Regularly using between 1.4 and 2 depending on the map / environment.
Search found 52 matches
- Mon Apr 17, 2023 3:37 pm UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 13
- Views: 9204
- 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.
- 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 ...
- 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.
Thanks to illwieckz for his help with this.
Let us know if you have any problems.
- 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
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.poVoq wrote:Anyone tried this recently? It seems like Quake3 patches are mostly supported now?
https://github.com/TrenchBroom/TrenchBr ... ag/v2022.1
- 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).
- 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.
- 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.
- 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...
- 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...
