Unvanquished is a fast-paced, futuristic FPS with RTS elements, pitting technologically advanced humans against hordes of highly adaptable aliens. The player can choose from either team, providing a fresh gameplay experience on both sides of the conflict. The game is under highly active development, with a new alpha release being made at the beginning of each month.

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Hello, and welcome to our August release!

This month, we're featuring a major milestone for our engine, a new default map, and a number of bug fixes and infrastructure work.

Unvanquished Alpha 42 Universal


First off, we've worked with members of the Xonotic team to decouple our game code from our engine code, meaning that the Daemon engine can now be used not only by both of our projects, but by others as well! This was somewhat possible before, but now it's much easier, making it less of a pain to keep up to date with upstream engine changes. An upcoming project by another team from Europe, Unreal Arena, is also interested in using our engine. What this means for players across projects using our engine is that they'll be able to benefit from engine development from multiple sources, as well as a unified tool set to deal with assets and maps. This could mean playing Xonotic maps on a game of Unvanquished, or using Unvanquished models to provide Xonotic with an alien boss rush mode. It's a very exciting time for all parties involved, and it will be interesting to see where this goes!

Our featured feature (!) of this month is Vega, a new map that you might have seen being tested during our Sunday community games. It was a fantastic Tremulous map, and has now been ported to our engine, taking advantage of the features it provides. The map has been retextured, and the layout will continue to change as feedback comes in. Mappers can also use the great new texture set that comes with it, as well as a set of detailed map objects. All of the screenshots on this release post have been taken on Vega, and as you can see, it's a really nice map!

The duplicate GUID bug has been fixed, and the SSAO shader bug as well. After the libRocket NaCl merge last month, we've also had work done on converting UI elements to take advantage of C++, something that will be ongoing until we add libRocket Lua support in the near future, allowing for scriptable UI elements. Last but not least, our GitHub page has been updated with nicer formatting and pretty buttons, so you should definitely go take a look!

On another note, we're phasing out our usage of SourceForge. We will continue to upload releases there for a month or two longer, but in light of recent fishy events there and the general migration of open source projects away from that site, we'll be switching to a mixture of hosted torrents, GitHub releases, and an upcoming auto-updater. Stay tuned.

The very first GitHub release can be found here.

Commits

  • fe56beb Don't build nacl VMs due to excessively long command line
  • 71bd2e5 Allow aborting shutdown if it gets stuck
  • f24bc51 Convert . RUn HUD update ocde in OnUPdate
  • 74ec4f9 Convert usable_buildable. Minor fixes to other elements
  • 38f0b76 Make PNaCl a first class CMake toolchain; split engine and game build scripts
  • 41de3bc Use Daemon_SOURCE_DIR for pnacl toolchain resolution
  • 8ab01ae Set CMAKE_C_COMPILE_OBJECT (wasn't being set sometimes?)
  • 18c8d7d Define BUILD_VM in the GAMEMODULE function Define VM_NAME instead of checking other definitions
  • 72da5a3 Simply element size calculations
  • c612bf4 Don't scan for crosshair entity of cg.snap is null
  • 2aa25ee allow extension independent soundfile path, fix #642
  • 0db3348 Fix CG_KeyBinding to do what it is expected to do.
  • b0909cc std::move unnecessary. Move declrations of variables to where they are used in vote function
  • aac9e81 Update README.md with msys2 build instructions
  • 7126648 beacon: display “Here” if player <= 1m from entity
  • 56e644e Only use nacl .bat on windows with msvc
  • 81533a9 Fix some errors with emoticons in librocket
  • 3a482e9 Make r_ssao cvar_latch again and only load the ssao shader if r_ssao != 0
  • 629fde0 Eliminate a warning about strcasecmp being redefined on mingw
  • b69c1f2 Replace Com_RandomBytes with Sys::GenRandomBytes
  • 6cd62b2 Implement Sys::GenRandomBytes for NaCl
  • 8d518a7 Avoid using FS::RawPath for Sys::GenRandomBytes since it is not available in VMs
  • 7a3999a Update version update script
Alpha 40 released!

Alpha 40 released!

News 0 comments

Here's what's new in our fortieth monthly alpha release. Beta is on the horizon!

Maps of Unvanquished

Maps of Unvanquished

News 1 comment

Unvanquished ships with its own stock set of ten maps. This article presents an overview of our current collection of maps, as well as how we've improved...

Summary of gameplay changes

Summary of gameplay changes

News 0 comments

One thing we're asked often is, what changes have been made to the gameplay since Tremulous? Here's a look!

Here’s Alpha 36!

Here’s Alpha 36!

News 0 comments

Two new models, the spiker and the repeater! Major updates to Antares and Forlorn! Gameplay updates and bug fixes!

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Unvanquished Alpha 42 Universal

Unvanquished Alpha 42 Universal

Full Version 0 comments

Everything you need in one package, for Windows, Linux, and Mac. Check our website for the release post and/or Linux distro-specific packages.

Post comment Comments  (30 - 40 of 79)
Guest
Guest

This game is very promising.

Btw: could you update the generic installers for linux?

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Ciarank
Ciarank

This looks brilliant i would love to play this game will it be free to play or will you have to buy it?

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kharnov Creator
kharnov

Free. We will always be free and open source. We don't believe in making people pay for anything we produce.

If you want to play it, we're in open alpha. You can download the game now if you want, and play it on one of the servers we have up. There's one server filled with bots if you want to practice.

Reply Good karma+4 votes
ildamos
ildamos

Hi. This game is mighty promising and I would like to do a review of it. Questions though: Where are the servers located? Will the game be playable by players in the Oceania and SEA regions?

If not, does it have a singleplayer mod and are the bots intelligent enough to build structures (I understand this is an evolved version of Tremulous, a game I enjoyed years ago.)

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kharnov Creator
kharnov

Update: we now have the Australian server updated for the latest release. Look for Aussie Assault. It may or may not have bots, but you can grab some friends and play there. If you want to experience our bots, check out one of the other servers with them.

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kharnov Creator
kharnov

Nice to hear that you'd like to do a review of it! Let me know when you get it up, so that we can all see it.

Regarding locations, we do have servers located around the world, and there should be one in Australia. It might not have been updated recently, but I can get the guy running it to do so.

We have intelligent bots, and the human variety can build at the moment, provided that they're given a layout to work with. Our bots work off a behavior tree system.

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ildamos
ildamos

Been a long time since I logged in. Thanks for the heads-up! One last bit: Is there a LAN mode? I'd like to introduced this to my friend's cyber cafe.

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Rhyl3yMaster
Rhyl3yMaster

So i've been wondering: Will my Tremulous 1.1 mods still be compatible here? And also, Is there a way I can host a dedicated server, or does it have to be client-side?

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kharnov Creator
kharnov

They should be compatible, but remember that we've had some code changes and that some things have been renamed. However, the same file formats are still being used, so asset mods should be just fine.

As for servers, yes, you can host a dedicated server. We can help out with that on our forums.

Reply Good karma+2 votes
ZdrytchX
ZdrytchX

I had just tried various tremulous (1.1 and gpp, including the official 8/8/11 update) qvms and they all come up with various error messages and the server doesn't start up.

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Rhyl3yMaster
Rhyl3yMaster

Alright, Thanks!

P.S.
I have gotten my mods working in the current alpha. I see the coding structure is slightly different as well.

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Unvanquished
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