So, a “Tremulous Classic” community map pack for Unvanquished was released. Here is a screenshot taken in game during a recent community game: You can download the “Tremulous Classic” community maps here : click! It’s a community map pack, they are not official Unvanquished maps, they are absolutely not a representative picture of the current … Continue reading A Tremulous déjà vu feeling…
Hello, and welcome to our August release! This month, we’re featuring a major milestone for our engine, a new default map, and a number of bug fixes and infrastructure work. First off, we’ve worked with members of the Xonotic team to decouple our game code from our engine code, meaning that the Daemon engine can … Continue reading Alpha 42: the magic number
Many Unvanquished maps are maps that exist on Tremulous too, either because the Tremulous mapper became an Unvanquished mapper and ported his map, or because the map was backported to Tremulous. This post is a comparison of how these common maps look on Tremulous and Unvanquished. To take these screenshots, Tremulous map were rendered by … Continue reading Tremulous/Unvanquished map comparison
Welcome to the latest Unvanquished monthly alpha release! In this release, we have a new model, more coding infrastructure work, and an updated map editor package. Our new model is for the leech, which replaces the old hovel placeholder that we were using. Now that the leech is in, we have only one model left … Continue reading Unvanquished Alpha 41!
Do you believe it? We’ve hit 40 alpha releases! That’s a lot of monthly alpha releases. Fortunately for us, we’re not that far from the long-awaited beta. We’ve already hit our map quota, we’re almost done with models, and our coding projects are approaching fruition. It wouldn’t be a long shot to say that we … Continue reading Alpha 40: the big four-oh
This release we focused on our spring cleaning effort, fixing showstoppers and improving the user experience of the game; read on for what’s new!
Spring is in the air, warm winds are blowing in, and a new release of Unvanquished has arrived. What’s new in this release? Plenty! For our renderer, we now have auto-softening for all sprites, so that all particles now take advantage of the soft particle feature without having to explicitly call it. In addition to further … Continue reading Alpha 38: building forward
We’ve long been asked about what will be in our upcoming beta release. Check here for all the cool, exciting features to come! It’s closer than you might think! Google Chrome integration Due to having added Google Native Client for our VM system and HTML/CSS support from libRocket, we have now been able to fully … Continue reading Exciting upcoming features!
For the third anniversary of Unvanquished’s first release, we are proud to present to you an engine milestone in Alpha 37!
Another thing we’ve made progress on over the years is our array of special effects. These include things in our renderer (inherited from XreaL), as well as 2D and 3D artwork integrated into the game. We’re always in the process of adding more and refining what we’ve already got, in addition to the underlying renderer … Continue reading Special effects