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 content RSS feed Beta 5 is gone, long live beta 6!

Beta 5 was pretty controversial, due to it's higher rate of crashes. As I found out when investigating them, they seem to be caused by a premature memory deallocation, a bug introduced by yours truly. So, Saturday morning we started to build the 6th beta.

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The 6th beta is very similar to beta 5, in the terms of available maps, sound FX-es and weapons. It is available since 08:00 GMT. The code will be the one that will make the difference, especially since I have removed the early call to free memory. The list of features new to these versions (5 and 6 against beta 4) is:

  • Team aware targetting systems
    From now on, the smartgun, SADAR (on the marine side) the shoulder cannon, the disc, they will all autotarget only enemy team players. This is not done to protect your team mates (a better friendly fire implementation was already in), but rather to allow you to perform better at the task of decimating the enemy team.
  • Team aware vision modes
    This is on the predator's side. Basically, red vision will let you see red team's players, blue vision - blue's team. Combined with the targetting system, this should make the predators much more deadly, including the clumsy predator engineer.
  • Team aware aura systems
    This feature is not yet fully implemented, but it promises a lot. It's also the feature where I screwed up in beta 5 ...
Among the bugs fixed, besides the crashes, I have refined the CTF mechanics. If you thought that CTF was already full featured, please answer this question: what happens to the flag if the flag carrier decides to leave the server?
In our implementation, the flag will simply be dropped on the spot. This way, if the server admin playing the game just had his flag captured, and decides to boot the flag carrier, he still has to go out there and retrieve his flag.

No beta announcement seems to be complete without a new map announcement, so here we go: there's a new map in the works. Windebieste decided to go a bit medieval, and started building a CTF/WAR/1F-CTF map:

I had a run through it while still in alpha, and I really like it. I like the bunkers, I like the fact that the trees severely limit the bunkers' vew. Windebieste liked it because a predator player could travel from one castle to the other by jumping from tree to tree. The map promises a lot of fun.

And that's about it for this beta version. I will conclude by giving a big "Thank you" to our team of beta testers, since the feedback I got from beta 5 was very valuable.


Are there even active servers for this mod?
I'd like to try it out but I don't want to reinstall the game if the mod doesn't even have any players. :/

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Herr_Alien Author

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.

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dude if your playing im playing that simple

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Herr_Alien Author

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.

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