Unvanquished Changelog

New in version Alpha 35.1

January 5th, 2015
  • By accident we included an outdated client virtual machine file. If you have aready installed version 0.35.0, you can easily upgrade to 0.35.1 by placing unvanquished_0.35.1.pk3 in your installation’s pkg directory. It is also sufficient to auto-download this file from an official server once they are updated. (Note that servers generally should not offer base packages for download, since they are not compatible with outdated clients in general.) If you have not yet installed 0.35.0, you can also wait a few more hours until 0.35.1 is available for download on your platform. Sorry for the inconvenience!

New in version Alpha 35.0 (January 5th, 2015)

  • The star of this release is the rocket pod, which makes its debut as a major gameplay feature and our newest addition to the human base. It replaces the old tesla generator, and functions by firing long-ranged homing rockets that pack a serious punch. We also have new first-person claws for the marauder and mantis, based off their third-person models. This means that all of the slashing aliens now have the appropriate first-person animations, and we’ll think up a suitable effect for the biting aliens.
  • Our map Forlorn now has another monthly update, featuring some new lighting and textures, while we also have our first release of its associated texture set. This will be an added bonus for community mappers, as they originate from us and are appropriately licensed, in addition to looking great! It will also make updates to the map easier, as we don’t need to ship the whole texture set every time. There is also a new Parpax update, with a layout featuring new bases for both teams.
  • Code-side, we have numerous fixes to things, including better motion blur, deadlocks with Nvidia and Bumblebee, r_showLightGrid crashes, and delays on dedicated servers.
  • Here are all of the commits from this release cycle:
  • 549507a Download torrent file via SSL inside download-pk3-torrent.sh.
  • e90fae6 Remove usage of SYSTEMINFO for pmove cvars
  • 790f242 Fix the spam of NET_CompareAdr
  • 8fed63a Make sure all the bot detection uses SV_IsBot
  • 3bc882c Some more SV_IsBot fixes
  • 6533972 Fix clients connecting as bots (and related problems)
  • 1216a88 Do not send the renderer info to the server >_>
  • e726378 Simplify the bot client allocation logic
  • 08b12a1 Revert “Revert “Merge remote-tracking branch ‘origin/remove_sdl1_support'””
  • 8183532 Try to make travis use sdl2
  • 394337e Explain to travis it should say yes when adding a PPA
  • e2b931b Remove filename extensions from rcss images and explicitly state image-s and image-t for checkbox
  • a874d82 Fix delay on the dedicated server
  • 7eeb8e4 Fix commit removing SDL1, SDL2 was always true and removes the cls.glconfig.isfullscreen, thanks ZTM!
  • 2433590 Change vm.*.type to default to TYPE_NACL
  • 8ae07fd Fix buffer overflow in R_UploadImage
  • 6658232 Fix /delay’s help text
  • fc2cd9a Fix /exec with arguments for the file being execed
  • c5bb4b5 Fix the motion blur effect
  • 7de1372 Fix pitch of turret for new model. yaw still WIP
  • 96c7019 Allow buildable model configs to rotate the model, use this for the turret.
  • 6e04343 Use neutral pitch for turret in construction.
  • 8ab645a Fix bad rotation of preview buildables.
  • 31ef83f Add turret barrel rotation and muzzle flash.
  • f4af6ab Move turret brass ejection to the right place.
  • 13eef2c Don’t draw tracers when buildables shoot as they use their origin as muzzle point.
  • 516a96b Fix flickering of turret muzzle flash particle system.
  • ff9b80b Reintroduce tracers for buildables, draw them more precisely everywhere.
  • f6819ee Make tracers more visible.
  • 317523b Misc tracer improvments:
  • d01a814 Add documentation to explain the different VM types
  • bfcfe6c Update turret shader.
  • 9657b0e Don’t play a construct animation for the turret.
  • 8827100 Make turret death animation consider the current pitch.
  • 02d8481 Remove the tesla generator and add basic support for the rocket pod.
  • 261f4e8 Fix typos and explain NACL_LIBPATH, thanks ZTM, Viech and Amanieu!
  • d740d09 Demerge turret and rocketpod some more.
  • 1483b97 Split rocket pod and turret target comparators and improve both.
  • 454ab3b Don’t crash if an IQM animation has no bounds.
  • 01341af Another fix for animation without bounds.
  • cccc95b Make the rocket pod enter a safe mode when an enemy is very close.
  • f7c8990 Allow scaling and rotation of missile models; Use it for the rocket.
  • b1f914b Make rocket shader use transparency.
  • effba47 Add a trail system for the rocket.
  • b97620d Increase turret giveup on target time and add an assertion for it.
  • a2c7a06 Set default spectator color to white
  • 47cd07f Attempt to fix two issues that can break compilation.
  • ff4871f Fix rocket pod animation jumps when leaving safe mode.
  • 3957840 Add basic tracking to the rocket.
  • 202f9a1 Make sure the rocket pod doesn’t hurt friends.
  • 28bab03 Start balancing rocket pod and turret.
  • b524cd3 Only set IQM anim bounds/poses if they exist
  • a635993 Allow adding a muzzle PS to the rocket pod.
  • 70d03f6 Improve rocket pod target selection.
  • 3a492ec Remove some dead ‘viewlog’ code
  • cfe4eef Refactor buildable animation handling.
  • 3c53699 Make the rocket pod shutters functional.
  • 1b726bd Force the client to always have com_dedicated 0
  • 996b54b Remove “inline” directive that can prevent compilation.
  • fbb084f Buildable animation coins.
  • e088dca Fix rocket pod reacting to close spectators.
  • f3f00d8 Fix fbb084f breaking the medistation animation.
  • 695fd97 Allow buildables to be rotated along all axis, similiar to missiles.
  • c2ccbab Lots of small changes to remove com_dedicated, it is now server.lanOnly
  • c776adb Fix a crash at startup with some compilers in Release mode
  • f9c6d54 Delete Fences after they have been waited for.
  • 2b615ff Use a preallocated ent structure to avoid alignment issues on QVM.
  • 04ef970 Make lcc report aligned structs on the stack.
  • da5d90d Make all aligned structs used by cgame static so lcc doesn’t mess them up.
  • b243f8d Split static refEntity_t from 2b615ff by function.
  • 7958985 Fix SIGSEGV on client disconnect before their building finishes construction.
  • 7cf3940 Make daemon work out of the compile on mac
  • c6e5c42 Fix r_showLightGrid crashing
  • bd49647 Copy all runtime dependencies into the build directory
  • dc8588f Add some comments to explain the ring buffer mechanism.
  • e1c84d1 Allow tagging of buildables in construction and confirm their death earlier.
  • 191e3fd Fix and add filter support to /shaderlist
  • 890ca58 Update weapon skeleton bounds when rotating
  • 9b6c2d7 Update the skeleton bounds when building the skeleton for an iqm model
  • 1d10a95 Show votes above the tutorial

New in version Alpha 34.0 (December 8th, 2014)

  • 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 post progress on the models and animations. Thanks to the bug fixing, in this release you should hopefully not see the dreaded CM_Inline model error, doors disappearing on Windows, and errors when running demos.
  • Under the hood:
  • We have also been working on our longer-term project of porting the gamelogic to using PNaCl instead of QVMs. The server side gamelogic had already been ported so we focused on the client side part. It now compiles and runs on all operating systems and we have reached correctness of the first direct translation from QVM to NaCl. However, as was expected, there was a performance hit as we need to copy big data structures (up to 100KB for snapshot_t) in a socket to communicate them, so we are now looking at improving the performance by removing synchronization points between the engine and the gamelogic, optimizing the size of the data sent and introducing a shared memory command buffer. At the same time we have started porting all the librocket code in the gamelogic, where it belonged in the first place except QVM did not allow C++, this will avoid a lot of hacks that were used to populate the librocket elements with gamelogic data. If you want to see the progress on these you can look at the nacl-cgame/main and nacl-cgame/librocket branches...
  • 4682256 Revert "Increase particle system limits." This prevents the game from starting on Windows.
  • 69a592e Turn DropClientMsg into a SyncMessage because it will call back into the VM
  • 4492970 Version bump to Alpha 33.1
  • 31b0574 Revert "Turn DropClientMsg into a SyncMessage because it will call back into the VM"
  • 79d35f6 Revert "Revert "Turn DropClientMsg into a SyncMessage because it will call back into the VM""
  • 6544a6b Small improvements to the /play[Sound|Music] commands
  • b2c41b8 Revert "Stop using entityState_t.solid for transmitting bboxes over the"
  • b644251 Revert "Fix 615c3c3."
  • cda263d Remove stereo support
  • 34d5127 Remove r_HeatHazeFix that noone uses anyway
  • 4518c89 Remove light/entity/interaction occlusion culling
  • 012e689 GLSL function declarations should be after the compile macros
  • 4471423 Remove CVAR_ARCHIVE cgame variables
  • 74b80c1 Load the map when playing a demo
  • 899a294 Add support for the "colorGrade" world spawn key Fixes #473
  • d8529f8 Figured out the difference between SERVERINFO and SYSTEMINFO
  • 737427a Remove some redundancy and reorder SV_DropClient
  • 46054c6 Remove arg of BotAllocateClient and introduce SV_IsBot
  • 307c410 Remove unused declaration and vars
  • 831ad05 Fix a copy paste error
  • 5c7f5ca Fix download-pk3.sh for BSD md5sum
  • 47ad268 Fix last download-pk3.sh patch for with a space
  • cb47910 Remove SDL1 support
  • f96c02c Fix UI lags
  • e343532 Version bump to Alpha 34
  • 46b938d Remove warning for when I->oav is NaN
  • 9dacad1 Update travis to use SDL2
  • 1fae126 Revert "Merge remote-tracking branch 'origin/remove_sdl1_support'"
  • fc1cedb Revert "Update travis to use SDL2"

New in version Alpha 33.0 (November 3rd, 2014)

  • 7c2917c Update changelog.
  • deaca2b Update changelog.
  • 5633b82 Increase particle system limits.
  • d0d8663 Add cg_spawnEffects to disable spawn colorgrading since OSX doesn't like it
  • 4deff12 Fix error message
  • 6e75400 Move build timer under momentum bar Fixes #455
  • 06baab5 Revert "Add a check to avoid sending sync messages while handling async messages"
  • aa452fc Clear the tutorial text when the cvar is disabled Fixes #457
  • 5e8ab1e Replace std::map with std::unordered_map in PropertyMap
  • 96e94a5 Restore previous weapon HUD upon vid_restart
  • 706a0b2 Adding /playSound /playMusic /stopMusic command
  • 5a219bc Fix id of the 'Resume Action' button Fixes #464
  • a7e1c9b Remove feature test macros from qcommon.h
  • 2711497 Detect a missing opusfile at configure time. Fixes #467.
  • 366e8d0 Implement soft particle shader.
  • 37655d9 Add depthFade to the acid tube acid shader
  • 5607dbb Attempt to mitigate #409. Add logging for when it does happen
  • 89dba82 Orient sprites toward view center.
  • dde6031 Add depthFade to the booster spores shader.
  • 786e8c4 Avoid division by zero in Tess_SurfaceSprite.
  • 1c5e599 Name the magic number in Tess_SurfaceSprite.
  • 7569c59 Attempt to fix interpolation of fadeDepth.

New in version Alpha 32.0 (October 6th, 2014)

  • Add missing Tess_MapVBOs calls to DebugUtils
  • Use persistent buffer mapping for dynamic buffer objects.
  • Pass a dummy color attribute to the lightmapping shader.
  • Add files from new assets
  • Only set the HUD on the initial snapshot
  • Always cull using the surface's AABB in R_CullSurface
  • Don't needlessly frustum cull in R_CullSurface
  • Optimize R_SortDrawSurfs
  • Call Tess_MapVBOs when rendering the sky
  • Make the parameters to BoxOnPlaneSide const
  • Ignore mouse up events without a mouse down event Fixes #447
  • Delete the old UI vm code
  • Allow disabling of buffer object extensions
  • Fix NULL dereference crash
  • Only drop the mouseup without mousedown event if the key is mouse1
  • Remove USE_DEFORM_VERTEXES macro.
  • Remove USE_EYE_OUTSIDE macro.
  • Add cvar to disable GL_ARB_sync.
  • Fix building on old GLEW.
  • Fix inverted if condition.
  • Remove useless extern "C"
  • Add a check to avoid sending sync messages while handling async messages
  • Remove USE_FRUSTUM_CULLING macro.
  • Remove BRIGHTPASS_FILTER macro.
  • Remove USE_GBUFFER macro.
  • Refactor vertex deformation code.
  • Consistent alien buy menu colors.
  • Consistent human buy menu colors.
  • Let's do the same to build menus.
  • Rename 'rifle' to 'SMG' in the UI only.
  • Add mine rate back to builder HUD.
  • Small changes to make the default UI use American English spelling. Also, small phrasing tweaks.
  • Tweak to the resource rate text.
  • Let's explain spawning choices.
  • Undo American -> Britsh changes for now.
  • For some reason, this fixes mantis corpse
  • Make update-version-number.sh update menu file versions too
  • Merge all available bounding boxes for IQM culling.
  • Work around '#directive in the middle of a shader' error on Mesa

New in version Alpha 31.0 (September 8th, 2014)

  • 1b54795 Add more variants of G_LineOfSight, modify the semantics a bit.
  • b0df029 Increase alien teammate heal range and apply a 4× modifier for three or more aliens.
  • 28d6b1a Move build point and mining related functions to new file g_buildpoints.cpp.
  • 5b5c456 Tentative approach to have RGS store a fraction of the team's build point pool.
  • 584e25b Remove leftover debug output.
  • 319d81a Fix minimum build point generation being added twice to the account of mined build points.
  • 605d624 Refactor g_buildpoints.cpp a bit.
  • ecb5a58 Add current mine rate and stored build points to buildable status displays.
  • 17b1c6c Store remaining BP in the main structure. Only lose a fraction if a BP storage gets destroyed.
  • 9c99291 Don't add or remove momentum when the main structure gets built or deconstructed.
  • 890cd96 Reward momentum to enemy attackers if a hurt structure gets deconstructed.
  • 144d5a9 Rename g_confidence.cpp to g_momentum.cpp.
  • 9aa01b6 Fix build.
  • a0f7327 Fix momentum reward size for killing players.
  • 528e3a4 Buildables don't heal if they're not powered.
  • de78c1a UI Replace references to deleted circle assets
  • 5c0eeb9 Remove obselete QVMs from gitignore
  • 5b05927 Use NOEXCEPT instead of noexcept to fix VS build
  • 8b15c28 Fix stack smashing in CopyVertexData
  • 00f5441 Temporarily remove asserts that crash on the ckit model because of degenerate triangles
  • 6a89697 Initialize empty infostring in CG_Rocjet_BuildServerInfo
  • 36d59a8 Fix scaling of bone-less models with r_vboVertexskinning 0.
  • 9a23381 Force lookup of master server address on net_restart.
  • 4ce6eab Fix an incorrect vec4 copy (should be vec3).
  • b26ffc7 Fix beacon highlighting.
  • 8c9623b Add unlocked-marker-color and locked-marker-color to allow controlling the color of the unlock markers on the momentum bar
  • 724bd64 Clean up of
  • 3766ee7 Add buildable costs to both teams' circlemenus
  • dca0919 Terminology: "forgiving vsync" -> "flexible"
  • 0ad9bd5 Move the handling of sv_cheats to common.cpp
  • da6528e Fix the client resetting sv_cheats too eagerly when starting a local server
  • bbbf6da Fix the VM not having the right value for g_cheats.
  • 18c7d57 Update librocket
  • df3b84b Slight cleanup of CL_GetServerCommand
  • 9b84285 Command.cpp no longer depends on framework files
  • 77745be Explicitly load fonts for librocket
  • 54dc6d5 Style the armoury weapon menu like the weapon menu
  • 22fd709 Get rid of Cbuf_ExecuteText
  • 4f5b10e Remove other framework includes in common
  • e583ab8 Add Logger::Do(Debug|Notice|Warn)Code
  • 133e0d7 Fix emoticon size on loading screen
  • 961076f Simplify cg_beacons.c.
  • 0ac406b Remove unneeded members of bspNode_t
  • 0d96fc0 Remove unnecessary spans from Rocket_QuakeToRML output
  • 621aa75 Fixup and enable light scissor tests
  • 801d78c Merge multidraws when possible
  • 74c1f3c Improve world vbo surface order
  • dca6da9 Remove r_dynamicBspOcclusionCulling support
  • f2804aa Reduce the size of bspNode_t
  • 9904907 Remove r_mergeMultidraws cvar
  • 0eab9f1 Fix crash
  • 512c091 Remove the _#x# suffix from emoticons
  • 398dcd8 Add sorting by server name, player count, and map
  • 7f4d7ae Fix OB1 error in the consoleTextElement that prevented text with the timestamp from appearing Fixes #346
  • 375996f Add build timers to alien and human builder HUDs
  • fec9ebb Fix a typo in light direction reconstruction.
  • eabb0cd Death message grammar fixes.
  • 1bb8350 Here, have some more death messages.
  • 737bd0d Last of death messages, for now.
  • 5ea15a8 If friendly fire is disabled, don't prevent the egg from killing friendly buildables in its way.
  • 81e33fd Move Vertex and Index data into aligned arrays.
  • c6c6b69 Delay mipmap computation of cubemaps until the texture is complete.
  • 16b8cd9 Use unsynchronized glMapBufferRange for VBO upload if possible.
  • 50efef8 Avoid glVertexAttribPointer calls during world rendering.
  • 7989221 Stop RocketCvarInlineElement from updating every frame
  • c103d28 Fix RocketConsoleTextElement OOB access
  • 29d2345 Fix off by one error in RocketConsoleTextElement
  • c64cd89 Cleanup rocketProgressBar slightly
  • b53de31 Add USER_ARCHIVE flag to cvars set by the UI so they save
  • c76eda1 Set openal current device so the dataselect can select it
  • 4efac03 Add trap_Cvar_AddFlags
  • 9957243 Add CVAR_ARCHIVE to audio.al.device when set via the UI
  • 8c67e75 Start loaded HUD units hidden
  • 1235443 Resize alien health and poison progressbar images to remove alpha Fixes #420
  • cdcd525 Remove tag sounds and tag score indicator.
  • 0b3f79c Fix highlighting, add back BCT_HEALTH and BCT_AMMO, make beacons more opaque when fading in.
  • 58982b0 Remove unimplemented stuff from tr_types.h
  • aca2872 Remove unused parameter from R_CullSurface
  • a66b6bb Remove R_AddBrushModelSurface
  • 565bd57 Remove unused patch culling stats
  • f6dd09f Remove double setting of vertex attrib pointers and improve Scissor.
  • a7ede0b Default to no knockback for all damage; Add the doKnockback missile config option.
  • 40f1980 Fix GLimp_DebugCallback to work with different versions of GLEW
  • cf5fae4 Remove unneeded call of va() in Tess_UpdateVBOs.
  • ca159a2 Fix grenade and other missiles scaling.
  • 69bc3a1 Selection box description changes.
  • 5e33ec2 Download text change.
  • 458cfd2 Let the base clustering code handle tag beacons instead of structures.
  • 551d626 Cleanup CG_RunBeacon a bit.
  • 65bde36 Make enemy structure tags permanent.
  • 3e6a79d Defer removal of enemy structure tags until the structure's death was confirmed.
  • b0e46c4 Let's not translate IRC error messages.
  • 727a64b Don't need to translate these IP messages.
  • c0ce6ee Why translate cvar messages?
  • a36ec3a Removed cl_parse translations
  • 1e7004c Removed the rest of cl_irc translations.
  • a8d0795 Removed cl_keys translations.
  • 6fbea99 Removed cl_main translations.
  • 1b56168 Let's not translate sv_client.
  • 70e5ea2 Let's not translate sv_main.
  • 0b37a58 Let's not translate sv_ccmds.
  • d6052fe Misc server translation removal.
  • 2028938 BaseCommands translation removal.
  • 725ab52 Removed translation from common.cpp.
  • f147af8 Removed translation from msg.cpp.
  • a9cca39 Removed translation from files.cpp.
  • c695956 Untranslate the rest of qcommon.
  • 0530230 Rest of CvarSystem.
  • b274063 Fixed line in translation.cpp.
  • b6fa5e9 Removed translations from audio.
  • ba1b1e3 Remainder of src/engine translation scrubbing.
  • 615c3c3 Stop using entityState_t.solid for transmitting bboxes over the network.
  • 920d466 Rename Lore to Help
  • 1e1171b Fix 615c3c3.
  • b858247 Use static VBOs where possible.
  • 0eb7de8 Add guarding #ifdefs around GLEW_ARB_buffer_strorage
  • 0233a2a Invalidate tess.surfaceShader after scissor is updated.
  • 103ccbf Clean up rocketDataSource.h
  • fbce5c9 Fix spacing on scoreboard Fixes: #428
  • bbfe283 Fix ping on scoreboard Fixes: #429
  • 4e7e7aa Set size of emoticons everywhere to 1.1em so they appear properly sized Fixes: #431
  • 8425dd8 Clear all key states when switching to UI focus Fixes: #367
  • 9038e4b Make scoreboard show up instantly, even if it is wrong briefly
  • b9c9802 Add a trap call to load map metadata + refactor code for this change - All maps must keep their levelshots and arena files in a meta/ folder at the root of the pk3/pk3dir - datasource levelshot and maploading levelshot split off into different elements - Only the map you are playing is fully loaded now.
  • 89067e0 Remove invalid comment
  • 8ec3022 Fix armoury bounding box/size mismatch.
  • ab0df56 Load arenafiles from meta/mapname/mapname.arena Add trap_GetFileListRecursive to accomplish this
  • 0bc1513 Always load DEPS when loading a pak with a prefix
  • 8ff8680 only load hud/menu stuff from the ui/ prefix
  • c69824a Check for tess.indexes == NULL in RB_StretchPic and friends.
  • 170cd1a Send full list of commands to the client upon pubkey authentication and remove listrotation and listmaps from admin command list /listrotation didn't work because someone added it to the admin command list with no function so it was always handled by the admin list instead of the command list in g_cmds.cpp. Fixes #433
  • af2adf6 Fix typo in registering a rocket property Fixes #430
  • fcb6a06 When restarting the UI in CL_Disconnect, shutdown the entire cgame instead of just rocket Fixes #438
  • 30eb458 Fix typo in createserver menu
  • adf7293 Protect failed to load animation warning with a debug cvar This warnings are only useful to developers and are annoying. In the future, when we have per subsystem logging, this cvar can be replaced.
  • b932e65 Add mantis charge cooldown progressbar to hud
  • a8322dd Version bumb to 0.31.0
  • ff90986 bump version in the main menu

New in version Alpha 30.0 (August 5th, 2014)

  • New armory:
  • The new armory model is now in this release. As you can probably tell, it looks absolutely nothing like the old one, and presents a more circular design. It's taller than the previous armory, and you'll need to be a bit more creative if you intend to camp on top of it. We are open to suggestions as to what to display on the screens that you can see in the shot.
  • New hive:
  • Everyone's favorite late-game alien defense structure now has a new model, too. The model lies closer to the ground and has a face to ensure that you will feel guilty when firing upon it. For the moment it still fires a swarm of buzzing things, but in the near future it will fire off individual flies.
  • Beacons:
  • We now have a cool new beacon system that will lay the foundations for many future changes, but they are already usable as-is. It is now possible to mark things with a variety of beacons visible to teammates, including attack, defend, pointer, repair, and time beacons. They are also visible on the minimap. We tried our best to make them unobtrusive, and in the future, we will use the system for team radar. Give us feedback!
  • Vertex data optimization:
  • For this release we've merged in our 'vertexpack' branch, which adds some efficiency to our renderer in the form of more efficient vertex attributes. This should result in less GPU memory usage per model, and depending on the graphics card in question, faster vertex shader invocation should result in some users noticing a degree of performance increase. We will have an article soon on the more technical aspects of it, as well as future plans regarding it.
  • Weapon inertia:
  • As part of what will be a series of changes in making the first-person weapons behave more realistically, human weapons now all have inertia behind them. This means that they will now lag slightly when following your motions,
  • Bug fixes:
  • We spent a lot of time going over the new libRocket interface and fixing things, so it should be a lot better than it was on the debut last month. For instance, we've reorganized many things in the interface, including many small things like adding a new team selection box. We also fixed long-standing issues like the weirdness with first-person models while spectating, assorted console strangeness, and the abundance of dynamic light created by marauders for no reason.

New in version Alpha 29.0 (July 8th, 2014)

  • libRocket:
  • We've finally added our new UI system based off libRocket. The effort has spanned many months of design and work, and we are pleased to have finally merged it into the master branch. Gone is the old clunky interface with its awkward design, now to be replaced with a modern interface of our own creation. Considering we are still in alpha, you may expect some weirdness here and there, but as players you are the eyes of our project, and you will be valuable in spotting glaring inconsistencies and bugs for us to fix. Please report any and all strangeness you find on our forums, IRC channel, or GitHub bug tracker.
  • Here are a few things to keep in mind:
  • You no longer select items, freeing the mouse wheel for other binds.
  • There is now a default grenade bind, assigned to the 'g' key.
  • Making new HUDs is a different process, which will be explained soon.
  • Our menus have been greatly improved, both in and out of the game. Take a look at the options menu for instance, or the server listing. You can now easily start a local server without needing to bother with console, and you can even add bots to it, as long as the map has navmeshes included. For both teams, there is now a circle menu that will allow you to purchase upgrades and other things much more efficiently than before, and all items have clear explanations regarding what they do, hopefully leaving the game more comprehensible for new players.
  • The addition of the new libRocket interface brings us closer to our long-awaited beta, and once we've ironed out most of the bugs by next release, you can expect to hear about the next big thing we'll be up to.
  • A new map:
  • Or rather, a classic one in the process of being upgraded for our engine. We now have a testing version of a retextured Station15, and the map will be available for you to play around with and provide much-desired feedback on. Considering that it is now our eighth map, and we have fulfilled our beta goal of at least six maps, we have made the decision to drop all of the old Tremulous maps from our default set. This leaves us shipping only our own maps, but you can still play the old Tremulous maps on your own servers as long as they are modified to work with our new filesystem.
  • Other changes:
  • A lot of other things went on this month for the game, although they've been dwarfed by libRocket. The human soldier now has cleaner armor textures, and the armor set has been modified so that the "unarmored" human is wearing a vest instead of charging into aliens in nothing more than chainmail pajamas. You can also expect the usual lot of bug fixes, of which there are too many to summarize here but can be viewed on our GitHub page.

New in version Alpha 28.0 (June 2nd, 2014)

  • Maps and models:
  • Two of our maps have received updates. Viech has made a few adjustments to Parpax – some which you'll notice quite quickly are around the humans' front entrance – and one old Tremulous map has become an Unvanquished map. Supertanker has done a retexturing job on Spacetracks (and there may be one or two layout tweaks too).
  • The drill and the jetpack have seen a few fixes – there were a few problems in the initial model exports. Little things like sharp seams being lost.
  • Gameplay changes:
  • Turrets now cost 10 build points and have increased health (250hp) ‒ but are now susceptible to dretch damage. Their firing pattern is once more continuous, and they'll continue to fire so long as there's a line of sight to the target. Armouries now cost 8bp each.
  • Alien health regeneration is tweaked: you get less for being in base and more for being on creep or close to a team-mate. It's no longer possible to switch between higher alien classes which have the same cost.
  • Radar and advanced marauders are now available earlier, and the cost of a grenade is reduced to 250 credits. Finally, fire spread is a bit less aggressive.
  • Build changes:
  • We now use header compilation, which provides a significant reduction in build time. There's been a lot of small fixes and some clean-up of dead code. Compatibility should be improved a bit too – unnecessary checks for unused GL extensions have been removed.