14th of February, our beta testing team for version 1.1 joined to play One Flag CTF. As a result, we have 14 new, action-packed videos, just for you!
Armageddon Mod at a slight standstill. Not quite sure of what I'd like to add to the mod, thoughts would be much appreciated.
This patch can be used by both versions 1.0 and 1.01 of the mod. The patch adds the needed functionality to have the Fortress mod use the new master server...
Due to the stress the community driven master server placed on the machine, we had to move it to a more performant one. This however requires all game...