So 'Unvanquished' the open source game I've been working on has just had its 3rd alpha test released.
You can download it here: http://sourceforge.net/projects/unvanquished/files/
Just to note: the image featured was not created by me, its the new interface/menu, Shiny!
The team has worked hard on this and its great to see the progress we've made already. This build includes the new 'Dretch' model which I created the high poly and texture maps for. It should also contain 2 of my other models previously featured on this blog: The 'Trapper' and 'Acidtube.'
I look forward to seeing the Tyrant in future builds, the animations are already looking great (thanks to Gavlig) :)
New in this release:
- The finished dretch! Fully textured and animated.
- A new interface! The main screen has been redone, along with the menus and the map loading screen.
- Players with older hardware can turn off the new models for increased performance, using these three cvars:cg_highPolyWeaponModels
cg_highPolyBuildableModels
cg_highPolyPlayerModels - In regards to gameplay, we've added anti-spawnblocking, as well as a few tweaks to the lucifer cannon, pulse rifle, and flamethrower. The tweaks are off by default, and may be enabled on a hosted server for testing.
- We've cleaned up the voting code, and in addition to some changes, we've added two new vote types. Spectate votes will force players onto the spectator team, and function as a lighter kick. Polls, an old favorite, have been implemented too! To enable them, use g_pollVotesPercentage, with the value set to the winning percentage.
- For in-game administrators, troublesome players can be locked onto the spectator team for a little while, using the speclock andspecunlock commands. In addition, you can now warn players.
- For HUD designers, you can now use health bars and build timer progress bars.
- A GLSL shader cache allows for faster loading times for those using the new renderer.
- The console, for those running from a terminal, now has support for 256 colors.