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Search found 42 matches

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: 4
Views: 133

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
Sat Apr 24, 2021 12:21 pm UTC
Forum: Feedback
Topic: Build points considerations
Replies: 15
Views: 2204

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: 6
Views: 933

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...
by cu-kai
Fri Apr 23, 2021 5:21 pm UTC
Forum: Feedback
Topic: Build points considerations
Replies: 15
Views: 2204

Re: Build points considerations

Much of the building spam on Tremulous is solved by having a sudden death time set on the server. Indeed, games on Tremulous have sudden death at 15 minutes yet games can still sometimes go on for longer than an hour. I find fighting on unvq frustrating when there's no SD because the enemy will jus...
by cu-kai
Thu Apr 22, 2021 12:33 am UTC
Forum: Feedback
Topic: Build points considerations
Replies: 15
Views: 2204

Re: Build points considerations

Much of the building spam on Tremulous is solved by having a sudden death time set on the server. Indeed, games on Tremulous have sudden death at 15 minutes yet games can still sometimes go on for longer than an hour. I find fighting on unvq frustrating when there's no SD because the enemy will just...
by cu-kai
Mon Jun 08, 2020 2:01 pm UTC
Forum: Ideas & Suggestions
Topic: Installation README file
Replies: 5
Views: 6146

Re: Installation README file

Hi illwieckz, When you say the downloader, do you mean the file (retrieved by the Download button) that's named: "UnvUpdaterLinux.zip" -I was a bit perplexed by the naming, so I unpacked and used the universal zip, first/instead. Something called Updater seemed to be a thing meant to be u...
by cu-kai
Thu Feb 27, 2020 11:26 pm UTC
Forum: Community
Topic: Unvanquished in Numbers
Replies: 5
Views: 11000

Re: Unvanquished in Numbers

Maybe a page like http://tremulous.net/graphs/ would be a good thing to have, to record long-term statistics?
by cu-kai
Sun Dec 01, 2019 11:58 am UTC
Forum: General Discussion
Topic: Why do you guys keep developing the game with no players playing the game?
Replies: 8
Views: 9940

Re: Why do you guys keep developing the game with no players playing the game?

I'd certainly like to see more players on Unvanquished, though the problem is there are few people who actually play Tremulous who will even attempt to play Unvanquished. A lot of the people I talk to on Tremulous 1.1 (and I play 1.1 a lot still) are happy with Tremulous as it is, and hate gpp and &...
by cu-kai
Fri Mar 24, 2017 10:18 pm UTC
Forum: Level Design
Topic: [doesn't work yet] Unvanquished mapping with DarkRadiant
Replies: 11
Views: 12774

Re: Unvanquished mapping with DarkRadiant

That's nice to hear. There wasn't too much code to fix up for Xcode, actually, the packaging and otool/install_name_tool fiddlery was more work. The move to wxWidgets a few years back was an important decision, and it seems it was the right one (I chewed on that migration for more than eight monhts...
by cu-kai
Wed Dec 21, 2016 12:46 pm UTC
Forum: Map Releases
Topic: Freeway
Replies: 6
Views: 9229

Re: Freeway

So far looks good, however, a few things I want to highlight having quickly looked around ⋅ Currently you can escape the map as a dretch via the freeway itself (just wallwalk up the player clip by the huge gate) ⋅ Human base is far too alien friendly, especially once aliens get a...

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