Happy new year! It’s our first release for 2016, and we have some nice new content for you. On the engine side of things we’ve added in Breakpad support, which is a built-in crash reporting system. It is currently available for Windows, Linux, and NaCl, with Mac support to come in the near future. This … Continue reading New year, new release! Alpha 47!
Here’s our December release! We’re kicking off the holiday season with a new model, a map update, our new updater, and more of the usual code changes. First off, on the art side we’ve got the new flamethrower model in, as well as the latest release of our map Forlorn. The flamethrower replaces the placeholder … Continue reading Alpha 46: happy holidays!
Hello, and welcome to our latest alpha release! This release has focused more on the engine, with porting things from C to C++, cleaning up outdated or unused code, and implementing some new infrastructure. Some bugs have also been fixed. To start off, mouse handling was improved: the cursor will never be locked if in_nograb … Continue reading Alpha 45: getting colorful!
Welcome to the 44th alpha release! For this one, we’ve focused on the game code. The primary focus this month has been on gameplay modifications by Norfenstein that we have been testing at each of our Sunday development games. Some of these modifications are quite drastic indeed! We are taking a very experimental approach to … Continue reading Unvanquished 44: Gameplay Update
So, it’s September and it’s time to release Unvanquished alpha 0.43! Fixes! The most important thing to say, among many fixes, this release fixes two annoying bugs for users: The “download loop”, sometimes players were stuck downloading the same package endlessly while connecting to a sever with autodownload enabled. This is now fixed. The “red … Continue reading Unvanquished 0.43: join the game
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