See https://wiki.unvanquished.net/wiki/Mods/deadbeef for updates, but I'll regularly add such messages here when new versions appears.
Search found 221 matches
- Fri May 19, 2023 11:14 pm UTC
- Forum: Community Development
- Topic: slower-pace mod project
- Replies: 2
- Views: 152
- Mon May 01, 2023 12:53 pm UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 16
- Views: 457
Re: What r_gamma value do you use?
FWIW I gave a try to the maps illwieckz recently updated, and with my monitor brightness set to minimal, I could play with gamma at 1.0. Monitor brightness being at minimal was to test in rather extreme conditions, so they should now be ok. Sadly, it's still around 15 maps over 300+ so I'll keep my ...
- Mon May 01, 2023 8:09 am UTC
- Forum: Map Releases
- Topic: Tremulous Classic community map pack
- Replies: 13
- Views: 29551
Re: Tremulous Classic community map pack
Deployed on deadbeef, testing in progress
[edit]
Did some testing, most maps seems OK, except for tremor which now have undeground grids with noclip.
- Sat Apr 29, 2023 10:34 pm UTC
- Forum: Community Development
- Topic: slower-pace mod project
- Replies: 2
- Views: 152
slower-pace mod project
As some might now since a while, I've always had a slower-pace mod project for unvanquished. This will be a long term effort, and as such have low chances of success, especially since unvanquished's and tremulous' players seems to be rather fond of fast gameplay, when one does not really tries to su...
- Sat Apr 29, 2023 9:01 pm UTC
- Forum: General Discussion
- Topic: gameplay: to hard-code or to not hard-code, that is the question
- Replies: 16
- Views: 410
Re: gameplay: to hard-code or to not hard-code, that is the question
Just a small addition because ams today suggested to use a CSV file for configuration, and I think it could make a lot of sense. That is, it would allow to merge all the configuration files into a single one, which would be a huge bonus. It would also allow us to optionally give mechanics to equipme...
- Sat Apr 29, 2023 8:38 pm UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 16
- Views: 457
Re: What r_gamma value do you use?
This thread brings a rather important question: is it possible to get a per-map settings client-side? As in, use gamma 1.0 for plat23, but 1.2 for ATCS? (just silly examples, not the best ones) instead of changing it manually each time?
- Fri Apr 21, 2023 7:58 pm UTC
- Forum: General Discussion
- Topic: gameplay: to hard-code or to not hard-code, that is the question
- Replies: 16
- Views: 410
Re: gameplay: to hard-code or to not hard-code, that is the question
So, now that there are some answers, let me give my opinion. I dislike hard-code a lot. Recompiling things and then uploading the .dpk or just the sgame module is a big stopper and that discourages any changes done. This also can't be done if you do not have the full toolchain on the system you're o...
- Wed Apr 19, 2023 9:10 pm UTC
- Forum: General Discussion
- Topic: gameplay: to hard-code or to not hard-code, that is the question
- Replies: 16
- Views: 410
gameplay: to hard-code or to not hard-code, that is the question
There is a rather important question I have about how much things should be hard-coded in the game. This topic is going to be rather technical and is primarily targeted at developers and modders. Before any discussion, I'd like to remind you all about various elements, other devs will hopefully comp...
- Tue Apr 18, 2023 10:45 am UTC
- Forum: General Discussion
- Topic: General thoughts on Unvanquished - project wise
- Replies: 9
- Views: 355
Re: General thoughts on Unvanquished - project wise
No need to give orders though, a simple document describing the general direction where the game would like to go would already be a good start.
- Tue Apr 18, 2023 10:38 am UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 16
- Views: 457
Re: What r_gamma value do you use?
I default to 1.23 (placed by mouse, can vary a bit) and can go up to 1.5 for the worst cases. One thing screenshots do not show though, is the screen's settings and quality. My main screen is a shitty one than was decent as 2ndary but is bad as primary. Had to promote it because of physical damages ...