Yakoob on 6/4/2012 at 05:16
Looks somewhat... I donno... lifeless?
Volitions Advocate on 6/4/2012 at 09:37
I like what they did with the Praetorians. Considering they're a non-canon form of the alien they're trying to bring over from the crossover franchise that didn't have anything interesting as far as animations in AVP. I like how they did it.
Its interesing how its not just the update in graphics that is being reimagined in games these days, but also how to re-interpret the movement, since animations used to be so terrible.
catbarf on 6/4/2012 at 16:27
Quote Posted by Volitions Advocate
I like what they did with the Praetorians. Considering they're a non-canon form of the alien they're trying to bring over from the crossover franchise that didn't have anything interesting as far as animations in AVP. I like how they did it.
Its interesing how its not just the update in graphics that is being reimagined in games these days, but also how to re-interpret the movement, since animations used to be so terrible.
IIRC it's not supposed to be a Praetorian, it's a new breed of alien that's pretty much the Charger from L4D2, ramming into things to kill them and invulnerable from the front. But I hadn't made the connection to the Praetorian before, and I'd be very surprised if there was no influence there.
SubJeff on 7/4/2012 at 19:37
This is potentially going to be great mp. I guess it'll be a lot like L4D. Or it should be. Don't know about new Alien types though.
Jason Moyer on 7/4/2012 at 20:52
Good lord, that looks neat and the sounds are generally decent, but that pulse rifle is hilariously bad.
EvaUnit02 on 4/9/2012 at 16:37
Objective-based MP mode, 4 marines vs. 4 xeno. I like how the Xeno Lurker class ((
http://youtu.be/vR3vzBa-PBA?t=1m15s) @1:15) is modeled after Geiger's original creature designs from Alien.
<param name="movie" value="http://www.youtube.com/v/vR3vzBa-PBA?version=3&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/vR3vzBa-PBA?version=3&hl=en_US" type="application/x-shockwave-flash" width="560" height="315" allowscriptaccess="always" allowfullscreen="true"></embed>
SubJeff on 4/9/2012 at 17:36
I thought I was thoroughly bored of FPSs.
That looks great.
catbarf on 4/9/2012 at 19:48
Looks like a better version of the multiplayer from Dead Space 2. Hopefully it doesn't get delayed again.
demagogue on 5/9/2012 at 10:45
That looks fun. They had so much in 3P perspective, I wasn't sure if I saw the first person perspective of the aliens, what that was like, or maybe it flashed a few times?
icemann on 15/7/2018 at 12:44
RISE FROM YOUR GRAVE
[video=youtube;hihEhsdwiIk]https://www.youtube.com/watch?v=hihEhsdwiIk[/video]
So it has come to light that all of the AI issues in this game were caused by a (
https://www.rockpapershotgun.com/2018/07/14/a-single-typo-wrecked-aliens-colonial-marines-and-people-are-handling-it-fine/#more-566113) single typo in a ini file.
Apparently, all you need to go is go into your install and:
1. Open My Document\My Games\Aliens Colonial Marines\PecanGame\Config\PecanEngine.ini
2. Find the following line - "ClassRemapping=PecanGame.PecanSeqAct_AttachXenoToTether -> PecanGame.PecanSeqAct_AttachPawnToTeather"
3. Change this to - "ClassRemapping=PecanGame.PecanSeqAct_AttachXenoToTether -> PecanGame.PecanSeqAct_AttachPawnToTether"
And all the AI problems in the game are all fixed up.
That's just crazy. How could that have slipped by QA.....
To quote the article:
Why is this line important? There are two reasons :
1) AttachXenoToTeather doesn't do anything. Its basically empty or stripped
2) AttachPawnToTether does ALOT. It controls tactical position adjustment, patrolling and target zoning
When a Xeno is spawned, it is attached to a zone tether. This zone tells the Xeno what area is its fighting space and where different exits are. In Combat, a Xeno will be forced to switch to a new tether (such as one behind you) so as to flank, or disperse so they aren't so grouped up etc. (*disclaimer* this is inferred opinion, I cant see the actual code only bits)
Whenever the game tried to do this, nothing happened. Now it does!Note that I tried this myself and I don't have a Aliens Colonial Marines folder in my "My Games" folder so couldn't check into the validity of this.