Quote from: JP on Apr 23, 2016, 02:35:35 AMI had a talk with someone about porting this game to lithtech jupiter and it's not as a farfetched idea as one would think.
Already attempted. Would require Lithtech engine licensing to compile.
They were friendly enough to talk to us... for licensing both Talon and Jupiter Ex.
Then Warner Bros. happened and bought Monolith.
We never got a call back.
I'm sure there must exist some poney trick to mod a game (like NOLF2) and transfer all AVP2 asset. They share almost the same DNA after all.
But even that would be soooo much work that I'm not even sure It's worth it for the little you gain since shadders (normal / bump map) were added to Jupiter Extended which is an entirely different engine (try it you'll see) and despite the release of both game source code (fear) and game toolkit (Dedit, Model Edit) the assets can not be entirely transferred (like animations, which are the most important) making the port simply not possible to an actual correct game engine.
Best would be to start fresh on a new engine / new game.
Stay small, low quiet about it with a good team, everyone having their assignment.
We tried that too, didn't go really far. I have a Predator 3D Mesh with 30% of its rig.
Someone implemented Motion Tracker code.
I also had dm_alley partially remade, we got models of APC, pulse rifle, sentry guns.
UE3, but we were too few to work on it and UE4 is out now.
I dunno what's next... the real deal would have been to have Rebellion's Public Tools and game source code for AVP2010.
This game is full of wonder! It's a shame the gameplay and story felt very short because every little details (the aliens tails movement, clean wallwalk, FX and shadders) are absolutely wonderful in this game.
Reshade is not much but, it feels good to replay avp2 campaign and custom SP maps (I just finished the fear series again) with reshade.
It gives new perspectives.