I write code.
Well, no, it seems that I'm doing something wrong with the auto-update functionality.
What you should do is to download the 1.5.1 patch. Since you already have 1.5, you're better off with the 1.3 to 1.5.1 patch. See the Downloads section.
Lol, thanks man! Yeah, I did screw up the link. Again, thanks!
You'll need the latest official patch for it, 1.096.
A new beta is build each week, so keep an eye on the download section from our site: Avp2fortress.lthfaq.com
A story! Now that's interesting! A bit of change from the MP-only games.
Try the 1.3 to 1.5.1 upgrade first, since it's a much smaller file. If that doesn't work alright, then use the full version one.
@thewonderboy: try running the installer as an administrator.
Aditionally, if you have issues with gslist (the command line gamespy client), you may want to go through this tutorial:
La Master Server Patch am lucrat impreuna cu un tip din Canada, Jeff Attwood.
About updates, you don't have to make them on a weekly basis; if you feel there's too little to show, then skip one week, work on the mod and then make a media post.
The advantage to that is that it buys you time to work. This counts if you're the only guy working on it.
I am impressed! :) Nice job there!
It seems that DNS servers became case sensitive ...
I've updated the download page with the latest version, now 1.5.1
This is some hot stuff platforming! Cool!
Grow up. If you really 'know' you're right, don't hide behind a foreign language.
The project feels pretty good, to be honest. I enjoyed the demo for control schemes.
One thing to note regarding it: sometimes the AI escorting you can get you crowded in one corner. That makes it impossible to move afterwards.
Maybe have them keep some distance? That should help, I think.
Anyway, the project is promissing. If you can figure out a way to go from a level to another one and back, that would be great!
Keep up the good work.
Hpefully we'll see some more 'unreal' stuff from you.
Well, it is called "The Master Server Patch" ;)
1.5 comes in two flavors: an update, if you had version 1.3 or 1.4, and the full download (this very file) if you just re-installed AvP2.
Nope, sorry. PH didn't have it's code released, so we can't compile a client shell for it.
Sierra shut down the server checking CD keys, so ...
Well, most AVs have a so called 'exception list' or 'allowed list'. Try having gslist listed there.
For the record, it's not the first time an AV lists clean files from AvP2 as viruses. McAfee and AVG are a bit notorious for listing sres.dll (a server resource file) as malware.
Gslist is an open source game spy client. Beats me why NOD32 (and it seems only NOD32) labels it as a trojan.
To play AvP2 online you will need the master server patch. You can get it fom here too: Moddb.com
Exactly, my friend.
Yaay :) Ryan's doing interviews !!
I loved the interview, it definitely put instantrespawn.com on my bookmarks.
I second the prototype / demo idea. Building a verical slice of the game always has a good effect on the team. It's a way to point out that "here, we can do this!" :)
I'm keeping my fingers crossed for you guys.
So I take it it's working now?
So also the regular avp2 is complaining about missing resources?
If that's so, then (take a deep breath :)) reinstall avp2, play through AvP2 then install AvP2TF.
play through AvP2 first.
Then fire up the mod. There are several files that the mod uses and that they have to be created by the game itself. So, play through AvP2 first.
hmm ... what server did you try to join? Maybe they were running older versions of Enterprise or Crepuscular Hecatomb maps.
Regrding your issues with AvP2TF, the mod has it's own files in the avp2tf folder. What are the problems you're experiencing?
That's pretty hard to do, the mod has it's own files in the avp2tf folder. What are the problems you're experiencing?
It can't be both cluttered and bare. It looks just bare.
Pace yourself! You still have plenty of work ahead in terms of game assets (levels, props, skins etc.).
And don't give up.
The purpose of the story is to have people question the usual way of handling zombies.
What I wanted initially is to have the two discover the secret of the "Don't dies"; that would make them murderers. Alex would then want to tell others the fact that the zombies are starting to recover, but gets killed by Derrick, to avoid the repercussion of their "cleaning operations" (now actually mass murders).
But hey, you only have 500 words :)
Half Life meets Doom 3 meets Resident Evil. Sounds very promising, and the video alone transpires the kind of atmosphere that tickles me the right way :)
I'll give the demo a try. If me likes, me buys :)
:)) loved the screaming ... ok, I'll retweet-ya ...
Wow! This looks cool!
:D 1st of April?
BTW, there's also a mod called Flipside.
Now now, just because he doesn't have the time to play a lot of mods that doesn't mean he has no business being here. It would be like none of us should enter a food store just because we don't care that much about the differences in egg types.
I did vote, for 3 (or maybe 4?) mods that I liked.
Ha! I dig that! :)
Well, technically, there was no interruption of online play for AvP2: we had the new master server up and running at the same time Sierra pulled the plug on the official one.
Anyway, glad to have you back!
Not quite so, if you ask me. It's more of a drumm & base approach for the ambient one. The drums are a bit too strong if you ask me, true, but the piece definitely hasy rythm and theme.
That was actually funny. It also happened some time ago, with the live modcast. I always think (in such cases) that one of the guys (Ryan or Dave) is typing what the others should say :))
Anyway, glad to hear you guys again!
The game looks good! I have to admit, although I am more of a shooter person, it got my attention.
magical extending powers ... nothing sexual there, you say?
As for the crossfire, Tatsur0 did get caught in it, with the katana comments :)
Regarding community selections, keep them. I would say that it's up to the feelings of the game developer which prize is being regarded as more important for themselves. In that pov, most developers would love to get the editor's choice ;)
My bet goes on 'Project Reality'.
Regarding the map, ask the guys from Isotx how they did it for IG Warlord ;)
What my compatriot forgot is that we (romanians) also have troops deployed in Iraq. That kinda put us in the same boat with US, right?
Think a bit before making that kind of statements.
Quite funny :) You guys however made your point: We do love doing this kind of sh!t.
Warlord is 24.95 USD
Hmm, Jeff (The_One) is renting AvP2 servers. Contact him on Lithfaq.com
Well, it was just an mp3. And no mod team interviewed? Hmm, what are you guys up to?
Well, I also bought it later, but not to play a mod, but rather to make a mod for it. So my answer was 'No'.
So it's a moddb issue. You should contact Intense about this; besides that it would help having a good audio file on moddb, it could also help Intense uncover and fix a potential bug.
He he :)
I'll second that. The advantages of making the alpha public (you could still make the beta private) is that:
- more people to play it => more feedback
- more people to play it => more chances to recruit valuable team members
You bet! It's the only theme that's not too light or too dark.
Well, "To Err Is Human" :)
Well, it is getting harder, even only because the fact that the scope of a mod becomes larger. As Tatsur0 pointed out, early mods are reskins or map packs, while later ones add new game types and new abilities.
And making a total conversion (basically a new game) is much harder now: think of the size of the team. If with older days one man could do the job, now you need a dozen.
The fact that modding grows however is best indicated by the fact that more and more mods tend to have industry-like quality (see Eternal Silence for example).
I also see it growing, if not in numbers then in complexity. For example, if the earlier AvP2 mods consisted in skin/map packs, the latest mods tend to add more (see AJL, UHM, X-Coop and Imp-Coop). So even because of this evolution alone, modding is still growing.
A level editor, and a model tool. There was also a software SDK released for it.
Well, we'll try to keep the weekly schedule, releasing a new alpha build each Friday, arround 18:00 GMT.
Well, try this link:
I just downloaded from there, to test the archive and I was able to unpack it.