uMod is a mod for Aliens versus Predator Classic 2000 that aims to add quality of life improvements to the game. uMod is created by UberFoX with creative input from Olde. It uses the programming language developed by UberFoX called Sputnik. The final version (1.0) has been released. All prior gameplay elements have been removed.

The newest version can be found on ModDB here: Moddb.com or here: Avpunknown.com

Features:

Species Changer, Bot Loader, Spectator Mode, Observer Mode, Enhanced Coop (any/all alien types spawn, user controls the intensity of alien waves), Species Say Indicator, Various Console Commands (HELP, ABOUT, UMOD, PLAYERS, OBSERVER, SPECTATOR), Public Announcement, Scoreboard Tweak.

Past Features (Removed):

Item Tripping Fix, New Alien Mobility, Console Command (NPC_DMG), Marine Health Increase, Reload HotKey, No Weapon Jamming, Pulse Rifle Damage Increase, Smartgun Faster Tracking, Smartgun Damage Increase, Flamethrower Damage Increase, Proxy Mine Removal, Minigun Ammo Decrease, Pistol Damage Increase, Predator Health Decrease, Reverse Cycle Vision Mode, Wristblade Improvement, Predator Pistol Rebalance, Disc Tracking Removed, Higher NPC Damage, SDK Support, SDK Scripts, SDK Script Hotkey.

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uMod Version 1.0 Release

News

Hello,

This is Olde. Today UberFoX and I are pushing out a version 1.0 release of uMod for Aliens versus Predator Classic 2000.

This latest version has come from lots of deliberation over the gameplay and balance changes made in 2016. UberFoX worked incredibly hard coding and implementing many changes that I felt would benefit the game. Ultimately it didn’t pan out that way, and the mod suffered for the inclusion of many things that I thought would help relieve what I felt were long-standing and fixable problems. It took a long time to recognize that the gameplay changes we had included altered too much, and weren’t fun for players who disagreed with one or more changes, and weren’t fun for people when there were modded and unmodded versions of the game in the same match.

For those reasons, all of uMod’s gameplay changes have been removed and we have salvaged the quality-of-life aspects of the mod to make it as close to vanilla AvP’s gameplay as possible. The gameplay and balancing changes didn’t sit right with people, they created too much disagreement, and ultimately the game didn’t feel like AvP anymore. By cutting the mod down significantly, I think we have turned uMod into something that people will find almost universally of benefit. The following are the list of removals:

  • Alien Balancing (New Alien Mobility, Alien Wall Unsnagger)
  • Marine Balancing (“No Weapon Jamming,” Pulse Rifle Bullet and Grenade Damage Increase, Proxy Mine Removal, Skeeter Launcher change, Pistol Damage Increase, Reload Button)
  • Predator Balancing (Health Change, Wristblade change, Pistol change, Disc change, Reverse Cycle Vision Mode)
  • Item-Tripping Removal
  • Higher NPC Damage in single-player

The following is a list of quality of life features that version 1.0 retains:

  • “Complex” Species Changer
  • Spectator Mode
  • Observer Mode
  • Bot Loader
  • Enhanced Coop (Toggleable)
  • Species Chat Fix
  • Customizable Hotkeys
  • Public Announcement about Using uMod
  • uMod Scoreboard Info
  • Console Commands (HELP, ABOUT, UMOD, SPECTATOR, OBSERVER, COOP, COOP_DISABLE)

Version 1.0 of uMod is available here on ModDB and also at Avpunknown.com

You can still use the old version(s) of uMod, however, the newest version has the greatest benefit, so going forward we obviously recommend using that.

If you have any questions, feel free to contact UberFoX or myself.

Thanks,

Olde

0.8.3 Released!

0.8.3 Released!

News

Alien Wall Unsnagger, Marine health lowered, Pulse Rifle damage increase, Smartgun tracking/damage increase, Flamethrower damage increase, Proximity Mine...

uMod Pre-Alpha 0.8 Released!

uMod Pre-Alpha 0.8 Released!

News

Scoreboard Tweak, Item-Tripping Removed, New Alien Mobility, Shoulder Cannon Auto and Free Aim, Predator Pistol Rebalance, Bug Fix.

uMod Pre-Alpha 0.6 Released!

uMod Pre-Alpha 0.6 Released!

News

Updates: Wristblade improvement, server announcement, disc bug fix.

uMod Pre-Alpha 0.5 Released!

uMod Pre-Alpha 0.5 Released!

News

New Features: UMOD console command, Predator Rebalance - Disc, Species Changer altered, Bug notes.

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uMod

uMod

Full Version 3 comments

This is a mod for Aliens versus Predator Classic 2000 that aims to the add quality-of-life improvements game. Previous gameplay changes have been removed...

Comments  (0 - 10 of 16)
jujuonyafeet
jujuonyafeet

the download links for the previous versions are busted even if majority hated the changes it would be nice to have the previous versions available in a singleplayer context

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Xium
Xium

Is there anyway you could release a version where we could select which game modifications to apply?

Personally the reload button and alien wall unsnagger are all I need

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Atlas228r0
Atlas228r0

Why oh why did you remove the reload button?? how can you give something so essential then just take it away??

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tommacool
tommacool

Why on earth did you not say where to put installation folder / files?
It says "avp classic game not found".

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CoolsKELETON96
CoolsKELETON96

i have a question ¿this mod had a shotgun? ¿or not?

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johnloper51
johnloper51

PLEASE help, i got the game and did all what it said to do and it says that i don't have the game and it can't find it

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audiophi
audiophi

You guys did a lot without the source code! My favorite changes are the no weapon jams and reload key. It makes the game more fun and less frustrating as the Marine.

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DoNotPlayMultiplayer
DoNotPlayMultiplayer

There's just a couple of things that always bug me in the re-released AvP Classic 2000 games, but otherwise they improved and fixed many things everyone did not like, namely by allowing Savegames to become Unlimited, offering a "Windowed" mode.

Here's what I hope your Mod will eventually accomplish if ever possible:

Modify and Allow ALL Multiplayer Skirmish and Co-Op maps to FULLY and I mean FULLY Support and SPAWN all of the Computer AI Controlled enemies.

Yes, I'm talking modifying Co-Op and Skirmish Modes meaning then we will finally be able to co-op and fight Computer controlled Predators, Androids, Marines, Civilians, Xenoborgs, Face Huggers and especially the Alien Queen if at all possible.

Why? Because I find it ABSOLUTELY UNACCEPTABLE that Co-Op and Skirmish modes are COMPLETELY LIMITED to fighting regular Alien Drones, Praetorians and PredAliens. Sorry I'm not a big fan of competitive modes especially when it comes to AvP games, it's either SP Campaigns and SP relevant Mods or Co-Op or Skirmish modes specific Mods, but that's just me.

And I find it even more frustrating that ONLY Marine and Predator was given Co-Op Mode but Not the Alien?

What kind of bias is that? Well that's just me. Every Species shoudl have a Co-Op and Skirmish mode that fully Works rather than a Limited Co-Op mode.

If somehow this can ever be fixed then maybe in the future all Single Player campaigns would feel more Complete and even Alien players get to play co-operatively.

If possible then however, you may need to enhance and increase the intelligence level and the spawn rates of all those AI Humans, Predators, etc., to keep things interesting and make it challenging enough for Co-Op, as they are somewhat too easy to beat in the campaigns.

Lastly, as everyone pretty much knows that Rebellion didn't bother to restore the TCP/IP LAN Multiplayer Support, but sirlemonhead the original patch author was the real person who did all the DirectX 9 updates. If possible at all, then try and see if you can restore TCP/IP LAN mode.

In the meantime, I'll have to stick with dgvoodoo 2.5 and run the original AvP.exe from 1999 and Gold Edition for Local LAN play.

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Olde72 Creator
Olde72

Your main request would require the source code. The way the game levels work is that they're set to randomly spawn either neverending marines or neverending aliens. There's no setting for predators, let alone facehuggers, androids, turrets, queens, etc. Those are specially placed characters. The change that you're talking about would most definitely require the AvP Classic source code. I think theoretically you can change the multiplayer maps to spawn in neverending marines instead of aliens, but skirmish and co-op modes don't allow human bots under normal parameters. Not sure how to get around that without being in debug mode.

sirlemonhead didn't get multiplayer working in his mod, as far as I know. Restoring TCP/IP LAN would also require the source code because that would have to be something hard-coded into the game. Unfortunately, yes, dgvoodoo and Gold Edition are pretty much all you can do for LAN play nowadays.

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DoNotPlayMultiplayer
DoNotPlayMultiplayer

You just reminded me that sirlemonhead's patch did not restore LAN TCP/IP mode either, wonder what's been holding him back to try and restore this, gonna have to talk to him about it, maybe he's really busy and caught up with other important things in life.

I kind of expected that a source code would need, but there really isn't any other way now other than maybe trying to use updated code from sirlemonhead's version since Rebellion just don't really seem to care to support the game or the community by re-releasing the most current and up to date source code. And that gets very frustrating when they just ignore people like you and me.

sirlemonhear's updated AvP Source code is here btw: App.assembla.com

Don't know how much it would actually help or make any difference but I think it's worth a try.

After all his updated code is still closer to AvP Classic 2000's code compared to the original full AvP Gold Edition source code that had been previously released by Rebellion themselves, since Classic 2000 and sirlemonhead's code both are updated and support DirectX 9 compared to the original's DirectX 6.

But now you've made it clear to me that that maps have the ability to Only either endlessly spawn Marines or Aliens and that every other Bot doesn't really seem to have a settings for and are specially placed characters only in Single Player maps. I really never understood why Rebellion didn't permit settings for all bots even if meant just merely disabling them, and can be re-enabled through modding, etc. More importantly, why they never bothered to be more creative and had consider removing all of those limitations Prior to releasing AvP Classic 2000, as now I know they just won't give a **** to support or update their game in any form or way remotely to what I would like to see.

Now I understand that by being in debug mode you can potentially have endless marines on multiplayer maps, but something in the normal parameters of skirmish and co-op modes don't allow them to be spawned.

I wonder what code or what part of the code could potentially be preventing and causing the limit that only when using Debug mode all bots are then accessible and when Debug mode isn't enabled, then it's strictly as to whatever Bots are pre-configured for that particular map.

If there was anyway to analyze it in sirlemonhead's code maybe it might help, maybe it won't make a difference, although I could only hope as that would ignite new interest in me to actually even play the multiplayer AvP again even if that meant endless Marinebots for me and someone to co-op against as Aliens and Predators. Because to me that is still some significant progress and better than the same boring Co-Op and Skimirsh modes.

I guess I'm one of those lucky few that still own AvP Gold, but it's too bad I don't really have anyone to play LAN with anymore and yet I want Co-Op to be enhanced and updated to support all AI controlled bots and now understand that it's impossible to change without the source code.

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