Chinx Interview
Precizion (aka CHiNX - 2003)


Hello there Richard, I hear that AG2 is coming on nicely and as team leader of the AG2 development project I was wondering if you wouldn't mind answering a few question for our Pro-HL readers.
Yeah no problem Mark,

Nice one. We'll hit off with the question on every bodies lips… How far off is the development of AG2 can we expect anything this year like a beta version?
I would say we are still a way off completing the mod. Whilst we have a pretty solid base built already (such as movement, weapons and basic gamemodes) and are now really moving into all the extra features, I think we still won't see anything close to a finished product for a while yet. Now just how long that will be, I cannot really say, but it will almost certainly be finished this year.

So AG fans could be playing AG2 within 6 months?
Like I said I can't guarantee anything at this stage of development but yes we aim to have something by close of this year.

As a mod development team, how have you found the support from the likes of Valve during the development stages & do you feel any area could be improved on Valve's side?
We have had no contact with Valve during the development.

Have you spoke to or share information between other mod developers?
nope.

On the AG2 website it says "Everyone's favourite, bunny hopping, will be making a return in AG2 along with a couple of new tricks" My question, how is this re-build of the famous AG bunny hopping coming along and at what stage are you at with it?

As I mentioned just before, the base of the game is pretty much complete and this includes bunny hopping. In fact, it was only yesterday that I bunny hopped around some of the new maps and thinking how well the coders have done in reproducing this. It is virtually identical to what it was in the original AG.

Wow so the bunny hopping is pretty much if not completely finished and you say you have already tested it. What's it feel like to reproduce such a key feature in a game like that and see it in action for the first time?

Yes, that part of the mod is complete now. And unless something turns up in further play testing, there will be no more tweaks needed for it. It certainly feels good to have the main movement code in there, and makes play testing of the maps that have been built for the mod all the better.

One of the biggest 'turn-offs' for many 'old skool' AG & HLDM players with the new HL2DM is the appearance of this new gravity weapon that has become a bit of a joke. Will AG2 feature this weapon and if so what impact do you think it will have to the mod?
The gravity gun will most likely be making an appearance in AG2, but not in it's current form (HL2DM). It will also not be a starting weapon. Just how it will behave is something that you will have to wait and see though, as even though we have plans for this weapon, I believe it is only through prolonged play testing that anything can be decided on it.

One of the biggest issues I felt with the old AG was the fact users had to have AG installed to be able to join AG servers. "Bullit" (AG lead developer & founder) did produce a so called 'Mini-AG' version that required no client install. Will there be a system like that for AG2 or will all users be required to in AG2 in order to play?
You will need to download the AG2 client to be able to play the mod. Even if you separate all the new maps we are building, there is just far too much that is different from HL2DM for it to be done any other way.


Under the new Steam system will AG2 be updated through Steam on log-in or do you expect users to download the latest versions as & when they are released like the old AG?
It will be pretty much the same as it was with the old AG: People will have to download the updates from the site when they become available. Because unless something has changed that I am unaware of, only Valve games can be downloaded via Steam.

Will AG2 come complete with it's own anti-cheat protection built-in or will this be something you'll look at later down the line?
If I am being honest, cheat protection is not something we have looked too deeply into so far. In the future we will definitely look in to ways of making the game as cheat free as possible, but for the moment we are more focused on getting the game finished for people to play.


One of the smartest ideas Built into the later AG patches was the STEAM/WON ID's added to the scoreboard & the ability to use a 'realnick.txt' file to change the names on the scoreboard to those held in the text file (player database). Will this feature be in AG2 or again not at this stage I guess?
Since it was such a handy feature in the original game, it is something you will be seeing again in AG2.

Looking at the screenshots from one of the new AG2 maps currently being developed the map detail looks to be very high. In CSS many players have moaned over the high level of detail & map objects killing their fsp & getting in the way of good old game play. Has the AG2 team looked into how best to develop it's maps to ensure high speed gaming action & will the old classic maps like boot_camp be included?
Playability is of a high concern to us, so yes, we have looked at the maps with this in mind. The mappers are constantly tweaking their works to get them to run better, and perhaps will continue to do so until the game is released. There will however be no remakes included in the mod.

Will there be that classic 'Arena' & 'LTS' style modes in the new AG2?
Yes, both of those will be making reappearance. However, we are looking into ways of doing away with some of the problems that these modes had, such as the long waits between fights in Arena. I will perhaps say more on this once we are closer to a release date.

CTF (Capture The Flag) was a nice added extra to AG but never really saw much use in public servers. Will the same feature be added to AG2 or will you be putting the time into other areas of development instead?
It is something we considered for a while, but then rejected. To do justice to the mode (and to keep up the quality of the overall mod that we are aiming for) would just take too much time and resources. We may come back to it again at a later date, but that is not a guarantee.

When I played HL2DM on it's release I found my favourite weapon 'crossbow' had been completely removed & replaced by some slow responding space age bow. Does the AG2 team plan to reinstate the old crossbow?
No, the old crossbow will not be reinstated. However, the current HL2DM one will be changed and tweaked quite a lot, so there is no need to worry if you are not a fan of that.


What has been the most complex element to develop in AG2?
Just about all of the coding. Not only can it take quite a while to get familiar with the SDK (even if they are reasonable experienced coders), those doing it then have to think quite a lot about just how they are going to approach building one certain feature of the game. And of course, we will always have room for any experienced mappers who wish to join the mods team.

Is the development team up to the task or could you do with extra developers?
For the moment they are doing OK. However we will be losing one of the coders soon (will be going away to study at Westpoint) and so will be looking to take another experienced one in the very near future. We also may take on a texture artist soon, so anyone who feels they are up to the task should get in contact with me. And of course, we are always looking to take on extra experienced mappers.

Has the AG2 team had any problem with other mod developers trying to develop cheap rip-offs or rival mods to AG2?
When we first announced AG2, there were a couple of others who had a similar idea. Once HL2DM was released though, they pretty much fell apart. Besides one guy who has coded a small alternative to HL2DM (which has a few tweaks here and there), we are pretty much the only team developing a full Deathmatch mod on the Source engine.

How have you found the support & interest for AG2 to be over the last 6 months?
Since most of the support so far has come from those who played the original game, I don't think we will ever have that many problems with the community though. I've always said that AG has one of the most mature sets of players on the net (again, despite a vocal few perhaps making it seem otherwise at times).

Will we be seeing any new media releases in the near future? How about an in-game video?
Not only because is it almost impossible to sustain, but also because after a while people tend to become indifferent to any kind of promotion you do as they've seen so much of it before. You only have to look at the professional games industry where it happens quite often to see this. Once we are pretty close to release though, you can be assured that we will go all out on promoting the game to make sure as many people know about AG2 as possible. And yes, we do have a video planned for that time which should hopefully get everyone excited.

Finally for all those AG fans reading this we'll end on this final question… Will the Gauss gun return to AG?
Yes, as stated since the beginning the gauss gun will make reappearance in AG2. In fact, the gauss has already been coded and is in the base of the mod I was talking about earlier (gauss-jumping included).

Related Links
» AG2 (Adrenaline Gamer 2) site
» AG (Adrenaline Gamer) site
» HLCCL (HLDM & AG Community Forums)
» Style - Column by Precizion
» Respect - Column by Precizion

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