I write code.
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?
I am impressed! :) Nice job there!
Exactly, my friend.
Yaay :) Ryan's doing interviews !!
I loved the interview, it definitely put instantrespawn.com on my bookmarks.
hmm ... what server did you try to join? Maybe they were running older versions of Enterprise or Crepuscular Hecatomb maps.
Pace yourself! You still have plenty of work ahead in terms of game assets (levels, props, skins etc.).
And don't give up.
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.
This reminds me so much of our first podcast :)
I liked it. And if one of you guys that produced the podcast think that it had a bad start, my advice is: don't worry, it will get better.
Now, besides comics, everything that is episodic (even podcasts! :O) need frequent updates. This can become an issue though, so don't rush in to commit to a schedule. Experiment with the schedule before settling and announcing a frequency of the shows/comic issues.
- everybody can get a microphone and make a podcast:
True. To get more people in though, you'll need to provide contents, and that's the difference between guys with microphones and a podcast.
As long as you talk about the game, you have contents that nobody else can supply. You have a podcast.
- interesting view on buying games. Usually, the games that I buy manage to keep me interested more than a month. Plus, I tend to re-play some of them (RTS-es, then STALKER, this one has a nice SP campaign).
- you should really consider bringing Jennifer on the podcast. She's not shy about sharing her opinion about games, and from what I was able to hear, she's bringing arguments to it. So, get her on.
- men are the best chefs. Period. So, aprons are ok.
Again, as I already said, get her on the podcast on the next shows.
You should really consider going as an independent steam app, much like ZPS or Eternal Silence. I mean the only thing 0.4.1 needed is a runtime of it's own, and I verified that by starting the mod as a mod of Eternal Silence.
I know, :O , but it worked perfectly.
You also promissed top hats. If it's possible to do it for only one map, do it for plague.
This can evolve then in some custom clothing for each map: in plague they're wearing top hats, in other maps astronaut helmets ...
We do keep updating the mod. We're currently working on the next micro version (1.1.2), that will include some corrections for a map and some server side fixed.
There are also 2 new maps in the works, so stay tuned.
Usually the Russian Bears have one server up. They run CTF. Try filtering by game mode.
Good post mortem indeed. You've shared quite a lot of good practices here (I personally like the 'dummy sounds' one), thank you.
Filtering out buggy mods, I agree. ******? ****** is subjective.
And even for buggy, I wonder how many of the big mods (ZPS, Eternal Silence, Project Reality) shipped out bugs free.
When going on such an enterprise there will always be risks of taking bad decisions. Having all the mods in at least shifts the decision making and all the risks associated to it to the user.
We do have 9 classes, like in tf, but! There are 13 playable characters. The soldier, demoman and engineer have alternative characters. Same for the heavy, which is doubled by the smartgunner.
So the class system is almost like in TF, but with a twist on ballance.
Not quite so. Moddb is truly open: anybody can submit content to it.
Desura on the other hand will have it's editors pick which mod gets distributed using it.
It's just not as open as Moddb is, and that's why I'm giving it a 'Meh', but I'm holding my fingers crossed for the crew. This idea can trully take off if they make it as open as moddb.
So, while in its current shape (as far as I was able to picture it) is not that appealing to me, it definitely has the potential to grow in something bigger and better.
I don't think he's angry, but rather more like an all-knowing dude.
Thanks for the article, fun to read, and I bet something from it will stick with us.
the orange funny being game is pretty good though. I like it.
I had no idea there was a war between classes. I mean 'class struggle' stands for something else ... right?
Yes. The displayed player movement is the result of interpolation; a mediation between two positions already received by the game client. It makes the player movement smoother, and coupled with a hit validation that knows about interpolation it can provide a very nice experience.
We piloted that in AvP2 Team Fortress, to provide a better game experience at higher pings. We have players that reach 350 ms in ping, and they like the new netcode.
Anyway, the new netcode can be turned on and off from the game server, through the server configuration file.
Interesting, I must admit. Ian said that CAD people used this kind of technology. What changed? I mean I take it they don't use it anymore, why?
Works great on your own computer. On two other projects I do use SVN too though.
@Zerglings: Yep, SP only.
@Windebieste: Finally! Welcome on moddb. Now, upload UHM too, pretty please :)
The Noob comic:
Not quite so. I usually go quickly through them, except when a level editor / SDK is invovled. In such cases, after skimming through them, I reserve some time in the following days to read it word for word.
Now not all licenses should be read word for word; in 99.9% cases there's really no need for that.
However, there are some licenses that should be read entirely: the GPL, LGPL and Creative licenses. After reading them and trying to understand their meaning, you will not make any confusions between Open Source, GPL licensed and free (as in 0 USD/EUR price).
Don't hate it so far ... That means you have another shot at making people (well, me at least) hate it with your second episode. Thumbs up!
We're doing OK. Version 1.1 will be released this year for sure, we just want to make sure we didn't forget anything.
Related to PR: consider having a sepparate person doing PR. I agree, that person should be in contact with the development team, to get things straight.
Still, for one person alone:
Development + PR = chronical lack of time
I subscribe to Silverfisk here. There was a show on Discovery Channel that analyzed sounds and how we react to them. Apparently, lower frequencies make us more tense and scared. Now, while I arrived at the same conclusion with Silverfisk before remembering the TV show, the fact that "A Functioning God" has more low frequency sounds (for example at second 55 and on) is the only thing I can put my finger on as to why "A Functioning God" sounds better to me.
Now, I went on and listened "Schism" again: this song has its own strong bass, I'll give you that. It also has the pseudo-vocal part, that somehow covers/detracts from the tense mood the bass is delivering. The piano in "A Functioning God" doesn't do that.
Anyway, take all criticism with a grain of salt. After all, it's your game, you guys know better what kind of atmosphere the game is supposed to deliver. For all that I know, my opinion on the songs can be very well (and I think it is) biased by the games that I use to play (STALKER anyone?).
Well, in my case I try to make a living through writting code, lol :)
The 'I write code' is actually related to this:
Well, that works with friendly fire turned off. But with it on ...
Ha! Thanks, I'll have that edited :)
Yeah, that's the main purpose, especially since the mod has plenty of quirks that make the experience different from both existing TF mods/games and AvP2.
The track is pretty good! It says 'spy' or 'covert ops' all over it. *thumbs up*
:D Nice change of perspective!
Careful with the Aliens' pulse rifle ...
When you look down a telescopic sight you do not see the iron sight. That's the whole point of it, to provide a better way of aiming. It's a no choice here, use the right one.
I hear that :) !
This is a pretty good piece. I like your take on the AI needing to fear death as the player would. Thumbs up!
The music is indeed very good, and it also suits the game. Good work!
Just going to paste in here some of the comments made on the podcast17 site:
It’s difficult to open source games. The main issue is creative control over the game:
- there’s one thing to allow other people to read your code, access your art assets etc.
- then there’s another thing to allow other people to commit code to your game, allow them to change art assets to your game.
With the second option, it is hard to get your idea of the game implemented: the community might chose to turn your envisioned zombie shooter into a 3rd person police investigation game.
id Software released the code of their engines AFTER finishing their products. And while they did release their whole code for idTech1, 2 and 3, it didn’t release the entire code of idTech 4. They released only the game code, meaning the parts of the code that would allow you to create game entities. No access to the low level stuff. From that point of view, idTech 4 is similar to Source SDK.
There’s also a big difference from releasing the CODE under GPL license and the ART ASSETS of the game. id NEVER GPL-ed their artwork. And from their perspective, of sharing the technology, they don’t need to.
Nice point on using the Source SDK and the EULA. Once you use the tools for any game, you agree to the EULA governing the SDK, and most of them do not let you commercially exploit them.
Distributing the mod as a ‘source’ package would indeed consist in selling third party assets (maps in Maya, models in 3DS etc) with a script that would compile them in game proprietary formats. That would normally be legal.
However, this would be:
- technically very challenging for the developers
- technically very challenging for the users. What if an error occurs during the ‘compilation’? As a user who just payed 20 USD for the mod, how would you feel?
Get an RSS feed running on your website. It will help people subscribe to your news channel.
I'm toying with Unity, so I decided to track your game in order to find out what kind of issues you faced while developing the game, and how you fixed them. What can I say, I'm a sucker for the "how's made" stuff :)
Well, developers still don't get the right to redistribute the runtime. You can't say the same about Unity or UDK ...
podcasts! That's a cool idea!
Can you add in it more stuff about how indie development works? I mean the inner workings of indie companies :)
Me too. But then I read the line below the title:
"Posted by Henley on Apr 1st, 2010"
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.
Nah, I managed to unwatch this by clicking the link, but by accident, not because I hate you. But I clicked it again, so I am re-watching/getting all the updates.
Agree with Ninjadave. Since the modcast didn't produce any new episodes, there's a void that you guys can fill it. Podcast 17 is waaaay to focused on Valve (no offence to the guys making it) and I'd like to hear of other games and mods besides HL/HL2/any-valve-game.
Just one advice: relax :) . You're doing good.
Ha :) I'll pass the idea to Guus.
Regarding turbolifts, those are a no-no. All doors in AvP2 are no-no, since their position is actualised by the server. That also means colision detections for players that, unlike SP, have a latency different of 0.
How did that attempt end up?
For all it's worth, I admire your persistence. You experienced a lot of approaches, and didn't givr up. It will pay off at one point. I'm keeping my fingers crossed for you guys!
I think it's also a demand issue: their work is needed only after the first concepts are done, then only later on, for further aditions/corrections.
But no matter the cause, the graph does look right.
I choose forums, mainly because it's the first communication means we used. But at this point, we're using at least 3: e-mails, forums and Skype.
He he he :)
That kinda reminded me of the first "The Ring" movie,
**** spoiler alert ! ******
when they find and free the girl. You get that serene scene, with the lead character and her son just chilling out. She tells him something like "It's ok now, we found her and we set her free". The kid gets scared by that and tells his mom: "You set her free?! You were not supposed to do that!"
So ... Dave ... were you supposed to set those cows free? :)
Play Shaddow of Chernobyl. It's the first game in the STALKER series. It's less frustrating. Ok, the pistol sniping is still there, but at least you can take cover using trees.
Well, we planned to have it mode like the Father computer on Auriga; because of this, text to speech programs work OK for it.
The alternative would be to actually get somebody record the announcements :O :)
Your voices are sooo similar ...
This looks very STALKER-ish. That's pretty good, if you ask me. Will this have an SP component to it?
Well, we're all tied up with beta testing; we do that each Saturday, at 20:00 GMT.
We might shift it this weekend: the Eastern Europe is celebrating Easter this Sunday, and there's a special ceremony that Cristina (my girlfriends) wants me to attend to. That leaves Sunday 20:00 GMT as the next possible day.
Here here ! :)
The curent job is my third one. Funny that a lot of people here are school students. An employer should see this place as a god mine.
It is you :)
I don't own HL2, so no, we didn't use any sound FX'es from that game.
It is nice, actually. It still has a way to go, but I already enjoy it.
Oh man, you seem to have gone to gamming development hell and back. I found some of the issues you pointed to repeat across various projects.
The need for a leader that shows something in order to get people joining the team, it is something everybody realizes at one point. It really doesn't matter if you start as a leader that just sits back or one that jumps in. What matters is what you do when you realize that you have to do a ot of effort to have something running. That's the turning point that sepparates leaders from quitters.
You pressed on, and I want to congratulate you for this.
I didn't have to fire anybody. Well, almost: I had a totally different person in mind to handle beta testing for our mod, but when that person didn't show up, I just ditched him. Thank god Windebieste (our mapper) has his head on his shoulders.
Anyway, I just wanted to say that this article raised some memories. Good luck with the project!
Ok, go GFG#2 :)
My 2 cents: Eternal Silence.
Yeah, aliens can wall-walk allright, with or without the flag. Their pouncing (lounging) range however is severely limited while carrying the flag. Call it air drag, call it a move to save the gameplay, it is here to stay.
During the early beta tests (for version 1.0) Vemarkis (he's a member at moddb) pointed out that pouncing should be at least toned down if not removed all together if the alien carries the flag. I mean in 3 lounges, you could reach a base from the other one. A CTF map could be finished in under 2 minutes.
Anyway, we plan to document all these changes from regular AvP2 game play in a mod manual. Stay tuned :)
Thanks, I tried to do video captures with FRAPS when the action was kicking in :)
Yes, both red and blue team can have marine, preds, aliens and even synthetics on their side.
What we changed from AvP2 is the multiplayer gameplay. Frags won't matter here, what will matter is completing the objectives for each game mode.
Other than that, we kept the characters, their weapons and the look and feel of the maps.
Yes, I also hope this one will get done before FOX open their eyes. I'm keeping my fingers crossed for you guys!
So nobody got the pun: "kinda **** me off"
Man, I feel so much like Dr. Evil now, cracking a pun or joke, and nobody laughing.
He he he, not you, Stenchy with his "Europe in urins" :D
Hey man, I live in Europe. Your comments kinda **** me off ...
The mod is still alive on filefront though. What can I say, thank you for the automatic mirroring systems you guys use ;)
That can also turn into an interesting game mode. The first Call Of Duty had a game mode called 'Radio'. That could be played also with one players team vs. an AI team ...
Physical games? Oh my, Henley, you naughty boy!
Anyway, I liked this show. Both their point of view regarding animations, and the one regarding the Mac and Linux platforms.
Itergalactic ... :)
I also liked Stenchy's comments when playing the Median XL mod :))
Cyber-punk ... this is what you're aiming at, right?
It was Spotlight. That comes once a month, at the beginning of each month.
Like the "falschem jager", right :) ?
It's just so damned funny :D ... If the ladies you're after appreciate this kind of humor, I bet you're making quite some sales for the people at Durex ;)
But seriously, don't worry about the accent, the modcasts sound good.
That was hilarious. I am sorry if that seems offensive, but that clip did make me chuckle a couple of times.
We are definitely going to improve AvP2 in regards to updating. The_One already created an update utility, that can be used also for this particular purpose, to update AvP2 installations with new files.
15 minutes and 22 seconds later: still being processed :P
Yep, will do. Thing is that while playing the most interesting parts, I was so focused on the game I forgot to press the record key :)
Hmm, something is wrong with the music file ... All I get is white noise. It could be because of processing, but that'll be up to you guys and Intense to solve it.
It seems that both Silverfisk and I posted at the same time.
Wellm the master server is the central registration point, where all game servers are listed. Without the master server, the only way to connect to an internet game is by selecting to connect to a specified IP and port.
The concept is excellent: very simple, and very robust. Excellent work.
Ha! Well, the team of testers is playing it. If you're interested in joining the beta testing team, contact me and I'm sure we can arrange something.
Well, we're not trying to support or judge any of the movies; Windebieste is trying to shoot two birds with one stone: buld an Assault map for AvP2 Fortress, and build the forrest settings needed for a mod based on AvP R.
Thanks! Stay tuned for this Friday's build.
The reason is that a good friend of mine (calls himself Moose_Head!) already sent me a flag model, and I used that one. Check the download page for the mod, get the latest alpha and enjoy the flag he has built.
Hey, thanks for the advice. At the moment I'm posting news at:
- www.avp2files.com (also in one of their forum threads)
- and www.moddb.com
Just because of that, posting news can take a lot of time :))
Anyways, thanks for the advice. I'll contact David Shipley from planetavp.com, perhaps get the mod on the front page ;)
Well, Ballistic 2 is a mod for AvP2. You can downlad the mod by clicking on the download link (the red button) from this link:
Well, Ballistic 2 is a mod for AvP2. You can downlad the mod by clicking on the download link (the red button) from this page: