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.
That's absolutely correct :)
I'll refine a bit our goal: we do not compete with existing Team Fortress mods/games. We compete against vanilla AvP2 and how it is currently played (DM and TDM).
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
I think that it should also work with the demo.
Well, no. But, taking a sentry from your base, and then go across the whole map just to place it? I think that should be a clear indicator in itself. I mean it's not like you accidentally dropped in in the enemy base.
You can place however turrets in your own base, and in no man's land. The enemy base is off limits for your team's sentries.
Because of the team volume surrounding each base, when an enemy turret is dropped in your base, it becomes inactive. It does not attack. Not now, not ever, as long as the turret is labeled from the opposite team.
Now, since turrets can also be picked up, if an enemy engineer drops a turret in your base, it's actually giving you a present: the turret itself.
No man's land is however fair game.
This looks very STALKER-ish. That's pretty good, if you ask me. Will this have an SP component to it?
I'll second that. An option "all of the above" would fit much better a lot of modders. Including me.
I take it you're talking about the 'Aliens' music?
Well, yeah, I guess it could be annoying. I'm myself a big Alien fan (most people helping me test this are), so the music fits the map like a glove fits a hand.
It could be annoying for others though, I have to admit that :)
Ha, we got mentioned on the modcast :)
Some extra info needs to be added related to the AvP2 online community: I am not the only guy behind keeping AvP2 online. Jeff (his nickname on lithfaq.com is The_One) also plays an important part, hosting the server, providing various interfaces for third party game broswer-like tools and so on.
Regarding the mod itself, Brian got closer to what we aim for: play AvP2 (keep the universe) in a different style, by adding new game modes, objective based instead of frag based. The Team Fortress concept provides that. Another thing that we aim to enforce is better teamwork and the class system from TF is designed with that in mind.
I guess that these two (teamwork + objective base gameplay) guarantees that Team Fortress mods will still be made, for almost each FPS that is launched.
Crysis Team Fortress, anyone?
Actually, deathbal101 is fairly close on this one: even in copper wiring, the electric signal propagates at about 60% - 70% of the speed of light in that medium. :)
You're welcome! We have a lot of fun doing it too :)
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.
It is good; the netgun sentry is sometimes harder to get along with, but it can be handled.
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.
yeah, that's a direct effect of the 200+ pings people had :)
Until I get hold of a decent server, I am hosting the matches on my laptop. That leads to what you observed.
Regarding the sound, you might want to click the 'Options' button on the game launcher itself. It could be that the Disable Sound checkbox is ticked.
As for the remaining players being ********, I'd just ignore them.
Well, one does not exclude the other. I say shelf the IP, and work on it after this small tanks game. Don't discard the work and IP; you can always pick it up again.
I hear that! I mean between file planet (requiring to create an account) and filefront (allowing anybody to download), I'd rather keep filefront and say bye-bye to file planet.
Anyway, I hope they'll have a Phoenix-like rebirth.
It is you :)
I don't own HL2, so no, we didn't use any sound FX'es from that game.
Thank you! I'll pass over the compliments to Windebieste, he's the guy making the maps for the mods. With one exception, Phase54, built by Archantosaurus.
Hi there! You most likely saw the beta testing server. We are developing version 1.1 now.
If you want to join the testing team, please join our news letter:
You will be notified each time when a test is scheduled, and which beta exactly we will be using.
I also cycle through my existing/installed games, but I play at most 3. Currently those are Codename: Outbreak, IG:Warlord and STALKER.
That's true. Still, it is funny, you missed the game I actually played this weekend :)).
Anyway, good show guys!
Might want to mention also Kernel Panic ( Moddb.com ). You promised to focus more on on FPS games; well, this one is a nifty Tron like RTS. The ball is in your court :)
It is nice, actually. It still has a way to go, but I already enjoy it.
I like the idea of pointers being able to do a lot of damage :)
To install it on Vista you need administrator access rights.
... you guys already have a site. Any extra details?
I hear that. My choice was (2), getting a truckload of funds. This means that you can have AAA titles of low quality, and that sold poorly. Just like in real life.
"Quality mod developers deserve money for what they do"
One of the reasons I chose this option is because of paid DLC. I simply don't like this double standard: one party can sell what I find essentially being mods, while the others are not allowed.
Not sure if I mentioned this already or not, but after the modcast was canned, I kept trying to find something to replace it. You guys do a pretty good job filling in the gap.
Looking forward to your next round-up, be it in text format or video format.
Well, do what your conscience dictates you :) . Don't worry, the "non-crybaby" audience won't hold it against you if you don't release anything.
I personally liked the demo you released; it showed the potential of the engine and what a good control scheme can do.
Thumbs up! Nice tutorial there!
You did a nice job with the map. Keep it up!
Basically allowing the mapper to decide what gets culled. Similar systems get used by quite a lot of games. Glad to see you guys are using it in yours!
I am impressed :)
This is exactly what's needed from a tutorial: enough info to get you started, without spoon-feeding the people.
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.
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.
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.
Regrding your issues with AvP2TF, 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.
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 ...
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.
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.
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?).
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.
Well, belive it or not, the map was made by an Alien fan. As for the series being family-compatible, that's ok. We're just interested in the level, and from what we played on it, it provides a very nice experience for teams of 2 - 3 payers.
I say try it :)
True. Still, I love the idea of using google maps the way you guys do it. Every mod that's aware of what's good will start doing the same :)
You guys did a nice job there.
Well, we're still in the process of improving the netcode. Thanks for the vote of confidence :)
Eh? That's the picture, that's what caused it. Now, having this feedback, you know what can be improved. Heck, everybody has to start from somewhere.
Good luck with the mod!
I think he means the UV unwrap for "A brand new shipyard for the Ancient:". There is one face visible that has looong stripes on it, that look like being caused by having the face shrunk when unwrapping.
Hmm, I did experience slower downloads. And from what Greg says, it makes sense now: I'm romanian, so I do use EU mirrors.
Well, it became a pain for the Domination game mode, because triggers are used a lot in it. In the other modes (CTF, 1FCTF), the players interract with triggers only when taking the flag or making the capture. That's not that often, so the issue didn't became known until we added Domination.
What game triggered that? I mean there are plenty of them that throw armies against you. Some good (IG:Warlord, Cod4) some bad (AvP2 Primal Hunt). So, what game title triggered this particular reaction?
Well, that's the thing: the new game looks so ... undefined, I don't see it comming out too soon. That's for Aliens: Colonial Marines.
So I'm not really holding my breath waiting for it :)
That's a friend of mine, Moose_Head!. And about the flag in the aliens mouth (both runner and drone), everybody seems to like that. On the other hand, it's pretty much the only way I see an alien carrying a flag.
I am leaning more towards Zeno Clash.
Well, to twist the knife clock-wise, have you watched also the remaining of the videos? They're pretty cool if you ask me :)
Well, for what it is worth it, everybody now knows that you hate them. I mean it is even written on the flash rotator on moddb.com :)
Well, for what is worth it, she was right. They will play an important role in his life :D
I'll support that too. Having easier to use editors will not destroy modding, it will help people build bigger projects. It's like saying that inventing the tractor killed agriculture ;)
I think that's because you joked that it will be boring. If you ask me, modcasts and the developer banter are never boring. They all present game development from different perspectives. And even if the problems discussed are somewhat similar, the sollutions that are used to solve them are always new.
Modcasts also provide feedback for the mods that just got released. And feedback is just like a present, you should be happy to receive it.
Ok ... now turn L4D in a rich SP experience ;)
Don't get me wrong, I like all of them, but as a game modder and consumer, I am more attracted by SP.
I'll second that. Try to imagine FEAR as a coop game. It will be a no game :). MP and Coop have their strong points too. But the best story and game immersion you'll get it in SP. In SP, it's like in a movie where you're the main character.
Well, now that you have recorded it, you can now use it as a sound FX for one of your mods :P
No problem; I am facing this multi-platform issue for Project 'Savior': a Mac user would also like to use the patch ... but since "I'm a PC", I can't provide him a Mac version.
But I'd end up ranting about the Mac OS being available only for Mac users, and so on, and that would not be nice, so I'll stop now.
@Henley: you do need to re-compile the binaries for each OS. One possible exception is 64 bit Windows, which can run 32 bit applications; but again, you can re-compile the code for 64 bit Windows too.
Good point. Is it a way to guesstimate how much time processing would take? Then use that estimate to delay the updates the members receive.
This is a bad habit of yours, Henley ...
Hmm, getting close to shipment?
eh? Still processing?
It's Henley-chu !!! :)
Man, my knowledge of this stuff is so damned limited ...
Name the mod :)
good to hear you managed to play online :)
Well, the game is nice. Maintaining it is quite tiresome however.
Oh man, this session was intense! I mean the last CTF match, in 'Transmission_Intercept' finnished 1:1. I remember one time, Windebieste had the red flag and he was running to the blue flag to score. I pounced ahead of him and managed to capture his blue flag before he could score. I fragged him and managed to return my flag, but then he managed to kill me, after respawning.
All this happened in the blue base. Man, those 10-15 seconds were a thrill!
I bet that ID never though the IDTech 2 engine would have such a long life.
That will not be easy. One thing we tried was to build a map by rotation: this week the file was at Windebieste and he'd add some stuff. He'd then send it out to me, I'd add my stuff then send it to deathmancer and so on.
We ended up involving like 6 mappers (http://h1.ripway.com/herralien/shots4.html).
The project failed though. The map was a Franken-map, with parts of it having different styles and feeling. And coordinating ourselves through mail was tough.
The lesson I learned is that modders don't unite that easy. You can have them working for the same project, but in order to make the project coherent, you will need to limit the number of modders; also, the few chosen ones need to stay in contact with each other, and with you, to make sure the entire team has the same vision on the project as you have.
It's time for Project "Savior"! Basically mod the game to survive the server being unplugged.
For a good period of times, both your mod and ours delivered news and updates on a similar schedule; NNK was sort of our companion in the journey towards release, so I'm keeping my fingers crossed for you.
If the storyline of a game sucks donkey balls, it will still suck donkeyballs no matter how many patches you apply to it.
The real problem is that wether a mod rocks or not depends a lot on the expectation of the player.
I play a lot of mods for AvP2, but I still voted #1.
Thanks for the vote of confidence. Sorry for the lack of news lately, it's been a busy testing period.
So far the only server is the one we're doing beta testing. When the mod is done (end of august, maybe?), I really hope more servers will show up.
Well, we have 2 free beta testing positions. If you want, you can take a closer look at the mod, by signing up to the closed beta:
Zombies got over-used and abused. That's why they feel boring. I mean I didn't find them boring in STALKER. Or in 28 days later. Or in I am legend. As long as each zombie mod brings something unique, it'll be more than ok. When mods/games/movies however start to look alike, this is when people get fed up with zombies.
Well, it is definately something AvP2 players should keep an eye on, I agree with that :) I'll give out more details on the beta testing process once I have everything set up.
Indeed! Windebieste knows how to find the best angles to promote his maps. This map will place the teams in the same kind of environments where Wolf and the aliens fought in AvP Requiem.
Well, you need to do some changes first in one of the configuration files. More details on this mod tutorial:
Hope that answers the question.
I see, so you're an alien fan.
Good news is that all three species are available for each of the teams. So, you can still play as an alien drone, or as a runner, but not as a facehugger (lifecycle is permanently off). Hey, go to the download page and give it a shot.
Well, AvP2 uses .abc files. These .abc files can be obtained from another Lithtech specific format, the .LTA file. Now the .LTA file is plain text; older games used .LTA files, so, somehow, file information got available.
The first person (that I know, at least) to build a .LTA exporter is Josh Leroy ( Thegluefactory.com ). Since I use Blender, the exporter got my interest, and I plan to extend it to (hopefully!) export animations too.
Code. Quite a good ammount of coding. Good news is that the WAR and CTF game modes will provide functionality for (at the moment) two more game types: One Flag CTF (UT2k4's Bombing run) and some sort of Assault mode.
Hey, I'm glad that you like the mod. Please let me know what you think of it.
Thanks, sure, we'll keep it rolling.
Using the menu under the title of the mod ( summary | news | reviews | features | tutorials | downloads | addons | videos | images ) click on downloads, then click on the red "Download Now" image, just above the description of the download.