I write code.
... 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.
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.
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 :)
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. :)
It is good; the netgun sentry is sometimes harder to get along with, but it can be handled.
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.
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.
To install it on Vista you need administrator access rights.
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.
Any change to the game is a mod. Even a sound pack.
What I like about DBD is that they did show people playing it. So I say it has won the prize fair and square. Other mods won the title while showing even earlier work, yet failed to deliver. At least DBD shows you that what they have is playable.
Yes, I am mean :)
Well, 1.2.3 was added to handle the crashes some of the people had with 1.2.2. So, the right way would be to install 1.2.2, and if it crashes, then go for 1.2.3.
Well, you see, I hate to see upcomming mod being awarded to mods that end up dead. It sounds more like the 'best upcomming screenshot(s)' in such cases. But when a mod has something playable, that's a different story.
If the team pulled it off that far, they will end up releasing. Plus, having a playable version is a major boost in morale for that team.
Not really. A development stage build is definitely not how the mod will play. But it is rather proof that the mod is a sane candidate, since at least a part of the gameplay becomes visible, and, to some extent, it is something that can be graded.
More like a rough sketch of how the mod will play.
But I see your point. Technically, jailbreak would have been allowed to run for the best upcomming.
Still, it's somehing that's worth thinking about. I'd even drop the demo version and go with some videos showing (in game) how the mod will feel. But something more than renderers and cinematic trailers. Something that shows the devs at least actually playing it.
Well, regarding upcomming mods/games, I made a suggestion on that page: how about allowing in the competition only mods that have released some sort of playable demo/alpha/beta version of it? That should also help filter out some of the mods that seem to enjoy remaining unreleased ;)
Man, you'll love AvP2 Fortress :)
CTF, Assault, we're prepping dominaton for version 1.1 too. Watch some of the videos we recorded, it can get insanely fun!
Hey, thanks for the offer! However, since we mod the dedicated server too, we don't have a linux server available. Yet :)
Dave, I think you called your mod initially 'Gauntlet', right?
He he, nice read there! I am curious to see if I can apply something like this for other (closed source) engines by appropriate manipulation of some settings etc.
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!
Here's a thought: for any upcomming mod/indie, one condition should be to have a playable level/demo/development build/thinggie. This way, both the editors and the players actually get something to rate.
I think that should make it credible. Your thoughts?
And about mods: I feel that any change in a game is a mod. OK, they can then be split in several categories, but that doesn't change my opinion that a change is a mod.
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'.
check the size of the ms_client.dll file. If it's about 18-19 KB, you're still running v1.2.3. If it's about 15KB, then you are indeed running v1.2.2.
If the dll is 19KB, then you need to download and install the full v1.2.2, available here:
Head to the master server site (http://master.lithfaq.com) and get the 1.2.2 patch (it's the second news entry).
Ok, go GFG#2 :)
Oh man, I am sooo keeping my fingers crossed for Warlord ...
Black mesa :)
Yeah, good explanation for Black Mesa Source. I tried convincing the guys to make a demo, but I ended up getting the forum troll treatment.
Filefront's link points to ... drum roll ...
I have no idea what that is, by the way.
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 :)
Actually, Sierra was the publisher. The developer is Monolith. The copyright holder would be Fox.
And Leilei, did you ever, ever, make a positive comment?
Kom, focus on the project. Worry about being shut down only when the letter from Fox arrives.
Regarding the map, ask the guys from Isotx how they did it for IG Warlord ;)
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.
: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.
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.
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.
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.
@Zerglings: Yep, SP only.
@Windebieste: Finally! Welcome on moddb. Now, upload UHM too, pretty please :)
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).
Well, that works with friendly fire turned off. But with it on ...
The track is pretty good! It says 'spy' or 'covert ops' all over it. *thumbs up*
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.
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: