AvPGalaxy Forums

Games => Aliens: Colonial Marines => Alien-Predator Games => A:CM Modding Discussion => Topic started by: general_bradly on Mar 29, 2016, 07:24:52 PM

Title: New ACM mod out!!
Post by: general_bradly on Mar 29, 2016, 07:24:52 PM
Hello all you crazy ACM fans, I am one of them. There is a new mod out for ACM that claims to 'overhaul' the game. It sounds really interesting. I unfortunately haven't had a chance to play it yet, having some issues on my gaming computer at the moment. Its over at Mod DB, check out the link below. As soon as I play it I will post a review.

http://www.moddb.com/mods/templargfxs-acm-overhaul (http://www.moddb.com/mods/templargfxs-acm-overhaul)
Title: Re: New ACM mod out!!
Post by: templargfx on Mar 30, 2016, 12:02:53 AM
I hope you enjoy it!

Its a real shame no one informed me all those years ago its possible to hex edit this game,  I could have done this years ago!

v3 brings a whopping 10,000+ modifications via hex!
Title: Re: New ACM mod out!!
Post by: general_bradly on Apr 05, 2016, 02:45:22 PM
This mod is awesome!!! ;D

I have tried every ACM mod ever made and this one is the best! The xenomorphs are finally the ultimate killing machines that they should be. Even one xeno is a HUGE threat and multiple xenos are an absolute nightmare. This makes the campaign very tense as you can die ANY moment when the xenomorphs are around. Even reloading your weapon becomes tense because this gives the xenomorphs time to close the distance. The weyland-yutani mercs are now just cannon fodder for the xenos and marines.

Templargfx has done a great job with this mod and he is still working on it!!! Please check it out and give it a try, you will not be disappointed!
Title: Re: New ACM mod out!!
Post by: Corporal Hicks on Apr 05, 2016, 02:51:02 PM
RidgeTop and I plan on trying this out later tonight. Gonna get it up in the news after.  :)
Title: Re: New ACM mod out!!
Post by: 426Buddy on Apr 05, 2016, 02:56:24 PM
Interesting, let us know what you guys think after playing it, could make me boot up the game for the first time since the day I bought it on steam.
Title: Re: New ACM mod out!!
Post by: Chris!(($$))! on Apr 05, 2016, 06:19:50 PM
If it's good enough I may even buy A:CM on Steam.... Only 15 bucks. It'll probably go on sale for summer pretty soon too.
Title: Re: New ACM mod out!!
Post by: Jeanjean on Apr 07, 2016, 09:48:46 AM
Can't wait to try it !  :P
Title: Re: New ACM mod out!!
Post by: Predatorium on Apr 07, 2016, 10:51:52 AM
Campaign still sucks :) Nothing can save that. MP has always been fun. More mercs? lol no thanks..no mercs, yes plz.
Title: Re: New ACM mod out!!
Post by: Corporal Hicks on Apr 07, 2016, 10:59:54 AM
I don't believe it said there was more mercs? Only that the mercs AI had been tweaked to make them less annoying.

Quote from: Predatorium on Apr 07, 2016, 10:51:52 AM
Campaign still sucks :) Nothing can save that. MP has always been fun.

True on both counts though.  :(
Title: Re: New ACM mod out!!
Post by: Jeanjean on Apr 07, 2016, 12:14:49 PM
>Prredatorium

Never played the initial game to be honest, due to the awful reviews, so can't tell about the campaign...
Title: Re: New ACM mod out!!
Post by: Whiskeybrewer on Apr 07, 2016, 12:48:54 PM
The fact that it took a Mod to really fix the game, when it shouldnt have been released in the state it was in the first place. Shows that Companies should be hiring these people to test everything before the game is finally released
Title: Re: New ACM mod out!!
Post by: Perfect-Organism on Apr 07, 2016, 01:33:26 PM
I think the color of the ACM game was not the issue.  I mean, it looked right when compared against the film.  Cameron went for a decidedly blue color balance and the game nailed it the first time around.  Why fix something that worked right?  Anybody have any idea if you have the ACM "pass" if that means you can get this for free?
Title: Re: New ACM mod out!!
Post by: Corporal Hicks on Apr 07, 2016, 02:51:55 PM
It's not a paid for official add-on. It's a fan-made thing.
Title: Re: New ACM mod out!!
Post by: Perfect-Organism on Apr 07, 2016, 04:56:00 PM
Quote from: Corporal Hicks on Apr 07, 2016, 02:51:55 PM
It's not a paid for official add-on. It's a fan-made thing.

Oh, I see.  Thank you.
Title: Re: New ACM mod out!!
Post by: Vermillion on Apr 07, 2016, 07:00:53 PM
Lol Duke Nukem mod where you can toss money and get TaTas
Title: Re: New ACM mod out!!
Post by: Number13 on Apr 07, 2016, 09:25:56 PM
I'm intrigued. How do you play it? Do you need a PC version of the game? Which shouldn't be too hard to get considering the price dropped after time and the bad reviews.
Title: Re: New ACM mod out!!
Post by: rexemmen on Apr 07, 2016, 10:55:39 PM
Indeed for the noobs among us (me ;) ) is there a tutorial of some sorts to get this on my PC. How does it work?
Title: Re: New ACM mod out!!
Post by: Anonymous on Apr 07, 2016, 12:14:49 PM
nice to see the game didnt go to waste after all
sadly, i wish someone implemented a way to play as the aliens -_-
Title: Re: New ACM mod out!!
Post by: Sgt. Breen on Apr 08, 2016, 02:39:23 AM
On the online multi player, you can play as the ALIENS.
Title: Re: New ACM mod out!!
Post by: RagingDragon on Apr 08, 2016, 06:53:56 AM
I salute this modder for taking his time on a labor of tragic, heartbreaking love that breathes much-needed life into the insult that was Colonial Marines.

It almost makes me want to buy it again just to try your mod, man, except I gave that fat lying bastard sixty of my precious dollars once, and I'll be damned if I'm ever doing that again.

I'll have to acquire it through other means. I'm sure you've worked your ass off on this - thank you, and keep up the great work.
Title: Re: New ACM mod out!!
Post by: Corporal Hicks on Apr 08, 2016, 10:00:10 AM
Quote from: Number13 on Apr 07, 2016, 09:25:56 PM
I'm intrigued. How do you play it? Do you need a PC version of the game? Which shouldn't be too hard to get considering the price dropped after time and the bad reviews.

Yeah, it's for the PC.

Quote from: rexemmen on Apr 07, 2016, 10:55:39 PM
Indeed for the noobs among us (me ;) ) is there a tutorial of some sorts to get this on my PC. How does it work?

There is a readme file with instructions included in the download.
Title: Re: New ACM mod out!!
Post by: rexemmen on Apr 08, 2016, 07:28:36 PM
Sweet!! Thanks dude!!
Title: Re: New ACM mod out!!
Post by: Number13 on Apr 08, 2016, 07:30:03 PM
Groovy. I'll think about it. Thanks for the info Hicks
Title: Re: New ACM mod out!!
Post by: LordCassusSnow on Apr 08, 2016, 10:32:26 PM
I wonder if fox will give us a remake of colonial marines in the near future? I think one big question this site should ask of any one associated with fox or even fox itself is, is colonial marines still considered canon? If not then theres massive potential there to anyone whose had their own ideas of how that story should have went. No one so far in comics or novels has referenced anything from colonial marines so far so is it still legitimate to the overall discontinuity?
Title: Re: New ACM mod out!!
Post by: Number13 on Apr 08, 2016, 11:28:20 PM
I think the problem with ACM regarding "continuity" is that it flew too close to the original movies. I feel like Colonial Marines should've been a standalone story where it didn't make too many major events so it doesn't contradict anything. It could've involved another group of Marines that wasn't on LV-426, could've been just another Alien infestation. Maybe it could've been another colony built on LV-426. I mean, I love Hicks and I dislike Alien3, but I feel bringing back Hicks was a bit of a copout. I feel if they wanted to bring back Hicks, they would've just been better off retconning 3 and 4, probably would've been best to just leave him out.

Again, they should've just done a standalone story that didn't have any big connections. I mean come on, they expect us to believe that Hadley's Hope survived an explosion the size of Nebraska?

Course, I never consider videogames and books as canon, cause once they make the next movie, they get retconned. Like the Aliens comic books got retconned when Alien3 came out, and even more when Resurrection came out, and especially after Prometheus. Star Wars expanded universe anyone? Don't get me wrong, expanded universes are great for new ideas, but they'll only be canon for a short time. They always do.


One last thing and then I'll shut up. The instructions seem to say that you need Steam and Windows to get it to work. But I have a Mac. But I also have Crossover, which sometimes work. So if I buy this on Steam with Crossover can I play it? Or would I have better luck buying the CDRom and installing it that way?
Title: Re: New ACM mod out!!
Post by: [BAM] Yojimbo on Apr 10, 2016, 11:15:06 PM
This is amazing news, would it be compatible with multiplayer???
Title: Re: New ACM mod out!!
Post by: Corporal Hicks on Apr 11, 2016, 07:37:45 AM
Quote from: Number13 on Apr 08, 2016, 11:28:20 PM
One last thing and then I'll shut up. The instructions seem to say that you need Steam and Windows to get it to work. But I have a Mac. But I also have Crossover, which sometimes work. So if I buy this on Steam with Crossover can I play it? Or would I have better luck buying the CDRom and installing it that way?

Unfortunately I have no idea. I didn't think people really used Macs for gaming anymore. You could give it a go - its cheap enough now-a-days.
Title: Re: New ACM mod out!!
Post by: general_bradly on Apr 13, 2016, 01:08:17 AM
You guys made this a news release!! Awesome!  I played V2 of mod and it  was great. Aliens are very dangerous in the campaign. Bug hunt is almost impossible until you get a sentry gun. Definitely try this out.
Title: Re: New ACM mod out!!
Post by: EvilMark on Apr 14, 2016, 11:39:00 PM
Replayed this game a month or two ago with V2, definitely a big improvement. I'm one of the few that actually enjoyed the game and the story, particularly the hicks return. On the replay I was able to identify many places where cuts and/or alterations were clearly made during the final rush to completion, and it was fun taking all those puzzle pieces and trying to figure out what the original story progression was intended to be.
Title: Re: New ACM mod out!!
Post by: [BAM] Yojimbo on Apr 15, 2016, 11:57:03 AM
I am planning on reinstalling this game again and use this mod, anyone still playing on STEAM here? :D
Title: Re: New ACM mod out!!
Post by: Number13 on Apr 15, 2016, 10:44:02 PM
Well I bought it on Steam. But both my PCs are outdated so it didn't work. Real shame. I'm lucky that way. I'm thinking of buying the PC disc for like $9 and using Crossover. It's either that or buy a PC. I really wanna try this out.
Title: Re: New ACM mod out!!
Post by: szkoki on Apr 17, 2016, 12:34:42 PM
tried to install v4 with the installers, seems like the reshade and master effects are working and maybe the new textures but its definitely not look like on the preview videos for me :/
Title: Re: New ACM mod out!!
Post by: Jango1201 on Apr 18, 2016, 05:03:12 AM
can someone help walk me through the install process for this mod? I have no idea what I'm doing because I'm not really computer literate.
Title: Re: New ACM mod out!!
Post by: DB on May 03, 2016, 05:59:52 PM
I did a quick playthrough of the game with V4.5 of the mod. Note that when I reinstalled the game I did not play vanilla at all and so have poor memory of how the game is without the mod. Played on Ultimate Badass. Started with the No Changes difficulty but put on tougher soldiers for later missions.

The higher Alien speed made the game more enjoyable for me since I found myself looking around more often. Many times I would turn around, see nothing, then turn again to see an Alien in my face. Very pleasant. Sections where Aliens can spawn to your side and behind you are the best. The late game is really bad, since the Aliens always just rush you from the front, and even with the changes still attack in a straight line.

In indoor sections the Aliens were more fun to fight. I'm not sure if it's shit pathing or what, but sometimes Aliens would just run right past me, towards my side. This was not a bad thing, since it actually gave his buddies a chance to run at me from what used to be my front. I would see Aliens jump into spawn locations when shot at and then reappear later. Coupled with multiple Aliens it creates the illusion that they are flanking you and distracting you for their siblings. Sometimes they seemed to "bug" out and just stand right in front of me on all fours. Most of the time this looked pretty stupid, which is unfortunate, but I can recall at least one time where one did it among lots of dead bodies, and I actually thought he was dead. I walked almost right into him before noticing his tail wagging. Was pleasantly surprised. I still think they can afford to be even stronger.

I thought Lurkers could also have used a speed boost. I found them pretty lacking in general, and only ever died to one in the warehouse where 3 appear. It was actually pretty neat. One attacked me from the front while his friend pounced from the side and killed me. They don't usually behave like this. The locations they hide in are obvious and they are really slow when compared to the soldiers.

PMCs continue to be the worst parts of the game, but I have some memory that they were way worse in the vanilla game. Only one segment with them gave me cancer and that's when you have to leave the Sulaco on the dropship. Mostly thanks to random pin-point accurate grenades that they'd throw from the floor level onto the catwalk.

It is still very irritating that the guns in this game are inaccurate as hell beyond 10 meters. The assault rifle's stupid scope attachment is completely worthless because the gun shoots wherever the f**k it wants. I think it was like this in vanilla as well. You'd spend a clip shooting a stupid PMC because your asshole marine can't shoot straight.

Melee is massively overpowered and I'm not sure what can be done about it. Although the Aliens would get surprise slaps on me my elbow would bail me out easily every time. Coupled with the guns killing so quickly at close range you'd need situations where Aliens attack from multiple angles, but these are rare.

I was divided on how AI teammates work. It's good that they are useful, but they trivialize some encounters. They saved my ass loads of times but it made the game a bit too easy. Also, my teammates killed the Crusher literally instantly. He charged at me, ran past me and into my friends, and Cruz just executed the motherf**ker in one shot.

All in all, I am impressed with what was done. The game is elevated from a piece of shit to a game firmly entrenched in mediocrity with some highlights. Nothing can be done about the story or the missions being interactive cutscenes where you move in a straight line for 7 hours but the gameplay itself feels improved. Hudson's rifle is the actual pulse rifle, full auto and all. Why they made it burst fire only in the first place I'll never know.

I didn't play vanilla to compare but the game seemed darker and more foreboding than I remember, which are positive qualities. I also think I had a harder time telling dead Boilers from living ones, which I recall stuck out like sore thumbs to me on the vanilla game. Maybe just misremembering.

Edit: I forgot to talk about acid blood, which goes to how just how little it does. I think I read that it does deal more damage but I'll be damned if I noticed. As far as I was concerned, the acid blood did next to nothing.
Title: Re: New ACM mod out!!
Post by: Chris!(($$))! on May 05, 2016, 05:32:36 PM
Quote from: Number13 on Apr 08, 2016, 11:28:20 PM
I think the problem with ACM regarding "continuity" is that it flew too close to the original movies. I feel like Colonial Marines should've been a standalone story where it didn't make too many major events so it doesn't contradict anything. It could've involved another group of Marines that wasn't on LV-426, could've been just another Alien infestation. Maybe it could've been another colony built on LV-426. I mean, I love Hicks and I dislike Alien3, but I feel bringing back Hicks was a bit of a copout. I feel if they wanted to bring back Hicks, they would've just been better off retconning 3 and 4, probably would've been best to just leave him out.

Again, they should've just done a standalone story that didn't have any big connections. I mean come on, they expect us to believe that Hadley's Hope survived an explosion the size of Nebraska?

Course, I never consider videogames and books as canon, cause once they make the next movie, they get retconned. Like the Aliens comic books got retconned when Alien3 came out, and even more when Resurrection came out, and especially after Prometheus. Star Wars expanded universe anyone? Don't get me wrong, expanded universes are great for new ideas, but they'll only be canon for a short time. They always do.


One last thing and then I'll shut up. The instructions seem to say that you need Steam and Windows to get it to work. But I have a Mac. But I also have Crossover, which sometimes work. So if I buy this on Steam with Crossover can I play it? Or would I have better luck buying the CDRom and installing it that way?

Way back in the day when they still had the BS:G writers and were sharing few details about the game, the story and concept art. It was going to be a standalone story. The characters would still be searching for the Sulaco but it would turn into something much more... and actually take us in a NEW direction.
Title: Re: New ACM mod out!!
Post by: g2vd on Jul 29, 2016, 04:37:39 PM
I Just installed V4.5 and it is GREAT! it looks far better now and the Assault Rifle is finally useful.

I did notice that there are now new Weapons 2 Pulse Rifle Mods, A Sawed Off Shotgun and the awesome Pulse Rifle Flame-Thrower Hybrid.

What levels do you find them in? not their location just the levels
Title: Re: New ACM mod out!!
Post by: Corporal Hicks on Aug 01, 2016, 08:03:36 AM
I can't recall for the sawn off, but the duct-tape rifle was a pre-order incentive, I believe.
Title: Re: New ACM mod out!!
Post by: ThisNthaT on Jun 12, 2017, 09:50:32 PM
Quote from: Jango1201 on Apr 18, 2016, 05:03:12 AM
can someone help walk me through the install process for this mod? I have no idea what I'm doing because I'm not really computer literate.
Here's a few videos I made for installing TemplarGFX's Mod's V4, V4.5, & V5. Just click on the link to go to the video. Hope this helps.
Video Using the Installer:
#1. https://www.youtube.com/watch?v=3hl_2qU1Qww
Videos Without the Installer:
#1. https://www.youtube.com/watch?v=HiKfRFZe8Ks
#2. https://www.youtube.com/watch?v=Jm8lLJq0wg8