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Normal Topic Aliens Versus Predator 2: VR Multiplayer Internet (Read 262 times)
Bassquake
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Aliens Versus Predator 2: VR Multiplayer Internet
Oct 6th, 2026 at 11:11am
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Hi all. I'm the developer of the PCVR mod for Aliens Versus Predator 2 (is on github) and would like to get the Multiplayer Internet working and I was hoping to ask the AvP2MSP maintainers if they share their client source, or to find out what the verification and master server protocol is, I could then add the patch's network changes to my source so they can join the servers.

Many thanks.
« Last Edit: Oct 6th, 2026 at 11:45am by Bassquake »  
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'Defiance'

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Re: Aliens Versus Predator 2: VR Multiplayer Internet
Reply #1 - Oct 8th, 2026 at 9:05pm
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Hello,

Unfortunately, we won't be sharing the client source code due to security concerns, including the potential risk of vulnerabilities or backdoors.

However, if your goal is simply to retrieve and display a list of servers, the process is pretty straightforward. Just send `001`, and the system will return the full server list.

We've also noticed that you've asked about this in the Discord server, where one of the former developers already provided a similar answer. So, to clarify, there's no need to access the client source code for this. Simply send `001`, and you should be good to go.

Hope this clears things up!


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Bassquake
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Re: Aliens Versus Predator 2: VR Multiplayer Internet
Reply #2 - Oct 9th, 2026 at 5:46pm
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Ok cool, I can see the list now but cant connect. Basically Im rendering the game in stereo through OpenXR and to do that it replaces cshell.dll with a build from Monolith's 1.0.9.6 source release. It also replaces a few first-person weapon models (*_pv.ABC) so they look right in VR. It runs alongside your patch: AVP2P5.REZ stays loaded for its maps and art. The VR client now gets its server list from master.avp2msp.com:28900 (the 001 request) and queries the servers itself.

But joining a 2.4 server from VR doesn't work: it stays on "Connecting". As far as I can tell there are two reasons:

1. Client verification. The 2.4 server mod expects the verification that your patched cshell.dll does (machine GUID, patch version and so on). A client built from the 1.0.9.6 source doesn't do it.
2. File checksums. The server's checksum list covers CShell.DLL and the *_pv.ABC weapon models, which the VR mod replaces.

I don't want to get around either check in order to keep cheaters out.

Would any of the following be possible?

- Sharing the client verification protocol, so the VR cshell.dll can do it properly, or
- A way for server operators to allow a known VR client (for example its checksums, or a server option), or
- whatever approach you'd prefer.
 
Let me know. Appreciate you taking the time to respond. Many thanks.
  
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Re: Aliens Versus Predator 2: VR Multiplayer Internet
Reply #3 - Oct 10th, 2026 at 12:29pm
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Bassquake wrote on Oct 9th, 2026 at 5:46pm:
Ok cool, I can see the list now but cant connect. Basically Im rendering the game in stereo through OpenXR and to do that it replaces cshell.dll with a build from Monolith's 1.0.9.6 source release. It also replaces a few first-person weapon models (*_pv.ABC) so they look right in VR. It runs alongside your patch: AVP2P5.REZ stays loaded for its maps and art. The VR client now gets its server list from master.avp2msp.com:28900 (the 001 request) and queries the servers itself.

But joining a 2.4 server from VR doesn't work: it stays on "Connecting". As far as I can tell there are two reasons:

1. Client verification. The 2.4 server mod expects the verification that your patched cshell.dll does (machine GUID, patch version and so on). A client built from the 1.0.9.6 source doesn't do it.
2. File checksums. The server's checksum list covers CShell.DLL and the *_pv.ABC weapon models, which the VR mod replaces.

I don't want to get around either check in order to keep cheaters out.

Would any of the following be possible?

- Sharing the client verification protocol, so the VR cshell.dll can do it properly, or
- A way for server operators to allow a known VR client (for example its checksums, or a server option), or
- whatever approach you'd prefer.
 
Let me know. Appreciate you taking the time to respond. Many thanks.




Hi there,

Great job getting that list together! It's good to see the progress you're making.

Regarding the master server, we unfortunately cannot share anything related to its code or internal systems. This is not something we would normally consider due to security concerns. However, I'll discuss it with the team and see what might be possible further down the line.

In the meantime, keep up the good work! The VR edition is looking great so far, and it's certainly an interesting project.

I'd recommend focusing on version 1.0.9.6 as your starting point. Get the single player experience working properly first, test the campaigns thoroughly, and see how things like night vision behave in VR. There's still plenty to work through, but you're making good progress!

As for your suggestions regarding the client verification protocol or allowing server operators to approve known VR clients, both sound like reasonable approaches worth exploring. As mentioned, I'll need to discuss this with the team before we can make any decisions or commitments. We'll get back to you once we've had a chance to look into it.

For now, I'd encourage you to keep developing the project and refining the VR experience.

You're already in our Discord too, so please keep sharing your progress over there. It's always great to see what the community is working on.

These forums are mostly kept around for historical and archival purposes these days, but it's still nice to see you joining in and sharing your work here!

Keep it up, and best of luck with the development!

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