Aliens: Colonial Marines

Aliens: Colonial Marines

Statistiche:
TemplarGFX 23 feb 2016, ore 4:01
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TemplarGFX's ACM Overhaul - Gameplay, Graphics, AI, The Works
Aliens Colonial Marines Overhaul (ACMO for short) has always been about getting the best out of every aspect of the game. There is denying the game even after patches was lackluster at best. The AI sucked, the gunplay sucked, the story was eye-roll worthy and the characters under developed and overly cliched. It was not all bad though, and it had its moments. The levels could look fantastic, the weapons look great and the sound is very faithful to the source.
ACMO is primarily focused on three areas of the game, AI, Gunplay and Graphics. Each area has been heavily tweaked, playtested, balanced and tweaked some more to get the best out of every mechanic possible.
While there is nothing that can be done about the story the rest of the game is much more enjoyable than it was before with more varied and improved gunplay, unpredictable and deadly xenomorphs and darker atmospheric lighting and effects.

Full details and changes are avialable at the ModDB page


DOWNLOAD HERE
http://www.moddb.com/mods/templargfxs-acm-overhaul

My Paypal.me site : paypal.me/TemplarGFX


Unfortunately ACMO is not a miracle patch that turns the game into what was promised and teased back in the day and there are still many bugs and issues that remain that cannot be fixed with a hex editor.
Despite that buried under bad design choices, rushed development and typo's there is a decent game to be found, certainly better than the one that was released by Gearbox. When you play ACMO you are still playing the same game, its just everything works better, everything looks better and as a result the game is much more enjoyable.
The AI can still get stuck, and sometimes they still bug out and just stand still but it happens less often and is much less likely to impact gameplay progression than before. Human vs Human combat is not exactly what you would call tactically sound and their choices are often still suicidal
Due to how these changes have been applied to the game, it is one change for the entire game and all the modes. This can lead to pacing issues with your ally marines either leaving you behind or not following at times. Triggering the next sequence will make them catch up if they are behind or they will wait there for you. If you are seperated to much they will eventually be teleported to you.
When its all working however you can expect much more satisfying and enjoyable encounters, especially with the xenomorphs who move much more like they did in the bullshot video crawling over everything and being much less predictable foes

This project is a work in progress and will be expanded and improved over time to try and refine the game even further to an enjoyable experience. We're open to suggestions and feedback to help shape the future iterations of the mod!

If you would like to thank TemplarGFX for the Aliens: Colonial Marines Overhaul and help support future updates, you can now donate to James through PayPal. Donations aren't expected, but they are greatly appreciated!

Want to join a community of like minded ACM gamers, organise COOP and Bug Hunt and just hang out with awesome people? Join the official discord for ACM Overhaul : https://discord.gg/MVvmG7j

https://www.youtube.com/watch?v=U5ha-HrALZ8

Install Guide for V6 by TheSpoons313
https://www.youtube.com/watch?v=0k8HKtLMwt0

ACM Modded vs UnModded Comparison by AlexPlaysVideoGamez
https://www.youtube.com/watch?v=vEcjxp9RmVo
Ultima modifica da TemplarGFX; 16 set 2020, ore 2:16
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Can you make the health like how it is in AVP2 where there's hit points instead of the 3 bar regen stuff we have now? Anyways, I'm excited to see this mod. Keep up the good work!
Messaggio originale di Snoka Cola:
Can you make the health like how it is in AVP2 where there's hit points instead of the 3 bar regen stuff we have now? Anyways, I'm excited to see this mod. Keep up the good work!

You'll have to remind me of the specifics, as I don't have AVP2 installed and its been way to long!

The health system in ACM is actually point based, you have 100 health, it is just split into regen sections.

Are you wanting it to be like one full bar for your health that slowly regens, or is boosted by med packs?
Messaggio originale di TemplarGFX:
Messaggio originale di Snoka Cola:
Can you make the health like how it is in AVP2 where there's hit points instead of the 3 bar regen stuff we have now? Anyways, I'm excited to see this mod. Keep up the good work!

You'll have to remind me of the specifics, as I don't have AVP2 installed and its been way to long!

The health system in ACM is actually point based, you have 100 health, it is just split into regen sections.

Are you wanting it to be like one full bar for your health that slowly regens, or is boosted by med packs?

I would like it to be like a full bar that is replenished by med packs. Just like Half-life. Although, it might get difficult because there probably aren't too many health packs in the campaign of this game.
Little teaser while I finish off the upload

https://youtu.be/tn0uiTm_6p0
Messaggio originale di TemplarGFX:
Little teaser while I finish off the upload

https://youtu.be/tn0uiTm_6p0

Looks nice, good job!
Keeps crashing on startup for me. My files are clean and I've deleted that one file like you said but it's not working :(
Is there a file called engine.upk. uncompressed_size?

edit

This is definately the issue. Very sorry about that!
Ultima modifica da TemplarGFX; 1 mar 2016, ore 23:08
It's great! With master effects on however it really pushes my system. How does co-op/multiplayer/bug hunt work with a mod like this? Does everyone in game need it?
Messaggio originale di TemplarGFX:
Is there a file called engine.upk. uncompressed_size?

edit

This is definately the issue. Very sorry about that!

I'm still having problems. It says "Ambigous package names" for a couple of files and then crashes when I hit the play button.
Messaggio originale di Snoka Cola:
Messaggio originale di TemplarGFX:
Is there a file called engine.upk. uncompressed_size?

edit

This is definately the issue. Very sorry about that!

I'm still having problems. It says "Ambigous package names" for a couple of files and then crashes when I hit the play button.

Make sure you have not backed up the originals to a sub folder of CookedPCConsole
Messaggio originale di TemplarGFX:
Messaggio originale di Snoka Cola:

I'm still having problems. It says "Ambigous package names" for a couple of files and then crashes when I hit the play button.

Make sure you have not backed up the originals to a sub folder of CookedPCConsole

It works now, thanks :)
Messaggio originale di thank_mr_skeltal:
It's great! With master effects on however it really pushes my system. How does co-op/multiplayer/bug hunt work with a mod like this? Does everyone in game need it?

When I release the next update, I will include a lower quality Master Effect setup for people with less powerful machines. The included one uses absolute max quality SMAA and DOF as well as HDR conversion.

Everyone should be running the mod, however I am 99% sure the game will allow non-modded players to connect.

Most stuff is server-side in MP so weapons, damage, movement etc will use the mods on the server. Graphics stuff is all client side and you can have a mix and match without effect.

Due to how crappy some aspects of this game are programmed, there is a possibility that people without this mod would be at a disadvantage when connecting to a modded server.
Here are some screenshots of the new object materials

http://steamcommunity.com/sharedfiles/filedetails/?id=636955681
http://steamcommunity.com/sharedfiles/filedetails/?id=636955660
http://steamcommunity.com/sharedfiles/filedetails/?id=636955356
http://steamcommunity.com/sharedfiles/filedetails/?id=636955329
These are not before/after, but with and without Master Effects.

http://steamcommunity.com/sharedfiles/filedetails/?id=636957221
http://steamcommunity.com/sharedfiles/filedetails/?id=636957261
Without Master Effects


Here the texture values have been reset, normal mapping strength has been boosted and specular / reflection / rim lighting reworked for all objects.
Ultima modifica da TemplarGFX; 3 mar 2016, ore 1:35
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