The primary map image (shown below) uses the first image in the files list (alphanumeric order). You can change this by renaming any of the images with "0" in front to bring it to the top. It will be used as the map's thumbnail throughout site (and page background, unless overridden).
The map's terrain comes from the demo version of AlienShooter 1.
You could only play this map with thirdperson.(Don't worry ,map scripts will toggle it automatically. ;)If not type "thirdperson" in your console.)
However, IDK how to change the view to firstperson when this map changed, you have to toggle it manually .:(
Alien Shooter 1 - sounds and musics.
Paranoid_AF - AmmoUnlimited.
Basic Grenade Launcher Model - Quake for svencoop
Grass and Fork models - IDK who is the author of these models, but I'm still very grateful.
Previous Cross models - Streamfox
What should be worked on:
-First, and foremost, monster models. Obviously, current monsters are just temporary substitute for HD models, but they really ruin the immersion as soon as they come closer. I would also recommend adding one more monster model to the map, which is that big two-legged monster (unarmed version). They also were present in some of the demo versions.
-The lightning is strange a bit: Some areas are dark, some are light. If you remember old alien shooter 1, it never had complicated lightning. There only was two options: Light ON, and light OFF, which blocked all the doors and made everything harder to see. Complicated lightning like the one in the demo map was brought at Alien Shooter 2.
-Speaking of lightning, I'm not sure why would you leave red emergency lights on. At first I thought that doing everything 50-70% darker was a bad idea because players wouldn't be able to see the monsters, but then I realized that monsters always have glowing red eyes, even when it's full darkness around.
-Some places can be abused: While completing the map alone, I found myself jumping on the tables and shooting the monster without any problems most of the time. I also managed to jump over the monsters and escape inevitable death. Maybe there's some script which could prevent players from jumping on your map?
-Gameplay gets repetitive: And it's not one-monster-type to blame, but rather spawn system. It always comes down to me standing in front of monster spawn and spawn killing them all, one by one. Perhaps, spawns should be placed in more tricky spaces?
-No secret areas? :( What about those cracked walls that can be broken? (or maybe I just didn't find any?). I'd also place ammo inside some of the boxes.
-Horde mode has really strange map. Why didn't you copy original Alien Shooter survival map instead?
-Textures need to be refreshed: Most importantly orange monsters. Why do they have pink skin degree? I'd also recommend updating textures for the walls and floor, taking them from actual Alien Shooter.
-Explosions range should be tweaked: Usual barrels are useless to blow since they don't do any damage to monsters whatsoever, while dynamite is a bit too powerful (I do remember how strong the bomb was in original Alien shooter, but it's really hard to plant the bomb & escape the explosion in your map)
Yeah normally I'd not give a hoot, since the cross is kinda copied from turok 2 lel. But still made from scratch, so I'd expect some mention. Also yeah they managed the mess up the UV and make the cross look flat.
sorry about that.
I found this model in a hl-resource website and i don't know it is your model .
I will remove this stolen model and make a new model as soon as possible .
Much apologizing about that.
i don't think you need to replace the model entirely, specially since there are lots of crappy model packs out there without credits and one can innocently do this pretty easily. it would be more work for nothing. Let's see if Streamfox is ok with you just adding him to the credits for the model.
Good fun if you feel like a slaughter map.
Was a bit unsure about forcing third person but it works well for this.
Got a bit overrun playing solo and it gets a bit laggy in the room when lights go off and you get the machine gun.
Ok, I'll download the steam demo versions, hoping they have the same problems.
That will require staying home for a while, so I can't say when I'll do it, hopefully soon enough.
Stay tuned ...
Alien Shooter
Demo installed, the problem here is that the exe is obfuscated (that is encoded in such a way to make it impossible to retrieve the pointers to the library calls) . In this situation, usually the "Hook / Hot patch (obfuscated IAT)" flag allows you to hook a limited number of system calls and, with some luck, that is enough for making the windowizing process to work.
But with this game the cursor movement must be detected in some peculiar way, in effect despite the successful hook to GetCursorPos (the system call that most programs use to determine the cursor position) the log I took doesn't show any reference to this operation.
Now, with an obfuscated game it is very difficult to guess what's going on whith unhooked syscalls, I'm downloading some older (and hopefully NOT obfuscated) game version to try to study it a little better.
update
GOG game release is not obfuscated, so it is a good case study. In effect, this one has the same cursor problems than the Steam release. To fix the cursor position is necessary to set the "Input / set WM_NCHITTEST" flag, but sadly the same trick doesn't work on the Steam release.
I've got to understand why ....
update
Ok, fixed, you have to set also other Input flags. The attached export file makes Alien Shooter Steam demo run in window with fixed mouse control and 1:1 scaling ratio. Unfortunately, if you set a custom window size, the game doesn't scale the rendered frames. Another mystery to solve.
This is the export for "Alien Shooter 2 Reloaded demo Steam release" (one must be very specific, since there are tons of different versions of this game available!). It works more or less with the same features and tricks as the former episode (still obfuscated, no rendering resize, need for WM_NCHITTEST mouse processing) plus the need to hook D3D9.
No traces here of the FreeLibrary errors and crashes, I hope that the new setting will fix things for you as well, but in case just tell me.
Now I think I'm going (to relax and ...) to mind the resizing problem: it is very curious that a D3D game would show such a behaviour. It sounds quite interesting. In the meanwhile, please mind that aliens won't bother us earthly creatures!
GHO
Surface stretching seems an unexpected nightmare. The first episode of Alien Shooter (but I guess the other won't be much different...) uses some d3d methods quite difficult to manage: GetBackBuffer and CopyRects, and in a way that is currently unsupported by DxWnd. For instance, GetBackBuffer is supported under some simplified conditions, but the game doesn't match this possibility.
This is becoming a quite interesting case!
In the meanwhile, furtunately the game let yo pick 3 different resolutions (640x480, 800x600 and 1024x768) so that even with 0,0 window size you can pick 3 different working sizes.
Work with Alien Shooter 1 (and probably also 2, where it works ...) is now finished.
There were some problems in the handling of some D3D8 methods (an interface that was not used for long time, so that there are relatively few games using it), but after some initial difficulty I succeeded into managing all problems.
Using the attached patch and configuration now you can stretch the game window at will, and also select a 16bpp video mode. I immagine that the latter will be of little interest for anyone (16bpp was supposed to be a "lighter" mode for weak processors, but nowaday the difference would be minimal, and widely compensated by the greater emulation effort needed by DxWnd!), but it is quite interesting for me to provide a more general and powerful emulation engine.
About Alien Shooter 2 would you mind grabbing some more logs and sending them to me? It is important to gram logs in equal conditions, so you should run Alien Shooter 2: Reloaded Steam demo using the same log settings shown in the attached picture (actually, OpenGL an SDL trace are not needed, but I was too lazy to take another picture ...).
Ok, here we go.
Alien Shooter 1 works perfectly with "Alien Shooter and Expansions.dxw" !
Alien Shooter 2 works fine with "Alien Shooter and Expansions.dxw" ...but in fullscreen xD
I'll post 2 logs: with "Alien Shooter and Expansions.dxw" and with "Alien Shooter 2 Reloaded (Steam demo).dxw" settings. Both on Alien Shooter 2: Reloaded Steam Demo.
The mouse control would require to set the "Hook / Hot patch" flag and then the two input flags "correct mouse position" and "Fix WM_NCHITTEST", but if you don't set any of these three flags the cursor is misplaced only of the window titlebar and border width, so it is still good enough to control.
But I think your problems with AS2 are different and depend on your environment, since I never saw a log trace like yours. In attach an exported file to adapt to your pc and to produce some logs.
I tried to run AS2 with Alien Shooter 2 Reloaded (GameTop).dxw, but game still crashing.
So, I installed demo from Sigma site on another pc and get the same result. Both PC runs with russian system locale, so I changed it to english, but still nothing. I made some logs with Alien Shooter 2 Reloaded (GameTop).dxw, here they are.
At first glance, the log don't show anything too evident, apart the fact that I'm doing some redundant operation (the following block of operations is repeated all the time, bu also in the successful condition
Where DIEmWin should be the death window you talked about. Right befoe we have SystemParametersInfoW: Action=3 where 3 is SPI_GETACCESSTIMEOUT. I wonder if the Crash could be caused by a slow game startup. In that case setting the input flag "Add message pump (Win7 comp.)" could help, though I'm not so sure.
Another possibility is that the culprit is the "Reset" operation (a little before) and you could try the "Direct3D / Suppress D3D8/9 Reset" flag.
I'll keep reading your logs.