(http://i.imgur.com/V4pX1Aw.png)
Unvanquished (http://unvanquished.net/) is a fork of Tremulous (http://tremulous.net/), powered by the Daemon (https://github.com/Unvanquished/Unvanquished) engine. It is a free, open-source first-person strategy shooter, pitting technologically advanced human soldiers against hordes of highly adaptable aliens. Players can choose from either team, providing for an entirely different experience on both sides, as humans focus on long-range firepower while aliens rely instead on quick movement and stealth. The goal of each match is to destroy the enemy base, preventing members of the opposing team from spawning. Upgrades for both teams are earned by a combination of individual performance and team map control, unlocking access to more powerful weapons and equipment for the humans, and larger, more ferocious forms for the aliens.
Our project has been in development since the summer of 2011, with our very first alpha release being made on February 29th, 2012. Ever since, we have made monthly alpha releases, with each new release adding new content in the form of assets, maps, gameplay, or engine features. Our development team consists of a mix of skilled hobbyists and seasoned professionals from around the world, and we are always receptive to new team members, both from the community and beyond.
The Daemon engine that powers our game is ultimately based off Quake 3 (http://ioquake3.org/), along with features from ET:XreaL (http://www.moddb.com/mods/etxreal), as well as our own coding efforts. Some of our features include:
- A modern OpenGL version 3 compliant renderer.
- Special effects, including bloom, rim lighting, motion blur, heat haze, and color grading.
- MD5 models with skeletal animation and procedural animation blending.
- Support for normal, specular, glow, and gloss texture maps.
- Navmesh-based bots utilizing behavior trees.
- Localization support with several community-produced translations already available.
ScreenshotsClick for larger images.(http://i.imgur.com/rYDtyjGm.jpg) (http://imgur.com/rYDtyjG) (http://i.imgur.com/bo2jCRTm.jpg) (http://imgur.com/bo2jCRT) (http://i.imgur.com/sqe53Svm.jpg) (http://imgur.com/sqe53Sv) (http://i.imgur.com/0k1mfYQm.jpg) (http://imgur.com/0k1mfYQ) (http://i.imgur.com/ZdC1SVPm.jpg) (http://imgur.com/ZdC1SVP) (http://i.imgur.com/qYtkanhm.png) (http://imgur.com/qYtkanh) (http://i.imgur.com/xk1kqz7m.jpg) (http://imgur.com/xk1kqz7) (http://i.imgur.com/C7CRZCZm.jpg) (http://imgur.com/C7CRZCZ)
Quote from: kharnov on October 19, 2013, 06:24:00 PM
It is a free, open-source first-person strategy shooter, pitting technologically advanced human soldiers against hordes of highly adaptable aliens. Players can choose from either team, providing for an entirely different experience on both sides, as humans focus on long-range firepower while aliens rely instead on quick movement and stealth. The goal of each match is to destroy the enemy base, preventing members of the opposing team from spawning.
Was that really necessary on the Tremulous forums?
Quote from: CreatureofHell on October 19, 2013, 07:25:49 PM
Was that really necessary on the Tremulous forums?
It's just the text from the 'About' page. Maybe it wasn't necessary to reiterate it, but generally there are a lot of misconceptions about Unvanquished (especially here), so it can't hurt.
PS: RIP Tremulous. Unvanquished for life.
Quote from: cron on October 19, 2013, 10:06:34 PM
Quote from: CreatureofHell on October 19, 2013, 07:25:49 PM
Was that really necessary on the Tremulous forums?
It's just the text from the 'About' page. Maybe it wasn't necessary to reiterate it, but generally there are a lot of misconceptions about Unvanquished (especially here), so it can't hurt.
Showing he put no dedication into the speech to Tremulous, the mother game. :P
Quote from: cron on October 19, 2013, 10:06:34 PM
PS: RIP Tremulous. Unvanquished for life.
Daemons. Yokai. Priestess.
Quote from: CreatureofHell on October 19, 2013, 11:26:26 PM
Daemons. Yokai. Priestess.
The Unvanquished bots of the demon world have Invaded us! AAAAA :advmarauder:
(http://i.imgur.com/IzZXk.jpg)
I am unhappy with the new granger model.
We don't have anything to do with the original Unvanquished from years ago, that third-race mod, besides having the same name and a few of the same people around.
Quote from: kharnov on October 20, 2013, 08:43:41 PM
We don't have anything to do with the original Unvanquished from years ago, that third-race mod, besides having the same name and a few of the same people around.
Kharnov pls. I am trying to have a nostalgia moment with my good friend cron. Try not to spoil the moment.
i see both the dretch model and the development team are still shit.
your aliens still look like shit, plz fix.
gosh try to be atleast constructive if not supportive. tremulous is dead so why not give unv some encouragement. :)
hi
Quote from: your face on October 27, 2013, 01:31:14 AM
gosh try to be atleast constructive if not supportive. tremulous is dead so why not give unv some encouragement. :)
hi
tried that, didnt work.
Looks nice.
Quote from: your face on October 27, 2013, 01:31:14 AM
gosh try to be atleast constructive if not supportive. tremulous is dead so why not give unv some encouragement. :)
hi
You didn't reply to me on irc the other day. :(
Quote from: RAKninja-Decepticon on October 28, 2013, 03:55:58 AM
Quote from: your face on October 27, 2013, 01:31:14 AM
gosh try to be atleast constructive if not supportive. tremulous is dead so why not give unv some encouragement. :)
hi
tried that, didnt work.
uh huh. rakninja depveiticnan being constructive o my goodness.
STALKER i am sorry i went on then i had to go afk then i fell asleep then someonw came and turned off my computer :(
my constructive posts are on these very forums, as we;; as the unv forums, assuming no one has deleted the latter.
I like turtles
We are holding a winter mini-tournament. Anyone can participate. No clan necessary:
http://unvanquished.net/news/100-winter-mini-tournament
Also, here is a nice animation of our upcoming rifle replacement, the SMG:
(http://i.minus.com/ibiNX74bn0tGPm.gif)
Here's an article on what we've accomplished this year.
http://www.unvanquished.net/news/113-2013-year-in-review
epicness of Quake 3, 1999 = 1.0 units
epicness of Quake 3, 2000 = 1.0 units
epicness of Quake 3, 2001 = 1.0 units
epicness of Quake 3, 2002 = 1.0 units
epicness of Quake 3, 2003 = 1.0 units
epicness of Quake 3, 2004 = 1.0 units
epicness of Quake 3, 2005 = 1.0 units
epicness of Quake 3, 2006 = 1.0 units
epicness of Quake 3, 2007 = 1.0 units
epicness of Quake 3, 2008 = 1.0 units
epicness of Quake 3, 2009 = 1.0 units
epicness of Quake 3, 2010 = 1.0 units
epicness of Quake 3, 2011 = 1.0 units
epicness of Quake 3, 2012 = 1.0 units
epicness of Quake 3, 2013 = 1.0 units
statistically: development of Quake 3, 1999--2013 = 0.0 units/year (FUCKING SLOW)
epicness of U***********, 2011 = 0 units
epicness of U***********, 2012 = 0.0001 units
epicness of U***********, 2013 = 0.0002 units
statistically: development of U***********, 2011--2013 = 0.0001 units/year (lightning-fast)
the development rate of U*********** is (proportionally) infinitely greater than that of Quake 3. at this rate, U*********** will become better than Quake 3 within a few centuries.
I'm pretty patient.
srs queschun.
Why do your maps still look like complete crud compared to the technical quality of models?
Limitations of the engine or simply no maps utilising the engine to it's fullest? Mr Tankers map looks good, but again, the models look ridiculously out of place as they look (from a technical perspective) miles better.
(also im not having a go at the mappers map's, they look great by themselves, but rather the visual disparity with the models which makes them look sucky.)
Quote from: amz181 on December 24, 2013, 05:01:14 PM
the models look ridiculously out of place as they look (from a technical perspective) miles better.
ah, a person who recognizes the difference between technical and aesthetic quality...
Quote from: amz181 on December 24, 2013, 05:01:14 PM
Why do your maps still look like complete crud compared to the technical quality of models?
Limitations of the engine or simply no maps utilising the engine to it's fullest?
As a mapper for Unvanquished, I have to say it's certainly both to an extend.
First of all, while the engine supports dynamic lights and shadows for level geometry it's still using the idTech3 map format, which limits us in editor choice. I'm simply not aware of one that offers the features we need to make dynamic lighting look good. Forking our own has been discussed, as well as a potential move to the idTech4 map format, but both would be long term goals as our engine upgrade team is currently packed with work in other areas. For our current environments we are using precomputed lights with deluxe maps (light normals for each pixel of the light map) in combination with normal and specular maps for our textures, which looks quite decent compared with Trem but not as atmospheric as Doom 3 either. This is something that might find improvment during Beta but currently we are more focused on getting there in the first place.
While technical aspects can certainly improve a lot, I think the more apparent problem is our lack of quality map assets. There are roughly four usable texture sets but getting hands on fitting map props, sounds and particles is even harder. I will start to request some props after we pushed all the models through our asset pipeline and I guess the most basic ones will already make a big difference. Doom 3 is an excellent example that nothing catches the eye more easily as a highly detailed crate or a fancy door frame (these are the items you interact with after all). Unfortunately, texture artists and sound designers that can stick around are rare as unicorns. The same goes for people who can use the idTech3 particle system to create something that doesn't look like it was stolen from a cartoon. If you can do any of this, you could improve the game's atmosphere significantly.
Speaking of basic shapes, there is not much we can do about the level of detail in our brushwork, if you still want to be able to wallwalk smoothly and build your stuff on every surface. Small corridors that trigger your claustrophobia are also hard to realize without annoying big aliens. Consequently, most rooms and corridors in a Trem/Unv map are oversized, so putting daily use items such as chairs and tables in there can turn out to look rather odd. This is part of the tribute we have to pay to the fast paced and movement heavy gameplay we want to preserve.
I hope this explains some of the difficulties we are heaving. Nonetheless, I think we are on the right track considering that few open source games even try to reach a higher level of graphics fidelity, given the amount of effort this requires. We have a lot of talented artists and a decent rate of development and I'm confident that we will manage to fill the lacking positions to fix inconsistencies like the one you mentioned at some point during Beta. For now our goal is to make maps that play well, look good enough to raise the interest of new players and serve as fresh meat to Trem vets that need a pause from ATCS.
New granger in today's release: (http://www.unvanquished.net/news/114-alpha-23-with-added-grangers)
(http://i.imgur.com/jgWa1gK.png)
Damn that thing looks ugly.....
Most of the Unvan aliens look like crap anyway, and I have given up trying to get the game to run properly when it gets broken 9 out of 10 times with updates that seem to be a public experiment rather than any attempt at providing a stable game for the majority of potential players.
Why are you spamming about that game here anyway? It seems you post about it everywhere that Tremulous is mentioned, still hanging by Tremulous coat-tails instead of standing on your own.
WIP dragoon:
(http://i.imgur.com/ELhuPmr.jpg)
New telenode model going into the February 2nd release, along with an updated re-release of Perseus by Pevel:
(http://i4.minus.com/iLH1wP004rBel.jpg)
Looks interesting. If I had all free time I would help but I don't so I won't.
You're welcome.
:police:
i got low fps in unvanquished but in tremulous i got 125 fps stable
We don't have the same hardware requirements. You need more recent hardware for our game.
You always say that kharnov. Later the playerbase would drop again, if it isn't already dropping.
Quote from: ULTRA Random ViruS on January 30, 2014, 03:57:56 AM
You always say that kharnov. Later the playerbase would drop again, if it isn't already dropping.
Yeah, because kharnov is right.
New release today. (http://www.unvanquished.net/news/116-alpha-24-download-at-your-peril) Packages will be uploaded shortly.
For this one, we have a new model (the telenode), a new map (Perseus, upgraded to our engine by Pevel), a rewritten filesystem, a merge of all the pak files, and several other new things.
(http://i.imgur.com/s4OhKv5.jpg)
whewwwwwwwww its boss
(http://i.imgur.com/zoJlNeL.png)
!!!
(new alien structure, WIP)
So I heard you like painsaws.
(http://i.imgur.com/IZxTuFA.jpg)
That ain't no painsaw. That's a big stick with a small saw on the end.
Neverthless all a painsaw is gotta do is CRITICAL DAMAGE.
and from a certain angle it looks like a rifle
(P.S. i guess it would be more fun if you could shoot the saw for a ranged attack and wait for it to reload)
...
Higher resolution textures on the tyrant.
(http://i3.minus.com/iYuA24bAVogpd.png)
We made another release. (http://www.unvanquished.net/news/117-alpha-25-feeling-the-squeeze)
Highlights:
- New models for the booster and drill.
- Higher resolution tyrant textures.
- Texture compression, meaning smaller downloads and much faster load times.
(http://i2.minus.com/iVN2DGojJFP2g.jpg)
Dragoon update.
(http://i.imgur.com/6ynJNdO.jpg)
A lot of models coming down the pipeline. Here's the female soldier.
(http://i.imgur.com/5eBop1W.jpg)
Hey look another release. (http://www.unvanquished.net/news/121-alpha-26-batteries-not-included)
Highlights:
- Higher resolution dretch, trapper, and tube textures.
- More gameplay changes, including removing the battpack
- Numerous fixes of various annoying bugs.
(http://i1.minus.com/ibdlp90WZp388i.png)
Alpha 27 time. (https://www.unvanquished.net/news/124-alpha-27-flying-in-your-direction)
Highlights:
- Texture packs for maps, more texture compression
- New jetpack model with appropriate animations/effects
- NaCl is replacing QVM
(http://i3.minus.com/ibzGrgL1kCB4it.png)
Hey look it's Alpha 28. (https://www.unvanquished.net/news/130-alpha-28-with-added-bite)
Highlights:
- New Spacetracks release, drill/jetpack fixes
- More gameplay changes (see post)
- Header compilation for faster building
(http://i7.minus.com/ibk7bg9iV5L14H.png)
Alpha 30. (http://www.unvanquished.net/news/133-alpha-30-project-of-the-month-edition)
Highlights:
- New hive and armory models
- Vertex data optimization
- Beacon system
Oh, and here's the 29 post. (http://www.unvanquished.net/news/132-alpha-29-is-here)
Highlights:
- libRocket integration
- New interface
- Upgraded Station15 release
(http://i4.minus.com/ipoxIHccox1vG.png)
Alpha 31. (http://www.unvanquished.net/news/135-alpha-31-time)
Highlights:
- New model for the mantis, the basilisk replacement
- Multiple gameplay changes (see post)
- Assorted fixes/tweaks to libRocket and beacons and other things
(http://i4.minus.com/i8GOmzwNqj2Mq.png)
my tolerance for crappy design increases exponentially over time, but U*********** has never failed to deliver a penetrating wave of disappointment. ::faespalm::
Always happy to penetrate.
Alpha 32. (http://www.unvanquished.net/news/136-alpha-32-shoot-em-up)
Highlights:
- New SMG model in first-person and third-person
- Mantis texture/animation fixes, reanimated trapper
- Renderer improvements and multiple general bug fixes
(http://i7.minus.com/inipHTark38dZ.png)
Alpha 33. (http://www.unvanquished.net/news/137-alpha-33-is-here)
Highlights:
- Soft particles and view-centered particle orientation
- Two new alpha maps: Forlorn and Antares
- Usual lot of bug fixes and assorted tweaks
(http://i.imgur.com/OA2dE4l.png)
Happy new year! We've completely redesigned our website, (https://www.unvanquished.net/) and we've also got a new release out.
Alpha 35: (https://www.unvanquished.net/?p=394)
- New human buildable: the rocket pod
- First-person marauder and mantis claws
- Latest Forlorn version and texture pack
(http://i.imgur.com/ZXwDOFB.jpg)
I've been wondering for over a year now; If you claimed this place is "dead" I wonder why you still post that stuff here. Sure, it shows there are updates but then again, to who? a "dead" community?
Someone needs to go watch the Tremulous Promo II video again.
https://www.youtube.com/watch?v=w8_yhqzzQ8k
[spoiler]Pshh... you can't kill the Metal...[/spoiler]
All human building models will be in-game as of next release.
(http://i2.minus.com/idKzzoPt4PUiG.png)
It awefully seems like a spam bot advertising the way you post kharnov.
those models look pretty cool tho!
Alpha 36. (https://www.unvanquished.net/?p=554)
Highlights:
- Two new models: the spiker and the repeater
- Major updates to Antares and Forlorn
- Gameplay updates and bug fixes
(http://i.minus.com/ibosUvgWPyQPJg.png)
(http://i.minus.com/ibf3562szLOsEd.png)
what is the spike thing
Quote from: your face on February 02, 2015, 03:43:32 AM
what is the spike thing
The spiker. (https://www.unvanquished.net/?p=548)
oooooooooooooo i like it
I wrote an article yesterday detailing our gameplay progress since Tremulous.
https://www.unvanquished.net/?p=562
Here's a summary of our new maps, and what has changed for mappers since Tremulous:
https://www.unvanquished.net/?p=591
(http://i.imgur.com/9MHdd28.png)
And now for an article on our effects:
https://www.unvanquished.net/?p=611
(http://i.imgur.com/rN8NTBt.png)
Alpha 37. Three years of releases! (https://www.unvanquished.net/?p=627)
Highlights:
- New overmind model with a big glowing eye to follow you
- QVM is now gone, we are fully on Native Client for VMs
- Lots of other changes, see the release post
(http://i.imgur.com/2W4kZFr.jpg)
Overmind used "Glare!"
Human's Sp.Def Fell!
Human's Def Fell!
Human used "Blaster!"
Overmind took 9 damage!
Human's Blaster was not very effective...
Overmind used "Spatial Nudge!"
Critical Hit!
Human took 100 damage!
Human was nudged beyond recognition by physically impossible means
Where is the Overman's vagina? ???
Yes.
WIP new male soldier (he doesn't have hair yet) next to the upcoming, finished female soldier:
(http://i.imgur.com/vt1CotR.jpg)
Is it just me, or does the eye on the Overmind look a bit too mechanical? Maybe give it a pupil? I dunno.
A pupil wouldn't show up as well with bloom on.
I actually like the progress that Unvanquished is doing. Some may say it is dead like Tremulous, but it seems that Unvanquished is constantly updating something.
It's not "dead", it hasn't been born yet. Wait until beta within the coming year. Then you can make that judgment.
Quote from: kharnov on February 14, 2015, 08:35:00 PM
And now for an article on our effects:
https://www.unvanquished.net/?p=611
(http://i.imgur.com/rN8NTBt.png)
(http://scheincommunications.com/wp-content/uploads/2012/09/turd_polish_thumb.jpg)
(http://blogs.telegraph.co.uk/culture/files/2010/09/hands_clapping1.jpg)
Here's Alpha 38! (https://www.unvanquished.net/?p=664)
Highlights:
- New 3D radar system with beacons
- All sprites now have particle softening
- New human building effect
I can't embed YouTube videos here, but here's the clip of the effect: https://www.youtube.com/watch?v=QkqPl3Lh8J4
(http://i.imgur.com/fDGeU4r.jpg)
(http://i.imgur.com/l6n7GNM.jpg)
(http://i.imgur.com/FIpTWLi.jpg)
(http://i.imgur.com/Yg9icud.jpg)
(http://i.imgur.com/jHwFIEv.jpg)
(http://i.imgur.com/MkXNakP.jpg)
Alpha 40! (https://www.unvanquished.net/?p=718)
Highlights:
- New renderer effect, SSAO
- New barricade model
- More code cleanup/bug-fixes
(http://i.imgur.com/hOMjnCL.png)
Hi, i've just wanted to play some tremulous, and guess what?
Nobody's playing at the moment!
Ok, so i've told myself : let's play unvanquished, and guess what?
Nobody's playing either.
blaster better be hitscan or i will do kill a granger next time i play
The blaster isn't a hitscan weapon, we have other plans for it. However, the pistol will be one.
(http://i.imgur.com/B3ZXVoa.jpg)
Quote from: kharnov on June 09, 2015, 03:28:12 AM
The blaster isn't a hitscan weapon, we have other plans for it. However, the pistol will be one.
sweeet. pistol in the screenshot up there?
Quote from: your face on June 25, 2015, 12:09:39 AM
Quote from: kharnov on June 09, 2015, 03:28:12 AM
The blaster isn't a hitscan weapon, we have other plans for it. However, the pistol will be one.
sweeet. pistol in the screenshot up there?
Yes.
(http://i.imgur.com/E6edqW5.jpg)
(http://i.ytimg.com/vi/jX5bszW1smc/hqdefault.jpg)
(http://i.imgur.com/FxBX8gW.jpg)
Alpha 41! (https://www.unvanquished.net/?p=723)
Highlights:
- New leech model
- libRocket NaCl merge
- Updated NetRadiant packages
(http://i.imgur.com/zjJnVqx.png)
Here's an article showing off converted, upgraded Tremulous maps. (https://www.unvanquished.net/?p=742)
Also, here's a progress shot of an updated Vega:
(http://i.imgur.com/a8npddW.jpg)
(http://i.imgur.com/0OqSIO2.jpg)
Alpha 42! (https://www.unvanquished.net/?p=816)
Highlights:
- New map: Vega
- Engine/game code decoupling
- Bug fixes & infrastructure work
(http://i.imgur.com/AjvzaMG.png)
who made that map
Ingar. That's Vega, updated!
(http://i62.tinypic.com/2e2drsy.jpg)
(http://i57.tinypic.com/j7pxdv.jpg)
Quote from: kharnov on July 03, 2015, 01:35:03 AM
(http://i.imgur.com/E6edqW5.jpg)
Quote from: Aelita on July 03, 2015, 07:05:17 PM
(http://i.ytimg.com/vi/jX5bszW1smc/hqdefault.jpg)
(https://media0.giphy.com/media/1PgPvWLfXGkCY/200_s.gif)
Absolutely brilliant.
(http://i.imgur.com/V2KBXky.png)
(http://i.imgur.com/p5YjZo0.png)
(http://i.imgur.com/UbQ2dql.png)
(http://i.imgur.com/BY60Tz8.png)
(http://i.imgur.com/6oUMXU6.png)
(http://i.imgur.com/PD0jMMz.png)
Article on porting old Tremulous maps. (https://www.unvanquished.net/?p=830)
(http://i.imgur.com/oiqWp1Q.jpg)
(http://i.imgur.com/6RDzR9R.jpg)
(http://i.imgur.com/PsMjO86.png)
:police:
polkadot pants
It's supposed to be a sort of camo pattern. The texture is still being worked on!
no worries it looks really cool! props to the modeler
/me checks for updates.
:crickets: