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Picture of the day, submitted on 2010-04-24


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AvP2 Team Fortress is a mod for AvP2. Our goal is to change how AvP2 is played online.

Instead of frag based game modes, we're pitching in CTF, Assault, Domination, One Flag CTF and War.

Frags don't mean much here. Teamwork however does.



Archived news
     



    2010-02-22 (14:25) -> IG Warlord games for AvP2 Team Fortress players

The title says it all:

Tournament details

A few words on the tournament itself:
  • We require teams of 3 (three) players.
  • Each two teams will fight each other on three maps. The team that wins two events out of three is declared winner, and awarded one point.
  • Only the first two teams will take part in the next level of the competition.
  • To sign up your team, make a post either on our forums, or on the one hosted by the Russian Bears.
More details (as having groups of 3 - 4 teams, which maps will be played and so on) will be revealed at a later date, after we have a good estimate of how many teams signed up.

The prizes, or 'About IG Warlord'


The demo is available here: http://igwarlord.isotx.com/
A few words from their home page:
  • Introducing Iron Grip: Warlord, a fast-paced first person shooter set in a harrowing world of endless war. Fight as a rebel warlord in the narrow streets of cities, destroy hordes of enemies with your vast arsenal, and fight for your freedom with your last breath and bullet.
  • Players can utilize RTS overhead modes to build defensive structures and then switch to fight the enemy head on using the FPS mode.
  • Featuring multiplayer and singleplayer modes; find strength in numbers, or stand alone. The choice is yours.
  • Seven unique maps and multiple difficulty levels, allowing for different challenges and gameplay experiences. Spiral was just the beginning!

The players from the top two teams will each get a serial number, unlocking the demo into the full game.






    2010-02-12 (23:33) -> AvP2 Team Fortress v1.1.2 released!

If you're wondering what does the 1.1.2 version has to bring, well, the picture above already gives you a hint. But since hints are usualy not enough, here's the list of things changed:

  • Acro32 added sentries and a lobby system to his 'Crepuscular Hecatomb'. The same map also got some of it's sound FX-es ... fixed. That'swhy his map is featured on the left side of the above image.
  • Gps fixed some issues with two of the teleporters in 'Enterprise'. And yes, you've got it, his map is the one on the right.
  • We've integrated our mod with the master server patch v1.5.
  • I added one sound file that was missing; now, when grabbing the red flag, you'll hear our announcer saing "Alert! Red flag taken!".
There are two ways to reach version 1.1.2 on our mod:

DOWNLOAD v1.1.x_to_1.1.2 PATCH!

or

DOWNLOAD THE FULL VERSION INSTALLER!

Aditionaly, if you already have versions 1.1 or 1.1.1, you can also use the update mechanism.

So, grab it while it's hot, and meet us Saturday (any Saturday!) at 20:00 BST.






    2010-02-06 (06:17) -> Probably last test on patch 1.1.2

Acro32 mailed me the latest version of Crepuscular Hecatomb, and after a quick run, all sound FX-es seem to be there. We'll need to properly test that, so get the followig file:

AvP2TF patch 1.x to 1.1.2


Get it, install it. We'll be running CTF, then a bit of 1FCTF. Test starts as usual (20:00 BST), and hopefully we'll go through several servers after the test itself. The detailed schedule is:

                     20:00 BST 
------------------------------- 

Pacific Time 
(GMT-8)               12:00 

Mountain Time 
(GMT-7)               13:00 

Central Time 
(GMT-6)               14:00 

Eastern Time 
(GMT-5)               15:00 

UK, Spain, Portugal 
(GMT)                 20:00 

Netherlands, Germany, 
France, Norway, Demark 
(GMT+1)               21:00 

Finland, Romania 
(GMT+2)               22:00 

Sidney 
(GMT+10)              06:00






    2010-01-23 (12:07) -> Third test on patch 1.1.2 - download link

We promissed you a download link:

AvP2TF patch 1.x to 1.1.2


Get it and install it before joining the test!






    2010-01-23 (00:43) -> Third test on patch 1.1.2

For this weekend, the map being tested will be Enterprise. Just one cosmetic change to look after, the appearance of the teleporter ... tubes? They need to look like their lights are turned on.
We will add other maps to the map rotation.
The patch for weekend test will be uploaded about two hours before the actual test. And speaking of test schedules, we'll be playing at the usual hour (20:00 BST). The detailed schedule follows:

                     20:00 BST 
------------------------------- 

Pacific Time 
(GMT-8)               12:00 

Mountain Time 
(GMT-7)               13:00 

Central Time 
(GMT-6)               14:00 

Eastern Time 
(GMT-5)               15:00 

UK, Spain, Portugal 
(GMT)                 20:00 

Netherlands, Germany, 
France, Norway, Demark 
(GMT+1)               21:00 

Finland, Romania 
(GMT+2)               22:00 

Sidney 
(GMT+10)              06:00






    2010-01-16 (11:25) -> A second test on patch 1.1.2

Last Saturday we tested the first 'new content' kind of patch. Some of our findings are listed below:

  • The game launcher! it should have added the -rez avp2tf\avp2tfp.rez to the command line. It didn't though, and this is the reason why players couldn't join when the server was running the latest version of the Crepuscular Hecatomb map.
  • Enterprise! it has some issues with two teleporters (teleporting the player only once; one of them also had some polies missing)
  • Sound issues in Crepuscular Hecatomb. The announcements regarding one team scorring play only once.
  • The dancing predator! Well, actually, the Infiltrations unit (light predator) was missing the animation set when the selected weapon was the anti-sentry hacking device.
  • Sentry guns! They can be spawned really close to the walls, causing them to shoot through. It gives an unfair advantage to the team deploying sentries in such a manner. We're currently "pushing" them back a bit, but I guess there's a limit to what that fix can do.
  • Game time too fast! This seems to occur more on Intel powered servers. The dedicated game server in this download tries to fix that.
These will also be the issues that will be tested next Saturday. That's tomorrow!

So, grab the corrected version of the patch here:

AvP2TF patch 1.x to 1.1.2


We'll meet up on our regular Saturday schedule:

                     20:00 BST 
------------------------------- 

Pacific Time 
(GMT-8)               12:00 

Mountain Time 
(GMT-7)               13:00 

Central Time 
(GMT-6)               14:00 

Eastern Time 
(GMT-5)               15:00 

UK, Spain, Portugal 
(GMT)                 20:00 

Netherlands, Germany, 
France, Norway, Demark 
(GMT+1)               21:00 

Finland, Romania 
(GMT+2)               22:00 

Sidney 
(GMT+10)              06:00






    2010-01-02 (06:20) -> A few weeks after launch

Quite a lot of things happened in the first few weeks after launch. We had our first patch (a game launcher patch), and we've also shared some of our knowledge with the rest of the modding community.

Another pleasant surprise came from the Russian Bears. This tight group of AvP2 players are now running a server for AvP2TF, the game mode being CTF.

Meanwhile, Acro32 prepared another version of his Crepuscular Hecatomb. We also did some alterations to the server code, to work around the "Unknown" class bug. Adding to that another change implemented, on the master server integration, so that AvP2TF game clients see only AvP2TF servers.

All these changes are bundled as a patch file, avp2tfp.rez. And all these changes need to be tested. So, I invite you to join our test session that will be carried out on 2010-01-09. The patch can be downloaded from here:

AvP2TF patch 1.x to 1.1.2

The patch will also be made available through our updating mechanism.






    2009-12-23 (08:00) -> AvP2 Team Fortress v1.1.1 released!

We're releasing version 1.1.1 (a small update) to handle issues with the mod launcher. If you haven't yet downloaded AvP2 Team Fortress, then make sure and get the latest file here:

DOWNLOAD v1.1.1 FULL VERSION INSTALLER

If you already downloaded version 1.1, then you have several options:
  1. Get the 1.1 to 1.1.1 patch here:

    DOWNLOAD v1.1.1 PATCH

    Download the archive and execute the installer inside it.
  2. When clicking on Multiplayer Internet and the update window pops up, click ok:


    The game will shutdown and your browser will pop up at this location:


    Download the archive and execute the installer inside it.
  3. If you like to poke around things, then locate the avp2tf.ini file inside the game installation folder. Open it, and change the following:

    [commandline]
    mainExe = "lithtech.exe"
    mandatoryCommandParams = "-rez AvP2 -rez avp2tf\AvP2Fortress.rez"
    to:

    [commandline]
    mainExe = "lithtech.exe"
    mandatoryCommandParams = "-cmdfile avp2cmds.txt -rez AvP2 -rez AvP2.rez -rez Sounds.rez -rez avp2tf\AvP2Fortress.rez"
  4. And finally, if you're one of the guys that belive that custom launchers are for sissies, then running AvP2 with the command line parameters set to -rez avp2tf\AvP2Fortress.rez should do the trick for you.





    2009-12-22 (02:22) -> AvP2 Team Fortress v1.1 is now available

We are proud to announce that AvP2 Team Fortress v1.1 is now available. That's right, you can now download it here:

DOWNLOAD AVP2TF v1.1!

At 100MB the installer (400MB installed), you're probably thinking: "What the heck did they put in it?"


  • For a start, full integration with the master server patch (version 1.3). This means advanced server info, sorting by ping, players count and so on.
  • Expansion pack-like independence from the game. So basically you can play both the regular AvP2 and AvP2 Team Fortress mod without fearing that one might influence the other. Heck, you  can even uninstall/reinstall the master server patch for the regular game and the mod will not be affected! The other way arround works just as well.
  • "Domination" was added as a new game mode! This increases the count of our previous game modes (CTF, 1FCTF, War, Assault) to 5, all of them objective based!
  • In-game hints! Displayed at respawn, to remind the player of its own weaknesses. Don't worry though, you can also find out about your strong points as well as the soft spots of the enemy.
  • Lobbies! We don't like to get spawn-killed more than you do. Therefore maps with a higher incidence of spawn killings now have a lobby. You can now choose where to appear on the actual battlefield.



  • A new netcode! It changed the game so much for the better that we had to also introduce it to the regular AvP2 game, through the master server patch.
  • New maps! Unless you've been part of the testing crew, you have no idea what "Rooftops", "Heretic", "Enterprise" (ok, maybe you know a little about THAT one), "Crepuscular Hecatomb" or "Resin Pit" (*a long cough* second picture from the first set of three *cough*) mean.
  • A "Nemesis" system! Demoman kills heavy, flamethrower trumps aliens, predators trump humans etc. You'll love it, we know we do!
  • A manual! This way you'll know everything (well, almost) about the mod. And you'll no longer have to ask people "so what do I do with the yellow flag?"
We've been working on this version for more than a year so I can keep adding items to the list for the next two hours. There's a lot of new and interesting stuff in it, so make sure you download, install and play it!

DOWNLOAD AVP2TF v1.1!

This release was possible thanks to our (surprisingly large, for an old game) team. Some names pop in my head: Windebieste, Vemarkis, Moose_Head, Guus, Acro32, Hellraiser, Newt, Smoker, Alien Grand Master, Cedric. And I'm sure I forgot at least a dozen more. Thank you for your help, you will all be mentioned in the upcomming post mortem.





External links:


Link to our website!