Alpha 15!

Download it! Read on for what’s new.


Renderer updates!

We’ve done more work on color grading, adding support for four grading texture slots and grading weights, meaning that maps can now have multiple color grades for different areas, and the grades can be blended with each other. In addition, we now have heat haze. This effect only works on GL3, as you might expect, and at the moment is deployed on several human weapons. Currently, you can see it in action on the flamethrower, the lucifer cannon primary shot, and the grenade. It’s a subtle effect, but a very neat one, and something we expect to use elsewhere in the future. It’s disabled by default, considering that it’s a bit of a resource drain, but can be enabled on the menu.

Mapping updates!

There’s a new version of Thunder out, and while the layout hasn’t been changed since the prior version, the map has been cleaned up and some of the unnecessary texture and shader load has been removed, which may result in a performance increase. Also, we have had more work done on entities this month, as part of our broader effort to clean up the map entities that we’ve inherited, as well as preparing to introduce some new ones.

Engine updates!

By improving R_AddNormals, there are fewer and less expensive calculations to be made, meaning that our new maps should load a bit faster than they previously did. Also, in regards to binds, buy and sell will now take multiple parameters, and it’s also possible to now sell things by using -item. For instance, the sell-all bind for the human team would now be /buy -all rifle, which would remove all upgrades and purchase a rifle. This should allow for much more streamlined binds. We’ve also fixed some things we’ve come across, such as an uninitialized memory access and a load of unnecessary code.

Translation updates!

In addition to adding the most recent updates to our existing translations, we’ve also done some more work on the translation code. It should now be easier than ever to translate Unvanquished, since we’ve removed quite a bit of unneeded strings and fixed other things. If you’re interested in translating Unvanquished, check out this page! In case you don’t see your language listed there, please ask us on our forums and we’ll make sure to add it for you. Those who translate Unvanquished will be listed on our credits and will be given access to the development section on our forums.

Much of our other work this month has been on other branches, and as a result, you’ll hear more about them when we merge them in. Also, expect to see regular news updates once more after most of our team is done with finals around the middle of this month. Until then, see you soon!