Alpha 13: one year of Unvanquished!

We've made our thirteenth alpha release today, on the anniversary of our very first release a year ago. Download it! Read on for what's new.

Updates

New Parpax release!

The result of several months of effort and our new texture swapping tool, Chameleon, the map has been fully modernized to take advantage of the new texture effects permitted by our engine. To those who have played earlier versions of Parpax, the map will look significantly better overall, and in general, it's quickly easing into its position as one of our default maps. In addition to being fully normal mapped, as well as containing brand new textures, the map itself has been updated based on gameplay feedback. Check it out!

New Plat23 release!

For this release, Plat23 has also been updated, with major adjustments to the outside area connecting the two bases. The area is now much more complex than it used to be, with large structures to provide cover, and a lower level to utilize for protection or sneak attacks. It looks neat, too! Make sure to provide plenty of feedback, as the map is approaching a stable release.

Human updates!

We now have a redone base texture for the human model, at a higher resolution than the old one. Not only does he now have darker features, but his environmental protection suit has added detail to it, and the spec maps have been edited to ensure that he is not as glossy as before. In addition, stray pieces of light armor are no longer present on the base model, ensuring that he looks appropriately unarmored. Over the coming month, we will be redoing his helmet and armor, and then we'll be adding support for color variations.

Added bot improvements!

As with last month, our behavior-tree based bots have received some more updates. For instance, they have improved steering, and will no longer get stuck while trying to maneuver through small doors. It should now be possible for bots to move over larger gaps as well, and they can also fall down greater distances on certain maps. Navmesh generation has also been enhanced with some new options and more efficient code. We've also managed to get bots compiling with qvms, meaning that in a release or two, we'll be able to finally merge the bots branch into master, and you'll be able to use bots without having to compile the branch.

More console work!

The in-game console looks and functions even better than before, with some more of the work we've done on improving it. For one, the scrolling is much more smoother than it was in the past, and there are some new animations to give it a more polished appearance. It also has a markerline and scrollbar, too! Hopefully, the improvements will make it much more attractive for players to use.

Translation updates!

We've added the latest updates for the German and French translations, based on the work of our community translators. If you speak one of these languages, feel free to share your impression of the translation work. We have also added code-side support for plural forms, in the instance that your language requires certain things to be pluralized where they would not be in English.

Refresh Posts
Re: Alpha 13: one year of Unvanquished! -- virus
Saturday, 02 March 2013 10:28
I didn't expect a release today though. I'm glad I got a release on a non-late-monday time :D
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Re: Alpha 13: one year of Unvanquished! -- tom
Saturday, 02 March 2013 11:50
Nice! And for players who can, at 21:00 GMT today there is a Planned Development Game (read more).
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Re: Alpha 13: one year of Unvanquished! -- sabun
Saturday, 02 March 2013 20:10
Awesome sauce!

I made a gameplay video of this release, it's not the best. Hopefully it's at least better than my older videos :)
You can watch it here if you like:
https://www.youtube.com/watch?v=2doFwEKBcUQ
[video=youtube;2doFwEKBcUQ]https]

Keep up the good work guys, and thanks for supporting Ubuntu/Linux!
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Re: Alpha 13: one year of Unvanquished! -- ishq
Saturday, 02 March 2013 20:19
Nice video. I had fun watching it :) Although, that was not the look we were going for with plat23. Try deleting older versions of the map. You might be missing some textures.

Some people on our IRC noted that the cause of this could be you're using an outdated version of libwebp. Try to compile using the USE_INTERNAL_WEBP option enabled.
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Re: Alpha 13: one year of Unvanquished! -- sabun
Saturday, 02 March 2013 20:40
Glad you enjoyed it!

Alright, I'll try that. Hopefully I can make it work and have some more fun :)
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Re: Alpha 13: one year of Unvanquished! -- seana11
Saturday, 02 March 2013 22:19
Comments:

Maps should not be predominantly black. Ever. (Unless you're playing Doom3, but that's different :P) Maps can be dark to some extent. Good places to make a map dark are on places where players will not normally be. Examples include the ceilings, corners, and unreachable places. However, places where the players will be should always be lit brightly enough to identify aliens/humans there. Take a look at some screenshots I took in parpax. The dretch is very well hidden, and would not be noticed unless it was looked for. This discourages more riskier strategies such as using wallwalk to hide, because the dretch now only has to find a dark enough spot and wait for a passing human. It also makes it harder for humans to identify where aliens are coming from, not because of alien skill in evasion, but because he can't see them. This ends up so that humans just camp in their base, because every time they venture out, they are ambushed. There is a very good guide by yyler on lighting in maps.

The cliff on plat23 should simply be a deathpit, not walled off. It will still have the same effect on players if they die when they fall in, and it increases immersion.

We need a good menu system for building and changing class. I suggest something like what tf2 has. If you have not played tf2, here is what I am talking about: player pushes disguise button; menu pops up and player pushes number of the class he/she wants to disguise as; player is disguised as that class. (This is also used in the build/destroy and class selection dialogs)

Disguise_kit.png

Key combinations are easy to memory, and make for >.25 second disguising, allowing players to be effective at that class without having to muck with binds. Atm, it takes ~2 seconds to use a menu to do something, and it does not allow the player to move or react while up, whereas the tf2 one does. This could really make our game more friendly to n00bs.
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Re: Alpha 13: one year of Unvanquished! -- viech
Saturday, 02 March 2013 23:05
"seana11" wrote:
Take a look at some screenshots I took in parpax. The dretch is very well hidden, and would not be noticed unless it was looked for. [...] There is a very good guide by yyler on lighting in maps.
Thank you for the guide, but for me parpax isn't remotely as dark as on your screenshots. What gamma do you use? The default should be at 1.3. How do yocto and plat23 compare to parpax? Unfortunately it's tough to predict brightness due to different gamma settings and different screens (I have an IPS panel with a backlight that is still pretty intense on 0%).
Could you post a screenshot of a normal situation so I can compare it to my own experience, maybe take a shot of lower storage?
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Re: Alpha 13: one year of Unvanquished! -- velociostrich
Sunday, 03 March 2013 01:29
"seana11" wrote:
Key combinations are easy to memory, and make for >.25 second disguising, allowing players to be effective at that class without having to muck with binds. Atm, it takes ~2 seconds to use a menu to do something, and it does not allow the player to move or react while up, whereas the tf2 one does. This could really make our game more friendly to n00bs.

Plans for this have been discussed a number of times (even way back in the TremZ days), but it just has never been implemented.
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Re: Alpha 13: one year of Unvanquished! -- stalkermit
Sunday, 03 March 2013 01:58
"kharnov" wrote:
New Plat23 release!For this release, Plat23 has also been updated

A map updating when released? Surely this has gone too far...
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Re: Alpha 13: one year of Unvanquished! -- dwarfvader
Sunday, 03 March 2013 09:14
SO:....
Rather disapointed by that release:(
* bots haven't improved in no way! ...4 out of 5 bots are still standing around and do nothing on most if not on all maps!
* still no reloading sounds for human weapons.
* still the broken wrist weapon hand texture for the human rifle, no weapon hand texture for the luci at all and all weapons have diffrent angles in 1st person view
* ressource system still unusable on most maps, even if you take care to position drill/leeches with good distance between them...resource gaining is too slow to effectifly build a good base and will stop at 5 gained build points on most maps.
*still the weird main theme sound crackle/loop bug if you left a game and go back to main menu.


I can't see any improvement over alpha 0.12?
>Could it be you weren't ready to relese something this week and just gave us your usual: we have accomplished this and that IN THE PAST, meaningless blabla kharnov? would have been more honest to announce a delay, rather than just increase the version number and do some (word?)magic....

Can't you see that this game needs a larger playerbase to improve the game and find bugs? how could someone write an article with clear conscience on gamer sites to promote the game , if the human 1st person sights look like sh**?

> f.e ... Seriously is it soo hard to find some weapon reloading sounds on the net and replace all handtextures with the shotgun weapon hand texture untill final models are available ? ... Put in 10 minutes of real work and we can advance to advertise this great game ...to finaly get some people playing! ( >As bots seem to be rather useless till ... lets say 2016? - IT is important to attract new players! )

+++HATE POST END+++
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Re: Alpha 13: one year of Unvanquished! -- viech
Sunday, 03 March 2013 11:34
"DwarfVader" wrote:
Put in 10 minutes of real work
You are free to invest these ten minutes to create free reload sounds, retexture the human hands, send us patches for bots and weapon angle and fix your crackling sound.
As long as no one is working on something there will be no significant progress. I was busy writing a 1600 line retexturing tool to replace the textures on parpax for this release. Everyone else spent a noteworthy part of their free time, too. Unfortunately we decided not to pay 20 people a regular salary so they sit eight hours in an office each weekday. That would've solved all these problems that take time and volunteers to fix in a small open source project.
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Re: Alpha 13: one year of Unvanquished! -- icaro440
Sunday, 03 March 2013 11:56
....and I have to add that the game is expensive for me. You guys should sell this game at a cheaper price, or no one will buy it again. angry.png
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Re: Alpha 13: one year of Unvanquished! -- gavlig
Sunday, 03 March 2013 12:21
No, icaro440, we can not lower the price. That would make Unv unprofitable, which is totally not an option for us.

@DwarfVader: Cheers!
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Re: Alpha 13: one year of Unvanquished! -- virus
Sunday, 03 March 2013 13:14
"icaro440" wrote:
and I have to add that the game is expensive for me
You must be thinking Tremulous2 [name subjected to change due to timbo's actions, since it never was a successor although they somewhat claimed to be ]
Unless your internet is very costy.
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Re: Alpha 13: one year of Unvanquished! -- dwarfvader
Sunday, 03 March 2013 14:49
well, if you realy need 20 regularly paid people working 8 hours a day to find something like http://www.freesound.org/ .... than I must admit: I haven't thought that game development would be that hard. So I'm taking back what i said and join the euphoric masses of the unvanquished gaming community: "WoW" - "What an awesome release!" - "You guys should take yourself some free time - don't work too much!" - "Impressive Content!" - "Stunned by the opportunity to run this on Linux!" - "Bots work like a charme now as promissed! - This is great!"

I hope that reworked answer it is now a little bit more like you expected, when you posted the release info ? I can assure you good work will allways be recognized!!! ....

Oh I forgott: @the open, friendly and caring Dev Team: a.) Sure people like to contribute, if they only knew that Unv exists at all and of course b.) Sure People like to contribute ideas/mockups, if they are welcomed by your special relationsship Officer /dev/(un)human/tourette ... with words like "u suck", "wrong-ing-ness u are", "lol'ed hard at your contribution" etc.

SO I won't worry too much about the lack of contributions, if the game gets a little bit more polished 1st person views and people can begin to write articles on gaming sites and spread the word that THERE IS INDEED A GREAT TREM SUCCESSOR OUT THERE :-) ... the contributions will come!!!

+++LOVE POST END+++
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Re: Alpha 13: one year of Unvanquished! -- seana11
Sunday, 03 March 2013 16:03
"Viech" wrote:
Thank you for the guide, but for me parpax isn't remotely as dark as on your screenshots. What gamma do you use? The default should be at 1.3. How do yocto and plat23 compare to parpax? Unfortunately it's tough to predict brightness due to different gamma settings and different screens (I have an IPS panel with a backlight that is still pretty intense on 0%).
Could you post a screenshot of a normal situation so I can compare it to my own experience, maybe take a shot of lower storage?
Code:
"r_gamma" is:"1.700439" default:"1.3"

normal pics
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Re: Alpha 13: one year of Unvanquished! -- Unregistered (guest)
Sunday, 03 March 2013 21:06
would be nicce if there was a preview of the weapons in the buy menu
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Re: Alpha 13: one year of Unvanquished! -- viech
Sunday, 03 March 2013 22:16
"seana11" wrote:
Hmm, the brightness of lower storage is similar to here. Some surfaces look a bit darker though due to missing specular mapping. I will keep an eye on lighting and try to prevent these black spots.
"seana11" wrote:
Code:
"r_gamma" is:"1.700439" default:"1.3"
Does changing gamma have any influence? 1.7 is usually extremely bright.
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Re: Alpha 13: one year of Unvanquished! -- velociostrich
Sunday, 03 March 2013 22:47
"DwarfVader" wrote:

Just because there are free sounds on the internet does not mean that we should just go right ahead and use them without any sort of remixing. Also, nobody here has the time to do sound stuff; basically, we need dedicated sound people.
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Re: Alpha 13: one year of Unvanquished! -- weed
Monday, 04 March 2013 09:46
Congratulations, alpha 13 works good on mac except some textures :)
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Re: Alpha 13: one year of Unvanquished! -- kenur
Monday, 04 March 2013 09:49
"ViruS" wrote:
You must be thinking Tremulous2 [name subjected to change due to timbo's actions, since it never was a successor although they somewhat claimed to be ]
Unless your internet is very costy.

whoosh
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Re: Alpha 13: one year of Unvanquished! -- seana11
Monday, 04 March 2013 23:20
"Viech" wrote:
Hmm, the brightness of lower storage is similar to here. Some surfaces look a bit darker though due to missing specular mapping. I will keep an eye on lighting and try to prevent these black spots.


Does changing gamma have any influence? 1.7 is usually extremely bright.

Changing gamma to 1.3 makes it darker...
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Re: Alpha 13: one year of Unvanquished! -- lechimm3
Tuesday, 05 March 2013 17:57
Hi guys. First sorry my English, I'm brazilian. I and my friends play Tremulous and I want to show them Unvanquished. If you want, i could help to translate the game for Pt-BR. One negative point in Tremulous is that it haven't docs explain how the things work. Many things i learned here playing and reading about Unvanquished. These game is much more self-explaing and i congrats you for the dedicated work and time. Thak you!
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Re: Alpha 13: one year of Unvanquished! -- kharnov
Tuesday, 05 March 2013 21:40
Sure! A Portuguese translation would be fantastic!
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Re: Alpha 13: one year of Unvanquished! -- lechimm3
Wednesday, 06 March 2013 20:33
Well, I'm here to help. When you want, pm me. ;)
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Re: Alpha 13: one year of Unvanquished! -- anomalous
Wednesday, 06 March 2013 20:52
Alternatively, install libwebp-dev from our repository.
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