Once upon a time A long time ago in the year 2001, a man named Lloyd Morris started to work on a Capture the flag map for Quake Ⅲ Arena. This map was named Tempest Utopia, a map he described himself while he was working on it as a “jungle warfare CTF map set on another … Continue reading Story of a tree
And the beat goes off In the first week of June, our server went mysteriously offline to come back some days later but it was a bad omen… Around the second week the server went offline again, this time for much longer. So, what happened? Our hoster just bricked tons of servers at the same … Continue reading Undead and Unvanquished
So, it’s now one year since the previous “Are you ready” blog post was published, and now two years since alpha 0.50 was released! It’s time to tell some kind words. 🙂 A big thank-you to kharnov! First, we deeply thank our great great friend kharnov for all the years he spent with us working on … Continue reading Still on (space)tracks!
Hello, everyone! It’s been some time since the last update, but we are still very much alive and active on working towards our next release. The main reason behind the delay is that we didn’t want to produce another version that would be viewed as “yet another” alpha release by the public, since coding infrastructure … Continue reading Are you ready?
This is our April release, which contains mostly bug fixes and minor improvements. Part of the networking code has been improved. While these changes don’t have visible effects for players, server administrators now can manage their servers more securely over remote connections. Even though this release doesn’t provide many exciting changes, there is more going … Continue reading Alpha 50: April Fools
Welcome to our March release! The March release is our anniversary release, with our very first alpha having been made public on February 29th, 2012. We’ve certainly made a lot of progress since then, and it shows! Four years of constant monthly releases have brought us to this point, and we’re closer to beta than … Continue reading Alpha 49: a bright future!
Our February release mainly fixes bugs. We have added improved mouse handling, some Breakpad fixes, and for developers, an assert framework in the code. Mouse Handling We have reworked the way our mouse is handled by our engine. With these changes, we have fixed many mouse focus issues, such as not locking the mouse on … Continue reading Alpha 48: Restoring Focus
Happy new year! It’s our first release for 2016, and we have some nice new content for you. On the engine side of things we’ve added in Breakpad support, which is a built-in crash reporting system. It is currently available for Windows, Linux, and NaCl, with Mac support to come in the near future. This … Continue reading New year, new release! Alpha 47!
Here’s our December release! We’re kicking off the holiday season with a new model, a map update, our new updater, and more of the usual code changes. First off, on the art side we’ve got the new flamethrower model in, as well as the latest release of our map Forlorn. The flamethrower replaces the placeholder … Continue reading Alpha 46: happy holidays!
Hello, and welcome to our latest alpha release! This release has focused more on the engine, with porting things from C to C++, cleaning up outdated or unused code, and implementing some new infrastructure. Some bugs have also been fixed. To start off, mouse handling was improved: the cursor will never be locked if in_nograb … Continue reading Alpha 45: getting colorful!