
Aliens vs. Marines - AVM
Re: Project: A.v.M. "Aliens Online Redux"
Wow, looks awesome! 

Re: Project: A.v.M. "Aliens Online Redux"
This should look familiar to some people....
WIP
The textures are about 70% complete. The final versions won't be so gray. I've also taken the liberty of tweaking the original AO level designs. The base layout is exact, but many slopes and other minor details will be enhanced so the map will appear more realistic.
EDIT: FIXED TEXTURES FINALLY! Thanks everyone!
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Here is the same two corridors, turn for turn and perfectly scaled to the original map.
AvM

Aliens Online

____________________________________________________________________________

The textures are about 70% complete. The final versions won't be so gray. I've also taken the liberty of tweaking the original AO level designs. The base layout is exact, but many slopes and other minor details will be enhanced so the map will appear more realistic.
EDIT: FIXED TEXTURES FINALLY! Thanks everyone!
____________________________________________________________________________
Here is the same two corridors, turn for turn and perfectly scaled to the original map.
AvM

Aliens Online

____________________________________________________________________________
Re: Project: A.v.M. "Aliens Online Redux"
Any news?
(or are you playing AvP3? 


Re: Project: A.v.M. "Aliens Online Redux"
Technically that'd be AVP 4...
I hate the new one so bad... it's nearly impossible... and stuff.
I hate the new one so bad... it's nearly impossible... and stuff.
- Shadelight
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Re: Project: A.v.M. "Aliens Online Redux"
Considering the user hasn't shown up in a while and the last post was a year ago...Naitguolf wrote:Any news?(or are you playing AvP3?
Re: Project: A.v.M. "Aliens Online Redux"
a year ago? Just 8 Novembre the last post.
Why you hate so bad? Im downloading it right now by steam...
Why you hate so bad? Im downloading it right now by steam...
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Re: Project: A.v.M. "Aliens Online Redux"
Shame, this TC looked cool. Oh yeah, and I tried the AvP3 demo, it wasn't too great, the humans were overpowered and there was no real ambushing or stealth when playing as the aliens/predators, just a big messy deathmatch. 

Re: Project: A.v.M. "Aliens Online Redux"
im really not interested in pvp... But so far i read, the game is pretty short 

- Trooper 077
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Re: Project: A.v.M. "Aliens Online Redux"
CaptainToenail wrote:Shame, this TC looked cool. Oh yeah, and I tried the AvP3 demo, it wasn't too great, the humans were overpowered and there was no real ambushing or stealth when playing as the aliens/predators, just a big messy deathmatch.
The deathmatch is definately not where this game shines,its exactly what i thought it would be,i gigantic fuckfest of the 3 classes
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Re: Project: A.v.M. "Aliens Online Redux"
For those of you interested in this, there's a "private" server for "AVM" over at Skulltag. Perhaps.
Re: Project: A.v.M. "Aliens Online Redux"
Rest assured that progress is still being made. I haven't had a lot of time to post much lately.
Things I've been working on, mostly technical stuff:
1) Exploring other ports such as Vavoom, and Skulltag.
2) Learning new software, and tools.
3) Revamped my sprite studio, so that I can actually get some work done...
4) Playing too much Joint Ops online.... Best 5 bucks I've ever spent!
5) New Alien egg models both created and bought.
6) Messing around with Ray Casting engines from the 90's...
The main thread for AvM is still being hosted over at the Edge forums, since this is where this project began. Not to mention I've known the community over there for quite some time. There have been some interesting developments lately.
http://edge.sourceforge.net/phpBB2/view ... &start=150
Thanks to the people at Team Kindred I was finally able to score a copy of Aliens Online V.2.12 which will has helped me port what was missing from AvM initially. I've also been fortunate enough to have the help of an experienced C++ coder as well, which will help make the necessary changes to the Zdoom source. I'll have some new screens soon enough, these things just take time.
There is "no skulltag" server at this time for AvM. At least not hosted by me?
Regarding AVP3. I would have to say "A+" for effort, but the game as whole is a solid "C-". Aliens Online still is the closest thing to simulating the "Aliens" universe with any sort of accuracy. I've just never been a fan of the Predator either....




Early shot of my attempts at making sprites. I used a red background on this first test, I eventually found out that green works much better for the hue of the alien's. Keep in my mind this is low resolution shot's of WIP. I have not decided on a fixed resolution for any sprites, despite my initial hopes of using as high as 640x480 my hardware just cannot support it. Their is not much difference between using a 128x128 sprite versus a 320x240 version anyways. I also hoped to add extra details with the use of .png images, but I may convert all my sprites to 256 colors if they retain a majority of their details. Either way, the new graphics will definitely appear drastically better than the original found in Aliens Online. I believe part of the reason they where low res, was to keep the lag low. In 1998 I was still using a 28.8k modem!
Things I've been working on, mostly technical stuff:
1) Exploring other ports such as Vavoom, and Skulltag.
2) Learning new software, and tools.
3) Revamped my sprite studio, so that I can actually get some work done...
4) Playing too much Joint Ops online.... Best 5 bucks I've ever spent!
5) New Alien egg models both created and bought.
6) Messing around with Ray Casting engines from the 90's...
The main thread for AvM is still being hosted over at the Edge forums, since this is where this project began. Not to mention I've known the community over there for quite some time. There have been some interesting developments lately.
http://edge.sourceforge.net/phpBB2/view ... &start=150
Thanks to the people at Team Kindred I was finally able to score a copy of Aliens Online V.2.12 which will has helped me port what was missing from AvM initially. I've also been fortunate enough to have the help of an experienced C++ coder as well, which will help make the necessary changes to the Zdoom source. I'll have some new screens soon enough, these things just take time.

There is "no skulltag" server at this time for AvM. At least not hosted by me?

Regarding AVP3. I would have to say "A+" for effort, but the game as whole is a solid "C-". Aliens Online still is the closest thing to simulating the "Aliens" universe with any sort of accuracy. I've just never been a fan of the Predator either....




Early shot of my attempts at making sprites. I used a red background on this first test, I eventually found out that green works much better for the hue of the alien's. Keep in my mind this is low resolution shot's of WIP. I have not decided on a fixed resolution for any sprites, despite my initial hopes of using as high as 640x480 my hardware just cannot support it. Their is not much difference between using a 128x128 sprite versus a 320x240 version anyways. I also hoped to add extra details with the use of .png images, but I may convert all my sprites to 256 colors if they retain a majority of their details. Either way, the new graphics will definitely appear drastically better than the original found in Aliens Online. I believe part of the reason they where low res, was to keep the lag low. In 1998 I was still using a 28.8k modem!

Last edited by Tragos on Thu Apr 01, 2010 8:28 pm, edited 1 time in total.
Re: Project: A.v.M. "Aliens Online Redux"
No more posts about this project claiming to be "dead" either! 

Re: Project: A.v.M. "Aliens Online Redux"
Does anyone know if Zdoom supports 12 sided sprites for Monsters/Players?
- DoomRater
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Re: Project: A.v.M. "Aliens Online Redux"
Hm, I know 16 sided are supported...
- NeuralStunner
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Re: Project: A.v.M. "Aliens Online Redux"
Answered here already. (Ichor has a good idea there.) 
