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Analyzed about 5 hours ago. based on code collected 1 day ago.
Posted over 12 years ago
The site and forums are randomly offline due to our host. See this page for status updates.
Posted over 12 years ago
The site and forums are randomly offline due to our host. See this page for status updates.
Posted over 12 years ago
Hi everyone! Today I am pushing out to the official servers a new set of VMS with, among other smaller non-gameplay fixes, makes the following changes. We are not starting an official new phase, as these are not expected to be significant enough to ... [More] warrant one, but we will be making the balance data separable on our end in case they are more significant than expected. Tremstats is not being reset. * (bug 5001) Fix repeater BP queueing, build them with full BP available (/dev/humancontroller)  - Set the queue time short to encourage builders to wait for the queue rather than replace the repeater (Norfenstein) * (bug 4999) Marauder+ zap bugfixes (/dev/humancontroller)  - Use spherical distance checks instead of cubic  - Fix buildables' ability to be zapped by two marauder+'s at once  - Chain to targets visible to each other, rather than visible to the zapper (e.g. chains can go around corners)  - Fix zap effect disappearing too early when target dies * (bug 5087) Improve widetrace (alien swipe) hit detection (/dev/humancontroller) Specifically, this improves ability to swipe/bite humans that are pressed against a wall. * (bug 5020) Allow dragoon pounces to do damage if released before the end of a previously-fired weapon's delay. Previously it would fire, but not do any damage. Thanks Dracone for reporting. * (bug 5039) Fix buildables to initialize with the correct normal vector, which should improve falsely self-destructing eggs (/dev/humancontroller) * (bug 5092) Improve ckit repair targeting direction (/dev/humancontroller/) * Add ready-related text to cg_tutorial during intermission See the full topic and discussion here. [Less]
Posted over 12 years ago
Hi everyone! Today I am pushing out to the official servers a new set of VMS with, among other smaller non-gameplay fixes, makes the following changes. We are not starting an official new phase, as these are not expected to be significant enough to ... [More] warrant one, but we will be making the balance data separable on our end in case they are more significant than expected. Tremstats is not being reset. * (bug 5001) Fix repeater BP queueing, build them with full BP available (/dev/humancontroller)  - Set the queue time short to encourage builders to wait for the queue rather than replace the repeater (Norfenstein) * (bug 4999) Marauder+ zap bugfixes (/dev/humancontroller)  - Use spherical distance checks instead of cubic  - Fix buildables' ability to be zapped by two marauder+'s at once  - Chain to targets visible to each other, rather than visible to the zapper (e.g. chains can go around corners)  - Fix zap effect disappearing too early when target dies * (bug 5087) Improve widetrace (alien swipe) hit detection (/dev/humancontroller) Specifically, this improves ability to swipe/bite humans that are pressed against a wall. * (bug 5020) Allow dragoon pounces to do damage if released before the end of a previously-fired weapon's delay. Previously it would fire, but not do any damage. Thanks Dracone for reporting. * (bug 5039) Fix buildables to initialize with the correct normal vector, which should improve falsely self-destructing eggs (/dev/humancontroller) * (bug 5092) Improve ckit repair targeting direction (/dev/humancontroller/) * Add ready-related text to cg_tutorial during intermission See the full topic and discussion here. [Less]
Posted almost 13 years ago
Development of the next version of Tremulous is ongoing, here's a sample of some of the most recent changes: * Stage thresholds increased by 50% * Armour and location damage updates: ** "We've adjusted the values for human locational damage and ... [More] armour coverage so that the armour regions actually line up with the body regions, since it was previously possible to get helmet protection on top of the body modifier for a small region in which they overlapped. The change was to extend the "head" region lower (from 0.9 to 0.8 standing, 0.86 to 0.7 crouching), so as a side effect this should make getting headshots slightly easier. I'm not sure how a big an effect this will have on gameplay, or if it will even be noticeable, but at least armour coverage won't be severely counterintuitive." * Trample can hit any number of structures without abruptly stopping, so you can rampage over multiple telenodes without interruption. Structures still only take damage once per trample * Flamer projectile speed increased to 500 (from 300) * Shotgun spread changed to 700 (from 900) There is a lot more data and further information in the full post on the forum announcement. Check it out! [Less]
Posted almost 13 years ago
Development of the next version of Tremulous is ongoing, here's a sample of some of the most recent changes: * Stage thresholds increased by 50% * Armour and location damage updates: ** "We've adjusted the values for human locational damage and ... [More] armour coverage so that the armour regions actually line up with the body regions, since it was previously possible to get helmet protection on top of the body modifier for a small region in which they overlapped. The change was to extend the "head" region lower (from 0.9 to 0.8 standing, 0.86 to 0.7 crouching), so as a side effect this should make getting headshots slightly easier. I'm not sure how a big an effect this will have on gameplay, or if it will even be noticeable, but at least armour coverage won't be severely counterintuitive." * Trample can hit any number of structures without abruptly stopping, so you can rampage over multiple telenodes without interruption. Structures still only take damage once per trample * Flamer projectile speed increased to 500 (from 300) * Shotgun spread changed to 700 (from 900) There is a lot more data and further information in the full post on the forum announcement. Check it out! [Less]
Posted over 13 years ago
Greetings, Tremulous Community! Are you growing impatient for 1.2? Tired of looking at the same models and treading back and forth over the same old maps endlessly? Anxious for some game play changes? Well, here's some good news: the wait is almost ... [More] over! Tremulous 1.2 (yes, the final release) is almost ready! However, there is one major roadblock left to conquer - the sounds. Do not despair! The best news is this: YOU (the community) can help! In order to finally finish up 1.2 and get it in your hands, we need to replace the majority of the sounds in the game. The problem is that there are a lot of sounds and not enough time. But by helping us, you're also helping yourself! The sooner we get this done, the sooner we'll all be playing. If you've ever wished you had a way to contribute to the game's development, here's your chance! For an in-depth look as to what needs to be done, please visit the forum thread below: http://tremulous.net/forum/index.php?topic=13257.0 Also take a look at the Sound Licenses page on our Wiki to see what sounds are already replaced and what still needs to be completed: http://tremulous.net/wiki/Sound_Licenses As you can see, we are 67% finished! All we need is a little boost from you, our fans, to get this done! We thank each and every one of you for any contributions you have made so far and for your undying support. <3 Darklegion Development [Less]
Posted over 13 years ago
Greetings, Tremulous Community! Are you growing impatient for 1.2? Tired of looking at the same models and treading back and forth over the same old maps endlessly? Anxious for some game play changes? Well, here's some good news: the wait is almost ... [More] over! Tremulous 1.2 (yes, the final release) is almost ready! However, there is one major roadblock left to conquer - the sounds. Do not despair! The best news is this: YOU (the community) can help! In order to finally finish up 1.2 and get it in your hands, we need to replace the majority of the sounds in the game. The problem is that there are a lot of sounds and not enough time. But by helping us, you're also helping yourself! The sooner we get this done, the sooner we'll all be playing. If you've ever wished you had a way to contribute to the game's development, here's your chance! For an in-depth look as to what needs to be done, please visit the forum thread below: http://tremulous.net/forum/index.php?topic=13257.0 Also take a look at the Sound Licenses page on our Wiki to see what sounds are already replaced and what still needs to be completed: http://tremulous.net/wiki/Sound_Licenses As you can see, we are 67% finished! All we need is a little boost from you, our fans, to get this done! We thank each and every one of you for any contributions you have made so far and for your undying support. <3 Darklegion Development [Less]
Posted over 13 years ago
Ingar has joined the official development team to take charge of the forums and bring his considerable mapping skills to the table. Ingar has been a valuable member of the community for a long time, and everyone who knows him is aware of his love for Tremulous. Give him a holler and congrats when you see him!
Posted over 13 years ago
Ingar has joined the official development team to take charge of the forums and bring his considerable mapping skills to the table. Ingar has been a valuable member of the community for a long time, and everyone who knows him is aware of his love for Tremulous. Give him a holler and congrats when you see him!