AvP2 Team Fortress patch 1.x to 1.08
Jan 31, 2009 Patch 0 commentsThis patch can be used by both versions 1.0 and 1.01 of the mod. The patch adds the needed functionality to have the Fortress mod use the new master server...
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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 |
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0 comments by Herr_Alien on Oct 27th, 2009 digg this super bookmark
Catching up, we have reached the test session from 2009-10-16:
We talked about our TODO list, the Enterprise map (Guus, the author of the map is quite surprised as how well the map plays), how the size of a map influences its playability.
We also talked about Linux servers, and why Linux is not yet a strong competition for Windows.On the development side of things, we have an update mechanism in place. The functionality is:
And to conclude, the test videos recorded on 2009-10-16:
This patch can be used by both versions 1.0 and 1.01 of the mod. The patch adds the needed functionality to have the Fortress mod use the new master server...
Component: Team Fortress mod Summary: modified attribute files, crosshairs, sounds, models and code to provide new game modes and abilities Author: The...
Component: Team Fortress mod Summary: modified attribute files, crosshairs, sounds, models and code to provide new game modes and abilities Author: The...
This is the final SDK for the AvP2 Fortress mod, containing three sample maps, the needed binaries and attributes to make maps for the Fortress game modes...
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Hi there!
Indeed, a better adoption rate is soething we aim for.
The only available server (as far as I know) is the one handled by The_One ( see 74.208.101.7 ). We are trying to come up with a schedule, so that we could meet online (see Lithfaq.com ).
In adition, if the servers are offline, I plan to host some matches myself, on Saturday evening, starting with 11th of October. The schedule for it will follow the same schedule as for beta testing (see Avp2fortress.lithfaq.com ).
"We are trying to come up with a schedule, so that we could meet online"
That sounds promising :)
:)) The tough part for example is that The_One's time zone is GMT-8, mine is GMT+2 and Windebieste's is GMT+10. That's pretty tough when it comes to schedule some fights between us.
In beta testing however, most of our testers were from Europe, so time zone wasn't a big deal. Except for poor Windebieste, he had to wake up early at 6:00 AM (we were testing at 20:00 GMT).
Yeah i know - time zones...grrrrr! I actually found one server a few minutes ago, but there was nobody on it!
Nice mod, ive installed it right away, but there are no servers with players online! I hope a lot AVP2 players install it, so there will be some full servers soon!
what you mean aliens are a challenge? it is because they are so overpowered?
They're not overpowered, they are just fast movers. And ignoring an alien player can end up in your team loosing the game. This is something I learned the hard way.
I have AVP2 Some Where, but this dose look very HL1-ish, it's looks great though!
You mean the maps? Could be, Talon is not the hottest version of the Lithtech engine. Team Fortress Classic, on the HL1 engine got very popular, but on the other side, the mod was initially developed for the Quake engine. So, what does make this particular mod HL1-like?
We really hope this will take off :) From the first two beta versions we tested online, the gameplay is fun. Aliens are a real challenge, because of their mobility, but even so, well placed netgun sentries can handle them, for a while.