Alpha 9 is ready!

Download it! Read on for what's new.

Updates

Thunder!

A brand new map, and a visually impressive one at that. Developed over the span of many months, Thunder takes full advantage of our engine features, including all the fancy texture work you've come to expect. The map itself is enormous, with an abundance of areas to explore. For best results, make sure to play through it on the GL3 renderer.

Two updated maps!

Plat23 and Parpax have also received updates for this release. Plat23 now has bump mapping, and Parpax has undergone some changes to its layout, including new rooms and corridors.

Numerous art updates!

The grenade now has a new model, and in a future release, we'll be adding a first person animation for it. There is an improved creep texture, which affects both alien buildings and granger spit. The human model, tyrant, and acid tube have updates to their textures. We also have new, shiny rifle shells for the rifle, chaingun, and turret.

Motion-sensing radar!

This is our first major gameplay change, and while it seems subtle, it has broad, interesting implications. Radar now functions by detecting motion, and it works this way on both teams. If you keep perfectly still (turning and attacking are allowed), you'll disappear from radar detection. Jumping and movement will make you show up again.

Translation support!

As of this version, we are now releasing Unvanquished in English, Polish, and Ukrainian. Over future alpha releases, we'll pack other languages as well once they're finished. If you'd like to contribute to the translation effort, just visit the 'Translate' link on our home page. To make it easier on translators, we've also removed a lot of needless things from the translation list.

A HUD menu!

Installed HUDs can now be chosen from an in-game menu, making it easier to switch between them. We've included a new HUD for the alien team so that you can test this feature out.

MD5 improvements!

Animations on our new models are now more resource efficient, and this should be more noticeable on slower GPUs. The models themselves also take up less memory than before.

Bug fixes!

As usual, we've fixed quite a few of the bugs lingering from the last release, such as the cg_shadows bug. The human death animation should now display properly. There has also been the usual abundance of code cleanup.

Our wiki!

While not exactly a feature of this particular release, I'd like to draw attention to our work on our wiki. A lot of work has been put into it, especially by velociostrich, and we have some useful articles up. If you'd like to help out with our wiki, let me know!

Note: if compiling from souce, you will now need libwebp ≥ 0.2.0. Those using the installers can disregard this message.

Refresh Posts
Re: Alpha 9 is ready! -- gnales
Monday, 05 November 2012 12:20
Oh yeah nice job ^^
(I just finished of compile the alpha 8 when I see this post ><)
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Re: Alpha 9 is ready! -- stalkermit
Monday, 05 November 2012 18:27
Why can't you just post the changes in the topic?
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Re: Alpha 9 is ready! -- kharnov
Monday, 05 November 2012 18:46
"StalKermit" wrote:
Why can't you just post the changes in the topic?

I don't post these announcements on the forum. A script on the site does it automatically.
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Re: Alpha 9 is ready! -- stalkermit
Tuesday, 06 November 2012 15:44
"kharnov" wrote:
I don't post these announcements on the forum. A script on the site does it automatically.

I can see that, what I'm suggesting may be slightly too radical though.
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Re: Alpha 9 is ready! -- velociostrich
Tuesday, 06 November 2012 17:06
"kharnov" wrote:
I don't post these announcements on the forum. A script on the site does it automatically.

You could always edit the post afterwards and copy-and-paste the content in?
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Re: Alpha 9 is ready! -- kharnov
Wednesday, 07 November 2012 00:13
The formatting system is entirely different when posting to the site, and I'd really rather not go through the trouble of retyping the entire post when a link would do.
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Re: Alpha 9 is ready! -- stalkermit
Wednesday, 07 November 2012 00:38
Here, I did it for you to show how easy it is:


Updates
Thunder!

A brand new map, and a visually impressive one at that. Developed over the span of many months, Thunder takes full advantage of our engine features, including all the fancy texture work you've come to expect. The map itself is enormous, with an abundance of areas to explore. For best results, make sure to play through it on the GL3 renderer.
Two updated maps!

Plat23 and Parpax have also received updates for this release. Plat23 now has bump mapping, and Parpax has undergone some changes to its layout, including new rooms and corridors.
Numerous art updates!

The grenade now has a new model, and in a future release, we'll be adding a first person animation for it. There is an improved creep texture, which affects both alien buildings and granger spit. The human model, tyrant, and acid tube have updates to their textures. We also have new, shiny rifle shells for the rifle, chaingun, and turret.
Motion-sensing radar!

This is our first major gameplay change, and while it seems subtle, it has broad, interesting implications. Radar now functions by detecting motion, and it works this way on both teams. If you keep perfectly still (turning and attacking are allowed), you'll disappear from radar detection. Jumping and movement will make you show up again.
Translation support!

As of this version, we are now releasing Unvanquished in English, Polish, and Ukrainian. Over future alpha releases, we'll pack other languages as well once they're finished. If you'd like to contribute to the translation effort, just visit the 'Translate' link on our home page. To make it easier on translators, we've also removed a lot of needless things from the translation list.
A HUD menu!

Installed HUDs can now be chosen from an in-game menu, making it easier to switch between them. We've included a new HUD for the alien team so that you can test this feature out.
MD5 improvements!

Animations on our new models are now more resource efficient, and this should be more noticeable on slower GPUs. The models themselves also take up less memory than before.
Bug fixes!

As usual, we've fixed quite a few of the bugs lingering from the last release, such as the cg_shadows bug. The human death animation should now display properly. There has also been the usual abundance of code cleanup.
Our wiki!

While not exactly a feature of this particular release, I'd like to draw attention to our work on our wiki. A lot of work has been put into it, especially by velociostrich, and we have some useful articles up. If you'd like to help out with our wiki, let me know!

Note: if compiling from souce, you will now need libwebp ≥ 0.2.0. Those using the installers can disregard this message.
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Re: Alpha 9 is ready! -- kharnov
Wednesday, 07 November 2012 01:06
Very funny.
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Re: Alpha 9 is ready! -- stalkermit
Wednesday, 07 November 2012 01:26
It may not seem like it but that was one of the few times I was being entirely serious. I'm glad you're so appreciative of my efforts.
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Re: Alpha 9 is ready! -- velociostrich
Wednesday, 07 November 2012 04:58
"kharnov" wrote:
The formatting system is entirely different when posting to the site, and I'd really rather not go through the trouble of retyping the entire post when a link would do.

If you could give me a sample of the markup (a slexy paste would do), I could easily write a shell script to reformat it for you.
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Re: Alpha 9 is ready! -- virus
Wednesday, 07 November 2012 08:38
"kharnov" wrote:
Very funny.
I still think it's worth it because i find it annoying to load all the pictures on the main site.
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Re: Alpha 9 is ready! -- asvarox
Wednesday, 07 November 2012 11:07
Actually, You can turn on WYSIWYG mode and copypaste it without losing the formatting. Copying from main page still needs a bit of refining (white font), though copying it from site system's preview or something could produce better results.
[img]https://dl.dropbox.com/u/40331962/unv/wysiwyg.JPG[/img]
The best solution would be to edit the system to post entire news instead of a snippet and link to main page.
Quote:
Download it! Read on for what's new.helmet_thunder.png[h=3]Updates[/h][h=4]Thunder![/h]A brand new map, and a visually impressive one at that. Developed over the span of many months, Thunder takes full advantage of our engine features, including all the fancy texture work you've come to expect. The map itself is enormous, with an abundance of areas to explore. For best results, make sure to play through it on the GL3 renderer.[h=4]Two updated maps![/h]Plat23 and Parpax have also received updates for this release. Plat23 now has bump mapping, and Parpax has undergone some changes to its layout, including new rooms and corridors.[h=4]Numerous art updates![/h]The grenade now has a new model, and in a future release, we'll be adding a first person animation for it. There is an improved creep texture, which affects both alien buildings and granger spit. The human model, tyrant, and acid tube have updates to their textures. We also have new, shiny rifle shells for the rifle, chaingun, and turret.[h=4]Motion-sensing radar![/h]This is our first major gameplay change, and while it seems subtle, it has broad, interesting implications. Radar now functions by detecting motion, and it works this way on both teams. If you keep perfectly still (turning and attacking are allowed), you'll disappear from radar detection. Jumping and movement will make you show up again.[h=4]Translation support![/h]As of this version, we are now releasing Unvanquished in English, Polish, and Ukrainian. Over future alpha releases, we'll pack other languages as well once they're finished. If you'd like to contribute to the translation effort, just visit the 'Translate' link on our home page. To make it easier on translators, we've also removed a lot of needless things from the translation list.[h=4]A HUD menu![/h]Installed HUDs can now be chosen from an in-game menu, making it easier to switch between them. We've included a new HUD for the alien team so that you can test this feature out.[h=4]MD5 improvements![/h]Animations on our new models are now more resource efficient, and this should be more noticeable on slower GPUs. The models themselves also take up less memory than before.[h=4]Bug fixes![/h]As usual, we've fixed quite a few of the bugs lingering from the last release, such as the cg_shadows bug. The human death animation should now display properly. There has also been the usual abundance of code cleanup.[h=4]Our wiki![/h]While not exactly a feature of this particular release, I'd like to draw attention to our work on our wiki. A lot of work has been put into it, especially by velociostrich, and we have some useful articles up. If you'd like to help out with our wiki, let me know!Note: if compiling from souce, you will now need libwebp ≥ 0.2.0. Those using the installers can disregard this message.
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Re: Alpha 9 is ready! -- virus
Wednesday, 07 November 2012 11:21
Just wondering, to me it looks exactly the same as the previous alpha. I don't see a radar upgrade, texture changes etc.
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Re: Alpha 9 is ready! -- viech
Wednesday, 07 November 2012 14:09
"ViruS" wrote:
Just wondering, to me it looks exactly the same as the previous alpha. I don't see a radar upgrade, texture changes etc.
The internals of the radar have been changed, not the way it looks. You can now sense enemys around two corners (vis-wise) instead of one (imagine seeing through the vis blocker in the ATCS main entrances) and enemy players only show up on radar if they move or attack.
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Re: Alpha 9 is ready! -- seana11
Wednesday, 07 November 2012 20:10
Also, there are auto-vsays. I discovered this when I tried to activate my missing medikit. I believe there are also ones for grenade.
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Re: Alpha 9 is ready! -- virus
Thursday, 08 November 2012 10:59
"Viech" wrote:
The internals of the radar have been changed, not the way it looks. You can now sense enemys around two corners (vis-wise) instead of one (imagine seeing through the vis blocker in the ATCS main entrances) and enemy players only show up on radar if they move or attack.

As in like.. i can't buy it. The menu looks completely like the previous alpha/tremulous weapons and upgrades available only.

Only difference i've noticed through 5 games was that the menu to choose teams is orange and black [invalid texture kind of organgeblack thing]
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Re: Alpha 9 is ready! -- fuma
Thursday, 08 November 2012 13:50
"ViruS" wrote:
Only difference i've noticed through 5 games was that the menu to choose teams is orange and black [invalid texture kind of organgeblack thing]
Check your paks.
That is a symptom of having an old menudef.h loaded.

Pak8 has the new one.
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Re: Alpha 9 is ready! -- ziliss
Friday, 09 November 2012 09:54
Still no Mac OS X installer. Is it coming ? Do you need help ?
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Re: Alpha 9 is ready! -- virus
Friday, 09 November 2012 10:35
"Fuma" wrote:
Check your paks.
That is a symptom of having an old menudef.h loaded.

Pak8 has the new one.
I couldn't find any file with that name but infopanes.def seemed closest [it describes the buildables] so i deleted that instead. It didn't fix anything as far as i know.
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Re: Alpha 9 is ready! -- kenur
Friday, 09 November 2012 14:14
"ViruS" wrote:
I couldn't find any file with that name but infopanes.def seemed closest [it describes the buildables] so i deleted that instead. It didn't fix anything as far as i know.

Just download pak8 and place it in your main folder.
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Re: Alpha 9 is ready! -- ishq
Friday, 09 November 2012 16:18
Apologies. OSX installer is up now.
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Re: Alpha 9 is ready! -- kharnov
Saturday, 10 November 2012 00:09
I talked to Gireen. From now on, the blog script will cross-post the full text onto the forums.
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Re: Alpha 9 is ready! -- ziliss
Saturday, 10 November 2012 00:13
You don't need to apologize. I was not criticizing, I know that it takes time. I just wanted to know where you were.

Anyway, thank you very much, I will try it soon.

Just a question, should I remove the directory: ~/Library/Application Support/Unvanquished ?
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Re: Alpha 9 is ready! -- ishq
Saturday, 10 November 2012 06:34
If you want to reset your settings, you can remove that folder, otherwise you should keep it.
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Re: Alpha 9 is ready! -- virus
Saturday, 10 November 2012 08:42
"KenuR" wrote:
Just download pak8 and place it in your main folder.

It was already there.
Btw, i *think* i found my problem: NA server has been letting me join the server without a valid pak8.pk3 file. I look inside it, winrar said its corrupt, but i still can browse the GFX folder or something... that's the only thing that existed in it.

Also, deleted vm9.pk3, because that was 0 bytes big so i'm like wtf. Anyway, re-downloading now. [via sourceforge, took me quite some time to find the file]
http://imageshack.us/content_round.php?page=done&l=img38/8392/downloadsz.jpg
Can't.
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Re: Alpha 9 is ready! -- virus
Monday, 12 November 2012 10:41
After two days of attempting to download, i finally managed and i still cant find how to get radar. Can someone tell me the upgrade name?
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Re: Alpha 9 is ready! -- icaro440
Monday, 12 November 2012 14:59
Hi, in the last few days I have recommened this game to 3 people, for example my 9 year old nephew. (Virus or Forty, pls, accept my apologies, i know my nephew ruined your game XDD)

None of those three friends (besides me) could install the game using the installer because the installer stopped halfway.

However, my nephew also knows i play tremulous, and he attemted to download it using this link:

http://tremulous.net/files/

Look, there is a link that contains a zip file which when uncompressed, contains multiple executables for both systems, Linux and Windows, you dont need to take any installer, you just unzip and run the game, and no matter if you're on Windows or linux.

This is a question, and could also be a kind of suggestion ....

Guys, dont you think it would be easier for users with basic computer skills, installing / running the game from this way?

I could fix the problem of my nephew because I gave him a copy of my game, but what about the other players who were unable to download the game?, im pretty sure there are many more potential players who do not play, because they just cant download / install the game.

They do not even know if they like the game or not, just can not download it!!

Pls, Consider this problem.

See ya!
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Re: Alpha 9 is ready! -- ishq
Monday, 12 November 2012 15:32
Yes, this is a widely requested feature. I'm all for it if I can find someone with decent Internet to upload it. Tremulous is only ~100 MiB. Unvanquished is upwards of 500 MiB.
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Re: Alpha 9 is ready! -- gavlig
Monday, 12 November 2012 16:20
we could also use torrent for that ;) I can seed first few days after release and after that on request.
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Re: Alpha 9 is ready! -- viech
Monday, 12 November 2012 18:09
"Ishq" wrote:
Yes, this is a widely requested feature. I'm all for it if I can find someone with decent Internet to upload it. Tremulous is only ~100 MiB. Unvanquished is upwards of 500 MiB.
We could try to host it on unvanquished.net and use some sort of QoS to favor the game (master) servers running there. Maybe it's also possible to get a second interface on that server so we can separate the downloads from the speed-critical applications.
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Re: Alpha 9 is ready! -- kenur
Monday, 12 November 2012 19:28
Yeah, I can seed as well.
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Re: Alpha 9 is ready! -- ishq
Monday, 12 November 2012 20:20
Bandwidth isn't the issue...my upload speed is. But, I just got an idea...I'll build the zips on our server and then I'll download it from sf. I could probably do this.
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Re: Alpha 9 is ready! -- kharnov
Monday, 12 November 2012 22:52
If we seed Unvanquished on a reputable torrent tracker, we can actually probably increase exposure to us.
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Re: Alpha 9 is ready! -- seana11
Tuesday, 13 November 2012 00:30
I can upload; I'm getting ~2MB/s upload atm, so I could upload a linux version overnight. I could also seed torrents.
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Re: Alpha 9 is ready! -- danmal
Tuesday, 13 November 2012 02:33
I don't have any major problems with uploading the Mac builds. Having the installer is convenient for people who don't want to download large packages. I'm not sure how difficult it would be to improve our installer so that that it worked for most people however.
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Re: Alpha 9 is ready! -- virus
Tuesday, 13 November 2012 09:02
"icaro440" wrote:
Hi, in the last few days I have recommened this game to 3 people, for example my 9 year old nephew. (Virus or Forty, pls, accept my apologies, i know my nephew ruined your game XDD)
Look, there is a link that contains a zip file which when uncompressed, contains multiple executables for both systems, Linux and Windows, you dont need to take any installer, you just unzip and run the game, and no matter if you're on Windows or linux.
..
They do not even know if they like the game or not, just can not download it!!

Pls, Consider this problem.

?? Ruined the game how so?

I can't host the individual/zipped files on my google site because it limits total to 100 mb only.
"galvig" wrote:
we could also use torrent for that I can seed first few days after release and after that on request.
good idea... although this game lacks players to seed with...

Also, i can't seed because my internet is restricted [download/upload TOTAL = 50 gb/month] and i need to use efficently since my brother tends to use quite a lot.
I usually set the upload limit to 1 kb/s so that doesn't help either.
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Re: Alpha 9 is ready! -- qrntz
Tuesday, 13 November 2012 18:38
As the person with the fastest connection in this game, I volunteer to upload anything that can be ever uploaded.
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Re: Alpha 9 is ready! -- seana11
Tuesday, 13 November 2012 20:19
"ViruS" wrote:
?? Ruined the game how so?

He built a bunch of teslas and repeaters in the middle of nowhere. It took me ~2 minutes to clean up after him but it didn't matter much since it was a bot game.
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Re: Alpha 9 is ready! -- kynes
Wednesday, 14 November 2012 01:19
My internet connection is kickass and I'd be happy to upload things.
"speakeasy.net" wrote:
Download Speed: 91306 kbps (11413.3 KB/sec transfer rate)
Upload Speed: 63043 kbps (7880.4 KB/sec transfer rate)
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Re: Alpha 9 is ready! -- jm82792
Wednesday, 14 November 2012 05:53
Consumed with work... But I'm glad things are still going at a great pace :)
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