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.
Ok, next test will be on Saturday. You can download the current beta from our site, at Avp2fortress.lithfaq.com
Click on the Downloads section; the beta release is the first download. Give it a run, even only just to inspect the maps; you'll need that experience for Saturday.
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.
Cool! :) It's now time for development ad PR. Just a little advice: try to share the effort, since both PR and development can put quite some stress on a person.
I'm keeping my fingers crossed for you guys!
Cool! Post back here when you're good to go :)
You can't force them. If they moved on, they moved on.
Quite funny :) You guys however made your point: We do love doing this kind of sh!t.
So far we don't have a dedicated server running permanently, so most of these screenshots and movies are taken during beta testing. If you're interested in beta testing, I'll mail you the link to the next beta version for the upcomming Saturday.
You lost me a bit :)
Anyway, I really like the game, and I do enjoy modding it. As for this particular project, it was needed.
I whish you guys good luck! I will definitely play your mod when it is released.
Hmm, Henley, regarding the indie games:
Independent video game development is the process of creating video games without the financial support of a video game publisher. (http://en.wikipedia.org/wiki/Independent_video_game_development)
No condition is made regarding the engine (wether is open source or not) or the IP. As long as the installer has everything needed to play it, it's a game. And if they don't have the support of a publisher (like EA) it's an indie game.
In that terms, ID Software is an indie developer. A famous one, but still an indie developer.
Uuu, so we now have a legal pretext to shoot civilians :P
Yes, I also hope this one will get done before FOX open their eyes. I'm keeping my fingers crossed for you guys!
You are correct. Fox will, usually, "fox" all alien or predator mods. I do hope they will be late to do that for this mod at least ;)
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
And one more comment: using open source engines does not mean you're not making a game. See Alien Arena, Irong Grip: Warlord, just to name a few.
And yes, the open source licensing does not forbid you to chagre money, it will mrerely force you to share the code if anyone asks for it.
The threshold would be when your product does not need a particular game, but rather ships everything needed to play it.
Using the quality of the artwork for this purpose is not a good factor either (see all these source mods like Jailbreak, or Eternal Silence).
Warlord is 24.95 USD
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.
I mean it's a funny addition to the game, but having them as a permanent thing is a bit scary. I'll let them on, for the winter holiday, then, if they don't turn off automatically (I guess you check for the local date?) I'll go to the options menu.
Nice game you guys made. I hope you'll stick to the IP you've created, it looks that it'll have a nice future.
Quick question: the christmas theme is just something during the Christmas season, right?
You can't sell mods, to anybody. Further more, most EULAs for games state that the original game developer (ie. Valve) has the right to use your mod to it's heart content, including selling it and making money out if it.