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
We're organizing a CTF tournament. The competition starts Saturday, 2010-03-20. The winners get a copy of IG Warlord.
1.1.2 brings several fixes on two of our maps, integration with the new master server (1.5) and a new loading scree.
The third and last part of our series of articles, covering mod launchers and update agents.
Continuing with our launcher & update module, the second part brings the finished product. And yes, there is also a third part in the works.
Christmass is comming, and to celebrate it in it's true spirit, we're going to give all of you modders out there a gift!
The update consists in a corrected mod launcher. The compatibility is preserved with version 1.1
We follow up on the test of 2009-10-16. As usual, a podcast, a video file and what's left to be done.
We went on with implementing lobbies for our maps and added a warning.
We're doing a skinning contest, to change our medic class. The prize consists in serial numbers for Iron Grip: Warlord!
We finally get a good netcode, that ends up triggering a need for re-ballancing characters and weapons. And we have a weirder piece of audio just for...
In this podcast we talk about the lobbies made for two of our maps. We also discuss Windebieste's upcomming map.
That means one thing only: we're getting very close to finish the much awaited netcode improvements!
We got the entity interpolation right, only to find bugs in the hit validation part.
We finally had a go with a new netcode. While hit detection was stamped and approved as OK, lerping (entity interpolation) was not.
After we had the test session Saturday evening, we once again had a Skype discussion about the mod.
The last two weeks added several features that caused AvP2 Team Fortress to take a leap forward.
This week we continued changing weapon and character settings in order to acheive a better balance. We also created a news feed for our site.
We tested the Domination game mode this weekend. Guess what: domination is a keeper!
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