Alpha 12 has arrived!

Download it! Read on for what's new.

Updates

Rim lighting!

Otherwise known as back lighting, it's another source of lighting on our models. All models benefit from it, so while our new models will look great, even the old placeholder models will look better for the meantime. With rim lighting enabled, ambient light will affect the edges of the model as well, highlighting details and serving to make the model stand out. Naturally, only available on the GL3 renderer, so make sure to use that if you'd like to try it out.

Motion blur!

Yet another effect we've added this release, motion blur creates a blur effect when you move fast enough, as one would expect. This is most prominent with the dragoon pounce and the marauder's wall-jumping, but you can also witness it when moving exceedingly fast for any reason, including falling from great heights. Again, you'll need to be running the GL3 renderer to use this. The blur effect can be adjusted through the cvars cg_motionblur and cg_motionblurMinSpeed.

Bot overhaul!

The bot behavior has been redone entirely, and now functions off a behavior tree system. Most importantly, these behavior trees allow for a variety of bot behaviors to be programmed, which is a significant improvement over the old, rigid system. It is also possible for server owners to utilize their own bot behaviors, and when the code matures further, we'll provide tutorials on how to do so. You can play around with the new bots on our development server. Added bonus: you don't need to download navmeshes anymore!

Resources test!

While it's very much in an early state, you can now test out our resources implementation on our development server. This is a major departure from the gameplay of Tremulous, and will be part of the direction that we are taking the game in. We're extremely eager to hear feedback on it, so please, feel free to make threads regarding your observations. Essentially, the resources system changes the way that build points work. Rather than starting out with a certain amount, you must now build resource generation structures: the leech for the alien team, and the drill for the human team. Respectively, they use the hovel and repeater as placeholder models. Try it out!

Updated installer!

We've been aware of the shortcomings of the installer for a while now, and we've fixed some of the glaring issues in this release. The installer will now check your data directories while downloading files, and it won't accidentally redownload some of the files you already have. Also, it will use md5sums to ensure that the downloaded files aren't corrupted for any reason, which sometimes happens with unsteady connections. Old vm files will be removed if they are present, which has been a source of annoyance in the past.

Menu & console improvements!

The menu has been reorganized, with options in more sensible places than before. Additionally, many of the old options that were inherited and didn't quite do anything noticeable (or at all) have been removed, and have now been replaced with functional options that should have visible effects. Also, the console code has been significantly overhauled, and while much of it has been code-side, you should notice a much neater appearance this release, complete with a new fade effect to replace the old drop-down one.

Team binds!

You no longer need to use cg_alienConfig, cg_humanConfig, or cg_spectatorConfig for setting configuration files with team-specific binds. While you can still use them, we now have a teambinds command. Simply use /teambind <team> <key> <command>, with the command being bound to a specific team (or spectators). Now you should be able to keep all of your binds together in a single file.

Graphics fixes!

We've applied normal and spec maps to all the new first-person guns, so they'll respond better to ambient lighting and should generally look a bit better than before. Also, we've fixed the lighting on the creep texture, so it will no longer appear fully bright even in dark rooms. Bots now have their own icons to signify that they are your computer-controlled friends. Lastly, the jetpack and battery pack placeholder models should show up on the human again.

Code changes!

This has been an enormously active month for the engine, with a whole load of commit activity. It's somewhat hard to summarize the huge amount of work done, but here are some highlights. The shotgun now fires in a circular spread instead of a rectangular one, better matching the firing effect and common sense, while the flamethrower is more effective at close ranges and the flame puffs will damage things adjacent to them. Some of the annoying bugs like the corpsenum bug are gone, so you won't find yourself disconnected after a game. Servers will display the amount of bots they have separately from the number of real players. Lastly, if you use the team overlay, you will now be able to see the credits or evolution points of your teammates.

Refresh Posts
Re: Alpha 12 has arrived! -- Unregistered (guest)
Monday, 04 February 2013 06:29
Awesome! I've installed Unvanquished previously using the PPA for Ubuntu 12.10.
Has the PPA been updated to include this new alpha release?

I honestly can't wait to try it, been refreshing your homepage since yesterday :)
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Re: Alpha 12 has arrived! -- virus
Monday, 04 February 2013 08:06
Quote:
Again, you'll need to be running the GL3 renderer to use this
:(
Quote:
hovel
dundundun! At least we have a new use for it.
Quote:
Simply use /teambind
As in /bind a teambind s team a
or
/teambind a s team a
...
I'll check later when the download finishes.. (1,392 B/s - 754 KB of 16.1 MB, 3 hours left)
EDIT: It actually doesn't complete downloading, i'll keep trying
EDIT2: This is annoying the f*k out of me:
[attachment=1]unvanquished.jpg[/attachment]
EDIT3: FUUUUUUUU SOO CLOSE (~90%) (I'm on my 9th re-download now [copy (1) is 2nd, and my 6th one was detected by chrome to be corrupt, so there's another 7th one, hence i'm on copy (7)])
EDIT4]5:52 PM - ViruS: So in other words
5:52 PM - ViruS: you gave me a link
5:52 PM - ViruS: that downloads an installer
5:52 PM - ViruS: that downloads an installer
5:53 PM - ViruS: so i can download an installer?
[/quote]Btw the program's called jdownloader (java downloader)
EDIT5: That quote does not include the fact that unvanquished windows installer downloads more assets after that.
Hence,
Quote:
5:59 PM - ViruS: so that means that you gave me a link that downloads an installer that downloads an installer so i can use it to download an installer that downloads assets
EDIT6: Whil Jdownloader is still downloading, unv corrupted again downloading 13th one... Same story...
EDIT7: increment(EDIT6, ++);
EDIT8: Cbf, ill try later
________________________________________________
EDIT9: Got it... Btw, the "invalid pk3s detected download this and that" doesn't redownload "this and that"
EDIT10: Hovel isnt allowed to be build, repeaters are the same as gpp still.
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Monday, 04 February 2013 10:38
Great work guys, keep it up ;)
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Re: Alpha 12 has arrived! -- droid
Monday, 04 February 2013 14:44
hey guys what was the command that u run in terminal again to update pk3? (on linux)
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Monday, 04 February 2013 17:09
@Droid:

# unvanquished-download-paks

(but I get only a 404 when it tries to download pakB.pk3)
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Monday, 04 February 2013 17:14
Dammit.
Quote:
Downloading missing or updated files...
Quote:
Downloading pakB.pk3Â* to /var/games/unvanquished/main...
Quote:
% Total % Received % Xferd Average Speed Time Time Time Current
Quote:
Dload Upload Total Spent Left Speed
Quote:
0 0 0 0 0 0 0 0 --:--:-- --:--:-- --:--:-- 0
Quote:
curl: (22) The requested URL returned error: 404 Not Found
Quote:
FAILED.

I don't even know what the requested URL is. Why you guys don't use the classic repository system ? :(
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Monday, 04 February 2013 17:20
Great Work
IDEA: Have a green mask on the ground for allowable placement, red mask for not allowed.
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Re: Alpha 12 has arrived! -- whitetech
Tuesday, 05 February 2013 00:28
"Unregistered" wrote:
Great Work
IDEA: Have a green mask on the ground for allowable placement, red mask for not allowed.

We've discuss things like that in the past, especially with alien creep, something like Zerg in starcraft. As of right now there's a translucent sphere that shows you where you can build




Just downloading 12 right now!!!


EDIT: Installer is beautiful. :D
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Tuesday, 05 February 2013 08:57
Hey, how do you add bots in a locally created server?
I tried searching the wiki but couldn't find anything.
I would play on the servers, but since they're all located so far away they have such high ping (500-1000).
Could anyone direct me to the place I can read about this, I'd really like to try this with bots locally.
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Re: Alpha 12 has arrived! -- ziliss
Tuesday, 05 February 2013 15:13
I see that the mac version is already released. Great job, thank you.
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Re: Alpha 12 has arrived! -- ziliss
Tuesday, 05 February 2013 16:45
The file containing the texts for the "Help" menu is missing. In the console, it says something like:
Quote:
Warning: help file "ui/help/helpmenu.txt" not found!

And trying to open that menu crashes the game.

(By the way, is there a way to read the content of the console after a crash (or even a normal quit) ? The crashlog.txt file doesn't seem to be written to at all.)
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Tuesday, 05 February 2013 19:30
""" wrote:
Dammit.
Quote:
Downloading missing or updated files...
Quote:
Downloading pakB.pk3Â* to /var/games/unvanquished/main...
Quote:
% Total % Received % Xferd Average Speed Time Time Time Current
Quote:
Dload Upload Total Spent Left Speed
Quote:
0 0 0 0 0 0 0 0 --:--:-- --:--:-- --:--:-- 0
Quote:
curl: (22) The requested URL returned error: 404 Not Found
Quote:
FAILED.

I don't even know what the requested URL is. Why you guys don't use the classic repository system ? :(

I have the same issue :(.
Where we can find the lost paks (map*.pk3
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Tuesday, 05 February 2013 21:34
Hello!
I tried the mac version and it installs fine but fails when launching. Can anyone fix that? Thanks!
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Re: Alpha 12 has arrived! -- danmal
Wednesday, 06 February 2013 01:30
If the OS X version fails on launch try typing the following command into the Terminal
Quote:
open /Applications/Unvanquished.app/ --args +set cl_renderer GL
"Unregistered" wrote:
Dammit.
I don't even know what the requested URL is. Why you guys don't use the classic repository system ? :(

Many of our assets are created with software that has a student licence. This prevents us from releasing these assets under a licence that would allow for commercial sale or use. As such we often release them under CC-BY-SA-NC (non-commercial). Unfortunately CC BY-SA-NC is banned from most repositories.

All the assets can be downloaded from a SF mirror. You'll want pak0.pk3 to pak9.pk3 as well as pakA.pk3 and pakB.pk3
"Unregistered" wrote:
Hey, how do you add bots in a locally created server?
I tried searching the wiki but couldn't find anything.
I would play on the servers, but since they're all located so far away they have such high ping (500-1000).
Could anyone direct me to the place I can read about this, I'd really like to try this with bots locally.

You'll have to compile the bots2 branch yourself (which can be quite difficult). Bots are still in their early phases and as such haven't been included in alpha 12.
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Re: Alpha 12 has arrived! -- virus
Wednesday, 06 February 2013 11:51
"Unregistered" wrote:
Hey, how do you add bots in a locally created server?
AFAIK you can't unless you build the game from the bot branch.
I still wish the devs released the bot capability as an option on the installer :/
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Re: Alpha 12 has arrived! -- icaro440
Wednesday, 06 February 2013 13:16
"ViruS" wrote:
AFAIK you can't unless you build the game from the bot branch.
I still wish the devs released the bot capability as an option on the installer :/


F1++++++++++++
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Re: Alpha 12 has arrived! -- anomalous
Wednesday, 06 February 2013 15:33
""" wrote:
The file containing the texts for the "Help" menu is missing. In the console, it says something like:
Quote:
Warning: help file "ui/help/helpmenu.txt" not found!

And trying to open that menu crashes the game.

/reset ui_helpFiles

Also, fixed in git.
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Wednesday, 06 February 2013 17:56
@danmal: Thank you for your answer.

When I said "classic repository system" I was thinking about packaging all files and put them in a repository instead of just a program that downloads the files in a centralised place, not about using the official repositories of each distros.
""" wrote:
Many of our assets are created with software that has a student licence. This prevents us from releasing these assets under a licence that would allow for commercial sale or use. As such we often release them under CC-BY-SA-NC (non-commercial).

So unvanquished in non-free ? Do you plan to replace those assets by free ones later ?
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Re: Alpha 12 has arrived! -- ishq
Wednesday, 06 February 2013 20:57
Depends, as they are very good models. Most likely, we will split our assets into "free" and "non-free."
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Wednesday, 06 February 2013 21:33
@lshq: I can't understand how you guys can rely on a software that doesn't let you do what you want with the stuff you create. But anyway, that's an other debate.

The way you split the assets make me think of how the debian repositories are organised. Maybe Unvanquished will enter in debian with an unvanquished package in "contrib" and an unvanquished-data package in "non-free". Like Tremulous, actually. I must admit I'm a bit disappointed to learn that Unvanquished didn't solve all the Tremulous issues. :/
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Re: Alpha 12 has arrived! -- kharnov
Wednesday, 06 February 2013 21:39
Actually, the licensing is all Creative Commons. However, some of our developers have chosen to add the "non-commercial" clause. That is considered non-free by Debian.
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Wednesday, 06 February 2013 22:47
I see infos about maps, models, textures and voices. What are the licenses of sounds and musics ?
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Thursday, 07 February 2013 00:16
""" wrote:
You'll have to compile the bots2 branch yourself (which can be quite difficult). Bots are still in their early phases and as such haven't been included in alpha 12.

Thank you for replying.
I've had a look on your GitHub page, and I see three branches.
1. bots
2. bots resources
3. bots2

Which one should I attempt to download and compile myself?
I wish to use the latest iteration that is currently present on the NA servers you guys are hosting.
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Thursday, 07 February 2013 00:17
Scratch that, my eyes missed the part where you said bots2.
I apologize. I'm going to give it a go on Ubuntu 12.10 64bit.
Thanks for the guidance.
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Re: Alpha 12 has arrived! -- danmal
Thursday, 07 February 2013 03:00
"Unregistered" wrote:
I see infos about maps, models, textures and voices. What are the licenses of sounds and musics ?

Maps will generally have the licence included in the .pk3 (pk3 are just zip files). I'm not sure about the sound effects/music.
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Re: Alpha 12 has arrived! -- virus
Thursday, 07 February 2013 12:47
I wish to create music for this game, but i'm still working my way around to using FL studo/Cubase, since musescore and other notation programs are all "MIDI/monotone" sounding.... Who created our menu theme btw, i'd like to talk to him, maybe he can tutor me or give me advice such as what program he used etc.
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Re: Alpha 12 has arrived! -- seana11
Thursday, 07 February 2013 19:45
"ViruS" wrote:
I wish to create music for this game, but i'm still working my way around to using FL studo/Cubase, since musescore and other notation programs are all "MIDI/monotone" sounding.... Who created our menu theme btw, i'd like to talk to him, maybe he can tutor me or give me advice such as what program he used etc.

That would be Yriszar_
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Thursday, 07 February 2013 19:48
I know that Ardour is a big reference in the free software community, but as I'm not a musician that's all I can tell about it.
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Re: Alpha 12 has arrived! -- Unregistered (guest)
Thursday, 07 February 2013 20:41
@seana11 : So Yriszar_ made the new Unvanquished main theme, and it's under CC-BY. Do you know about the other tracks ?
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Re: Alpha 12 has arrived! -- icaro440
Thursday, 07 February 2013 21:44
"Unregistered" wrote:
@seana11 : So Yriszar_ made the new Unvanquished main theme, and it's under CC-BY. Do you know about the other tracks ?

This is his soundcloud page.

https://soundcloud.com/yriszar
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Re: Alpha 12 has arrived! -- virus
Friday, 08 February 2013 09:44
There's the TremZ "zdroid" or something theme in some of our other old pak#.pk3s
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Re: Alpha 12 has arrived! -- ivancool
Sunday, 10 February 2013 23:20
Maybe it's just me, but the shotgun freezes for about a 1/2 second whenever i shot, dropping my fps to 30.
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Re: Alpha 12 has arrived! -- ishq
Monday, 11 February 2013 00:03
That might be because of dynamic light. r_dynamiclight 0.
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Username :
What is the name of the game that we are developing?:


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