Author Topic: Unvanquished  (Read 86146 times)

kharnov

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Unvanquished
« on: October 19, 2013, 06:24:00 pm »

Unvanquished is a fork of Tremulous, powered by the Daemon 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, along with features from ET:XreaL, 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.

Screenshots

Click for larger images.

« Last Edit: October 19, 2013, 11:38:02 pm by kharnov »

CreatureofHell

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Re: Unvanquished
« Reply #1 on: October 19, 2013, 07:25:49 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?
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

cron

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Re: Unvanquished
« Reply #2 on: October 19, 2013, 10:06:34 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.

CreatureofHell

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Re: Unvanquished
« Reply #3 on: October 19, 2013, 11:26:26 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

PS: RIP Tremulous. Unvanquished for life.

Daemons. Yokai. Priestess.
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<Timbo> posting on the trem forums rarely results in anything good

ULTRA Random ViruS

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Re: Unvanquished
« Reply #4 on: October 20, 2013, 02:13:49 am »
Daemons. Yokai. Priestess.
The Unvanquished bots of the demon world have Invaded us! AAAAA  :advmarauder:
« Last Edit: October 20, 2013, 02:16:02 am by ULTRA Random ViruS »

vcxzet

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Re: Unvanquished
« Reply #5 on: October 20, 2013, 07:59:38 pm »

I am unhappy with the new granger model.

kharnov

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Re: Unvanquished
« Reply #6 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.

CreatureofHell

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Re: Unvanquished
« Reply #7 on: October 21, 2013, 02:03:57 am »
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.
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<Timbo> posting on the trem forums rarely results in anything good

/dev/humancontroller

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Re: Unvanquished
« Reply #8 on: October 22, 2013, 10:15:47 pm »
i see both the dretch model and the development team are still shit.

RAKninja-Decepticon

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Re: Unvanquished
« Reply #9 on: October 23, 2013, 06:07:19 am »
your aliens still look like shit, plz fix.
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
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your face

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Re: Unvanquished
« Reply #10 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
spam spam spam, waste waste waste!

RAKninja-Decepticon

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Re: Unvanquished
« Reply #11 on: October 28, 2013, 04:55:58 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.
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Loki

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Re: Unvanquished
« Reply #12 on: October 28, 2013, 09:14:07 am »
Looks nice.
Every single post of me 2012 and below must be left ignored. That wasn't me. That must've been some retarded kid.

CreatureofHell

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Re: Unvanquished
« Reply #13 on: October 28, 2013, 12:42:10 pm »
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. :(
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<Timbo> posting on the trem forums rarely results in anything good

your face

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Re: Unvanquished
« Reply #14 on: October 28, 2013, 05:47:06 pm »
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 :(
spam spam spam, waste waste waste!

RAKninja-Decepticon

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Re: Unvanquished
« Reply #15 on: October 28, 2013, 07:06:18 pm »
my constructive posts are on these very forums, as we;; as the unv forums, assuming no one has deleted the latter.
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
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janev

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Re: Unvanquished
« Reply #16 on: October 29, 2013, 02:46:43 pm »
I like turtles
« Last Edit: October 29, 2013, 05:47:05 pm by janev »
Author of "The quick beginner's guide to playing tremulous"
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kharnov

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Re: Unvanquished
« Reply #17 on: November 18, 2013, 05:46:08 am »
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:


kharnov

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Re: Unvanquished
« Reply #18 on: December 23, 2013, 04:39:09 am »
Here's an article on what we've accomplished this year.

http://www.unvanquished.net/news/113-2013-year-in-review

/dev/humancontroller

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Re: Unvanquished
« Reply #19 on: December 23, 2013, 11:22:13 am »
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.

kharnov

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Re: Unvanquished
« Reply #20 on: December 23, 2013, 04:40:55 pm »
I'm pretty patient.

amz181

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Re: Unvanquished
« Reply #21 on: December 24, 2013, 05:01:14 pm »
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.)


/dev/humancontroller

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Re: Unvanquished
« Reply #22 on: December 24, 2013, 08:35:33 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...

Viech

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Re: Unvanquished
« Reply #23 on: December 24, 2013, 10:00:21 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.

kharnov

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Re: Unvanquished
« Reply #24 on: January 05, 2014, 02:14:28 pm »
New granger in today's release:


SamOz

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Re: Unvanquished
« Reply #25 on: January 07, 2014, 02:29:21 am »
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.
« Last Edit: January 07, 2014, 02:31:48 am by SamOz »
Read about SamOz's MImod or download it here. Warning, It's BIG!!!
MImod is a new mod for Tremulous, with flashy script effects & High-Def textures in an Oriental-influenced theme.

kharnov

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Re: Unvanquished
« Reply #26 on: January 14, 2014, 10:51:30 am »
WIP dragoon:


kharnov

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Re: Unvanquished
« Reply #27 on: January 24, 2014, 12:36:29 am »
New telenode model going into the February 2nd release, along with an updated re-release of Perseus by Pevel:


mooseberry

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Re: Unvanquished
« Reply #28 on: January 27, 2014, 11:07:37 pm »
Looks interesting. If I had all free time I would help but I don't so I won't.

You're welcome.
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kharnov

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Re: Unvanquished
« Reply #29 on: January 27, 2014, 11:20:41 pm »
 :police: