So we want to bring Team Fortress to AvP2. It shouldn't be too difficult, all of the weapons we need are already in AvP2, and configuring armor and run speeds and whatnot isn't too hard. What we need, however, is input on how this should go down, and modders to make the more difficult things happen, like possibly adding new weapons and more importantly, new GAME MODES, like Capture the Flag or Assault, things that teams do that aren't Team Deathmatch. However, this is AvP2 Fortress, so everything should have an AvP2 twist to it. Like Preds and Aliens on the teams realistically, but not whorishly. No Predator rocket-launcher guys, for example, but a Predator as the Spy, a class that's supposed to cloak and primarily use a knife anyway. -- SMID

Post news Report RSS 28 betas later

Ok, so we didn't release 28 beta versions, but we did test several since the last news entry.

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Ok, so we didn't release 28 beta versions, but we did test several since the last news entry. Bugs were found (thanks to our testers), and some of them were already corrected:

  • Multiple flags in Crusader That was caused by a bad trigger target. Basically, when the flag is picked up the trigger sending the flag message should be locked. Unfortunately this did not happen for Crusader: the trigger sending the LOCK command was targeting inexistent triggers ...
  • Scale down the minigun muzzle flash This a correction from "heavy" ;) gameplay. The minigunner doesn't stand much of a chance in medium range combat, because it cannot target effectively: the muzzle flash takes up a lot of the screen, covering the crosshair, reducing the effectiveness of the class.
  • Fixed character and weapons localization This bug has been here since alpha: a lot of weapons were derived from the knife set-up, and without a proper description, you'd end up with the following weapons set (as seen in the character choosing screen): knife, pistol, shotgun, knife, knife, knife,
There's still some work to do to fix all the bugs; besides bugfixes however, we've also added small parts to the mod:
  • Different ammo loadouts Starting from Beta 8, the engineer can drop 3 types of ammo: bullets only, explosives (and napalm) only and a mixture of the two. The specialised loadouts offer quite a lot of ammo, while the "universal" one offers just a little of everything.
  • Announcements This one speaks for itself (I love puns ...), really: when taking the flag from it's original base, or when attacking the objective in War or Assault, Kevin will literaly tell on you. All of your enemies will know that someone took their flag, or that there's somebody attacking their objective
The following new development however is anything but small: Windebieste built the last 'official' map for the mod, called Transmission Intercept:

Yes, this Assault/CTF map takes place near the derelict pilot ship. A word of advice: don't wander alone out there, 'cause it'll be dark soon, and they mostly come at night... mostly.
To conclude this news entry, we're prepairing an improved SDK for the mod. You can download it from here, or from the download page. The current version requires the official toolkit to be installed, and the game resources unpacked. It will install the AvP2 Fortress object.lto binary file, fortress specific resources (the flag model and it's skins, the announcements) and sample .ed files. To be more specific, besides the already available testbench.ed (to grab already configured gameplay items) Windebieste is making available some of the maps for this mod. For this version of the SDK, the released .ed file is Our_Collective_Fate.ed. You should be able to find it in your \AvP2\Worlds\ctf folder.

-- Herr_Alien
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