Weekly update: Jan. 13th

In this article, I'll be going over what we've been up to lately. Read on for what's new.

Human with rim lighting

As you might have noticed last week, with the fixing of bloom being part of our eleventh alpha release, we've been getting to work on doing some cool things to our renderer code. This week, we now have proper rimlighting, implemented by gimhael. If all goes well, we'll probably have HDR rendering fixed by the end of the month, too! All model shots in this post have rimlighting and bloom enabled on them, and you can see it for yourself if you're compiling the game from source. One neat thing about rimlighting is that it will affect all models, not just our new ones, so even the remaining Tremulous models should look better until they're replaced.

Tyrant with rim lighting

Besides the renderer, we've been up to other things on the coding front as well. Besides his new work on the bots, Fuma has also been implementing libRocket, which, as you may recall, is one of our beta goals for this quarter. It's part of our codebase now, but there's still a lot left to do with getting it to a usable point. Darren Salt has been going through some bugs, and has now fixed that annoying ‘bad corpseNum’ error that often disconnects players after the end of a game. In addition, he has been doing some interesting things with our bots, putting together a sort of dretch rush game mode that you can try out on his training server. Over time, as we implement a game mode abstraction layer, it will very likely become one of the default modes that a server operator can choose to utilize.

Egg with rim lighting

The egg by Dandoombuggy and the overmind by Osiris are both in-game now, but the two models will need some further preparation before we can release them. If all goes well, they should be in the February release, or if not, then March. The overmind has already been animated by gavlig, but we'll need to redo some of the texture maps on it in a higher resolution. As for the egg, it's on standby until velociostrich finishes a texture tool he's been working on. The tool will allow us to make a few minor adjustments to the model before it's ready to be animated. Lastly, chris has been getting to work on a new reactor. You may have already seen his work on the turret and grenade models. I am confident that the reactor will come out quite fantastic.

Dretch with rim lighting

Our mappers have been up to various things as well. EmperorJack has been doing some more work on Plat23, adding some further detail to the new outside area that made its debut last release. Afterwards, he will likely be returning to his Thunder map, or may begin work on a new map entirely. Pevel is more or less done with Yocto, and sooner or later he'll be getting to work on his second and third maps, which will be Perseus and Antares, respectively. You may recall these maps from Tremulous, these were earlier works by him. He'll be making adjustments to both, as well as giving them a complete graphics overhaul. Viech has been programming a texture tool that will allow him to swap out all the textures on Parpax, replacing the current set with a new, normal mapped one. The tool, which he has named Chameleon, should work on most maps made with some variant of Radiant. Considering the usefulness of such a utility, it will likely see a standalone release for mappers in our community and beyond to use.

Refresh Posts
Re: Weekly update: Jan. 13th -- seana11
Monday, 14 January 2013 03:05
Great job on fixing the corpse number bug. That was really annoying, especially because you never got to see your score at the end.
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Re: Weekly update: Jan. 13th -- kenur
Monday, 14 January 2013 07:55
It's starting to look quite good, I must say. I wonder how the game will look when it hits beta.
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Re: Weekly update: Jan. 13th -- virus
Monday, 14 January 2013 09:07
Quote:
so even the remaining Tremulous models should look better until they're replaced.
Typo spotted!

...and that egg... it looks thin at the branch/trunk (treetrunk?) of the structure, but oh well.

It's been almost a year since the first proper release.. hopefully Unvanquished will be well accepted into the world of gaming by Beta stage.
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Re: Weekly update: Jan. 13th -- icaro440
Monday, 14 January 2013 13:59
Unvanquished soon become my favorite game, I sincerely believe that this game is being developed in an exemplary manner (players are informed of progress and also our opinions are taken into account.) I'm sure that this way of working will produce a great game.

I feel very comfortable playing on the map plat,it will be a great successor to the ATCS.

Congratulations.
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Re: Weekly update: Jan. 13th -- stalkermit
Tuesday, 15 January 2013 08:57
"icaro440" wrote:
I feel very comfortable playing on the map plat,it will be a great successor to the ATCS.

Blashpemy! None will ever be as great as ATCS. Except maybe NTCS...
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Re: Weekly update: Jan. 13th -- virus
Tuesday, 15 January 2013 09:05
"StalKermit" wrote:
Blashpemy! None will ever be as great as ATCS. Except maybe NTCS...
Let's remake it for the (millionth time)!
Like gloom was remade, much of it was preserved. We should do the same.
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Re: Weekly update: Jan. 13th -- amazonian1515
Tuesday, 15 January 2013 14:00
Off-Topic, slightly, but whenever I read a blog/news post on the forums, the sentence will start after the image, which is a bit confusing. It's fixed when I go to the main site though.
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Re: Weekly update: Jan. 13th -- kenur
Tuesday, 15 January 2013 15:11
"StalKermit" wrote:
Blashpemy! None will ever be as great as ATCS. Except maybe NTCS...

This is going to cause some controversy, but here it goes anyway.
Fuck ATCS.
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Re: Weekly update: Jan. 13th -- seana11
Tuesday, 15 January 2013 21:33
"KenuR" wrote:
This is going to cause some controversy, but here it goes anyway.
Fuck ATCS.

Eh; I've found that that is the only map that isn't biased one way or the other in any obvious way. It still is boring after a while, though.
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Re: Weekly update: Jan. 13th -- khaoz
Tuesday, 15 January 2013 22:43
Yea mostly good players prefer ATCS for its balance and scrimming use.

'this is why it's mostly n00bs who say, OMG THIS MAP AGAIN whenever it's on'
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Re: Weekly update: Jan. 13th -- virus
Wednesday, 16 January 2013 01:52
"seana11" wrote:
Eh; I've found that that is the only map that isn't biased one way or the other in any obvious way. It still is boring after a while, though.
True, yet it's the most playable map.
Without a week's of ATCS, you'll have to play another ATCS game eventually. Besides, there are servers which put 'ATCS' as a default, or a common rotated map.
i.e. AA(Aussie Assault) automatically moves the map to "ATCS" if someone joins and restarts the timer as soon as they enter the game...
AA (Alcoholics Anonymous) always has ATCS unless voted
W " " " "
-ATCS Tavern- " " and even the name states it!
etc.etc.
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Re: Weekly update: Jan. 13th -- viech
Wednesday, 16 January 2013 05:32
"Khaoz" wrote:
Yea mostly good players prefer ATCS for its balance and scrimming use.
ATCS was neither balanced in public GPP games nor in scrims[Citation needed].

ATCS was nevertheless a good map. However, if we stick to it we will deter new players. We don't live in the twentieth century anymore.
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Re: Weekly update: Jan. 13th -- khaoz
Wednesday, 16 January 2013 07:24
"Viech" wrote:
ATCS was neither balanced in public GPP games nor in scrims[Citation needed].

I'm talking about before they made all those stupid changes.
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Re: Weekly update: Jan. 13th -- virus
Wednesday, 16 January 2013 07:28
"Viech" wrote:
ATCS was neither balanced in GPPgames
ATCS wasn't balanced in 1.1 either, but when played on lagged, it was. On aussie assault, last time i checked (before statistics moved to unvanquished) alien wins was 50% and humans was 48%. Human kills was slightly over aliens too..
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Re: Weekly update: Jan. 13th -- kenur
Wednesday, 16 January 2013 10:05
"Khaoz" wrote:
Yea mostly good players prefer ATCS for its balance and scrimming use.

'this is why it's mostly n00bs who say, OMG THIS MAP AGAIN whenever it's on'

Pardon me for being sick of it after playing it for literally hundreds of times. I guess that makes me a noob then.
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Re: Weekly update: Jan. 13th -- pan61
Wednesday, 16 January 2013 11:04
I certainly haven't been sick of ATCS after all the times I played it. I found it to be pretty balanced as well (Lagged on 1.1).
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Re: Weekly update: Jan. 13th -- khaoz
Wednesday, 16 January 2013 22:39
"ViruS" wrote:
ATCS wasn't balanced in 1.1 either, but when played on lagged, it was. On aussie assault, last time i checked (before statistics moved to unvanquished) alien wins was 50% and humans was 48%. Human kills was slightly over aliens too..

That's because most the good players would stack humans.
"KenuR" wrote:
Pardon me for being sick of it after playing it for literally hundreds of times. I guess that makes me a noob then.

yes
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Re: Weekly update: Jan. 13th -- ishq
Wednesday, 16 January 2013 23:45
With unlagged, atcs was biased towards aliens in both 1.1 and GPP. Perhaps things were different with lagged, I never played competitively with lagged.
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Re: Weekly update: Jan. 13th -- kenur
Thursday, 17 January 2013 11:06
"Khaoz" wrote:
yes

You seem to be a bit confused about the meaning of "noob".
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Re: Weekly update: Jan. 13th -- virus
Thursday, 17 January 2013 11:33
"Ishq" wrote:
With unlagged, atcs was biased towards aliens in both 1.1 and GPP. Perhaps things were different with lagged, I never played competitively with lagged.
I did play lagged on asia unofficials with other australians/asians, but most of them didn't know how to aim ahead...
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Re: Weekly update: Jan. 13th -- chomps123
Thursday, 17 January 2013 16:45
Anyways...The game is looking great so far, and i hope it will keep progressing even after the initial beta release. I, for one, will defiantly play this over Tremulous any day. Once again...good job.
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Re: Weekly update: Jan. 13th -- banksy
Saturday, 19 January 2013 07:16
ATCS is actually amazing haha. Unvanquished is looking great. Keep up the good work guys, and the updated maps look great. My new computer is still on its way but once it arrives I will begin mapping for unvanquished again and possibly have a beta release ready over the next 3 months since I'm still mapping for urban terror.
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