Hi folks!
As you're probably well aware by now, our development team has been working on a project, which we've given the working name of TremZ (subject to change upon release). In this thread, I'll be posting development updates every week, possibly even bi-weekly due to the enormous amount of progress we've been making. You can also ask questions, which I'll answer as soon as possible. The projected release date for TremZ is this December.
TremZ will always remain free and open source.And now for some expected questions:
TremZ FAQJust what exactly is TremZ?To put it simply, it is the evolution of Tremulous. Having grown frustrated with the stagnant state of the game, we have taken it upon ourselves to provide the update that everyone has been waiting for, to save the community from extinction at the hands of those that care little for it. With our can-do attitude, we've been making enormous strides, doing everything from overhauling the engine to providing you with shiny, cool new models and even providing new gameplay features and other exciting things. What has been taking the original developers many uneventful years, we are accomplishing in three months.
What are some of the development goals?- Actual VoIP support, team based.
- Achievements and awards.
- New maps with a commercial feel.
- Updated, modern interface.
- SQL-based admin system to interface with web applications.
- Updated sounds.
- Awesome gameplay features.
- Brand new web features.
- Updated engine, client and server.
- Development toolkits.
- Updated install files.
- Cleaning up game code.
- New weapons and classes!
- Female models!
Will TremZ be compatible with 1.1 and GPP?No. TremZ has an updated engine, along with new binaries and a new master server. It will not be compatible with previous versions of Tremulous, but we will still include a "classic" mode so that you can play a properly balanced GPP using the same gameplay mechanics that you are used to.
Are you affiliated with Darklegion Development?No. We are a completely distinct development team. Having pooled our efforts together, we make enormous leaps of progress that will be documented in this thread.
Can I join your development team?Yes! We are very welcome to suggestions from the community, and if you have a useful skill, you can join us. We currently have 2-6 people in each task, but if you can contribute at our rapid pace, feel free to send me an email at kharnov@gmail.com. I am the project's head of public relations, and I can discuss your admission with Volt. The tasks, by the way, are: engine coding, game coding, bot coding, mapping, modeling, 2D texturing, sounds, and story. There is no hard limit on how many people can contribute.
Will you have a new site up?Yes, and a new forum as well. The site and forums have already been designed, but they won't be made public until after we've made our public release this December. Moderator applications will likely be set up a couple of weeks before we're finished.
Will TremZ be on Steam?Yes, we have contacted Steam representatives. Once we work our way through some checkpoints, the game will be very likely downloadable from Steam.
Do you have an IRC channel?Yes, we have one private one for development, and a public one that has just been set up. Feel free to lurk on #tremz on Freenode.
Progress update, 09/21/11The engine overhauls, finished by this coming Sunday:
- Modern OpenGL 3.2 renderer, based on XreaL
- MySQL relational database management system
- Ruby support for system administrators
- Newton game physics
- Built-in IRC lobby
- Dynamic OpenSSL libraries
- OGG Vorbis audio decoding
- OpenAL sound API support
- OGV Theora compression format
- In-engine VoIP support
- Mumble positional audio support
- Localization for other languages
- Dropping of the QVM format, support for a .dll and .so architecture
Screenshot of the week:
