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!
All posts by Corentin Wallez
Alpha 37 – Anniversary Edition
For the third anniversary of Unvanquished’s first release, we are proud to present to you an engine milestone in Alpha 37!
Alpha 34 is out!
This release mainly contains bug-fixes and code cleanups. There has been art progress as well but it came late in the alpha cycle and the integration of the assets wasn’t perfect so we did not merge them. If you want to be kept up to date with our art progress, follow @UNVofficial where we regularly … Continue reading Alpha 34 is out!
Moving the server-side gamelogic to PNaCl
This post is aimed at Unvanquished/Dæmon developers to explain the big changes that will happen soon, as well at people interested by the technology behind the Dæmon engine. It contains background on the upcoming change to PNaCl-only sandboxes for the server-side gamelogic (game virtual machine) as well as an overview of changes for developers.
Big changes to the Filesystem
As part of the effort to modernize our engine we completely rewrote the the filesystem, the code responsible for finding and loading the game assets.
Merge of the first batch of engine-upgrade changes
Upgrading our 15-year-old engine
Daemon, the Unvanquished engine is a descendant of Quake3 (1998) through ioQuake3, Xreal, ET:Xreal and OpenWolf. That’s 15 years of tweaks, fixes and features added at random places in the code.