Search found 52 matches

by cu-kai
Mon Apr 17, 2023 3:37 pm UTC
Forum: General Discussion
Topic: What r_gamma value do you use?
Replies: 13
Views: 9204

Re: What r_gamma value do you use?

Regularly using between 1.4 and 2 depending on the map / environment.

by cu-kai
Wed Jan 18, 2023 12:51 pm UTC
Forum: General Discussion
Topic: Release candidates for 0.54.0 [RC2]
Replies: 6
Views: 986

Re: Release candidates for 0.54.0 [RC2]

I am currently hosting a prerelease version of 0.54.0 on Bunker. You will need one of the clients in this thread to connect to that server, and you will receive an unvanquished-prerelease dpk.

by cu-kai
Wed Oct 05, 2022 11:30 pm UTC
Forum: Level Design
Topic: Operation: DRETCH
Replies: 3
Views: 821

Operation: DRETCH

Hello everyone, I present: Operation: DRETCH! A modern take on the classic Dretchstorm, you must fight your way to the Overmind and destroy all the alien spawns, of course while making sure the alien horde does not destroy your own base. Recommended: 3-8 players. More than that and it might be too ...
by cu-kai
Wed Aug 24, 2022 10:26 pm UTC
Forum: General Discussion
Topic: SITE UPGRADE
Replies: 19
Views: 31305

Re: SITE UPGRADE

Greetings all, we have upgraded our site, as a result you may notice some changes (and some missing or changed features).

Thanks to illwieckz for his help with this.

Let us know if you have any problems.
by cu-kai
Sun Aug 14, 2022 10:47 am UTC
Forum: Level Design
Topic: New advanced map editor for Quake engines: TrenchBroom
Replies: 45
Views: 61612

Re: New advanced map editor for Quake engines: TrenchBroom

poVoq wrote:Anyone tried this recently? It seems like Quake3 patches are mostly supported now?

https://github.com/TrenchBroom/TrenchBr ... ag/v2022.1
Not sure as there's been a lot of work on NetRadiant lately, I'd be willing to give it a try at some point and report back.
by cu-kai
Sun Sep 26, 2021 5:06 am UTC
Forum: General Discussion
Topic: binds and config files
Replies: 1
Views: 2919

Re: binds and config files

I copied my Tremulous binds over to Unvq years ago, and with some modifications, they worked (and still work) fine. I have an aliens.cfg and a humans.cfg though I am aware a lot of work has been done for native per team bind support (you don't have to use this, the old fashioned method still works).
by cu-kai
Sat Jul 17, 2021 10:40 am UTC
Forum: Ideas & Suggestions
Topic: add a mechanism to prevent people change team to destroy base
Replies: 14
Views: 9002

Re: add a mechanism to prevent people change team to destroy base

Just to add to @Gireen's response, this is an age old problem that dates back to the days of Tremulous (indeed it still occasionally occurs on Tremulous) which has always been resolved by either votekick intervention (usually too late) or server admin intervention.
by cu-kai
Wed Jul 07, 2021 3:30 pm UTC
Forum: Assets & Artwork
Topic: Over-detailed icons?
Replies: 31
Views: 6188

Re: Over-detailed icons?

@Nanaa all sorted, you should see this on the homepage now. Thread moved.
by cu-kai
Sat Apr 24, 2021 12:21 pm UTC
Forum: Feedback
Topic: Build points considerations
Replies: 16
Views: 21410

Re: Build points considerations

The current popular server on Tremulous, Der Bunker, allows the human team to rebuild the armoury, medistation and defence computer after SD has passed, so long as they had one before SD started. We find that this works quite well. Same goes for the alien team and their booster. plus the waiting to...
by cu-kai
Fri Apr 23, 2021 11:33 pm UTC
Forum: Ideas & Suggestions
Topic: Different lose conditions
Replies: 4
Views: 3757

Re: Different lose conditions

I like the sound of this. If the "no main building" condition is enabled, presumably your intention would be to give a configurable grace period to allow the team to rebuild it? There was once a mod for Tremulous which made non-essential buildings randomly explode until the bps were positi...