I (and the dev team) have been working on this game for much too long, but it's finally here in it's 'final' stand-alone state. Personally, I made and animated all the alien creatures, all the human weapons, the human 'battlesuit', some random effects, and one of the maps. Also, in terms of other polycounters, MoP made the base human player model and Crylar did some of the concepts I worked off of.
This game is based off the recently released Q3 source and should run fine if your computer can run Q3. Some other notables: Works in both Windows and Linux (Macs have some issues...) and is completely open source and has (nearly) open media assets!
Promo Video: (1:53) (XviD)
high (40Mb) and
low (11Mb) quality
Website: http://tremulous.net/Summary
Tremulous is a free, open source game that blends a team based FPS with elements of an RTS. Players can choose from 2 unique races, aliens and humans. Players on both teams are able to build working structures in-game like an RTS. These structures provide many functions, the most important being spawning. The designated builders must ensure there are spawn structures or other players will not be able to rejoin the game after death. Other structures provide automated base defense (to some degree), healing functions and much more...
Player advancement is different depending on which team you are on. As a human, players are rewarded with credits for each alien kill. These credits may be used to purchase new weapons and upgrades from the "Armoury". The alien team advances quite differently. Upon killing a human foe, the alien is able to evolve into a new class. The more kills gained the more powerful the classes available.
The overall objective behind Tremulous is to eliminate the opposing team. This is achieved by not only killing the opposing players but also removing their ability to respawn by destroying their spawn structures.
Feature List
[*] Flexible particle and trail system - 99% of the in-game visual effects are configured using particle and trail scripts.
[*] 16 buildable structures with in-game functions.
[*] Play as several alien classes with unique abilities.
[*] Customize your setup as a human and buy new weapons, armour and items.
[*] Scale the walls and ceilings as an alien waiting for an unsuspecting human.
[*] Realistic physics and motion - no bunny hopping or quick back peddling.
[*] Flexible map system - animated mapobjects, triggering, light flares, etc.
[*] Large weapons system - don't like the weapon you have? Sell it and buy a different one, dozens of options.
Replies
Good work guys, I'll have to give this a shot when I have some time. It was fun when we were testing it back in the day, I'm sure it'll only have improved since then!
Thanks a lot for the great work.
Oh and could you elaborate what you ment exactly with '(nearly) open media'? (Since I would like to add it to our page when it is released.)
nexuiz actually has a few q3 textures in it left in by some careless mappers O_O
Oh and could you elaborate what you ment exactly with '(nearly) open media'? (Since I would like to add it to our page when it is released.)
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I'm not quite certain about all the assets. According to the license we have written up, they are all open. But, I have a funny feeling the sounds might not be. I sent a message to the guy who worked on all the license stuff to see. As far as I can tell the code is completely under the "GNU GENERAL PUBLIC LICENSE" and all media is under the "CREATIVE COMMONS ATTRIBUTION-SHAREALIKE 2.5 LICENSE" except for some stuff by ydnar, which has a little message of it's own.
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there's a few q3 assets remaining like their muzzleflashes and stuff
nexuiz actually has a few q3 textures in it left in by some careless mappers O_O
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As far as I know, we've replaced all media assets. (including the muzzle flashes, which I did myself. hooray chopped up geo-sphere). I certainly wouldn't be surprised if we missed a couple things though.
I'm a mac user, can test it for you
sounds under 3 seconds in duration cannot be copyrighted, for any and all media.
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source?
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sounds under 3 seconds in duration cannot be copyrighted, for any and all media.
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source?
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yo momma
Oh and @Overflow:
Did you make any modifications to the Quake3 source itself, or is the game theoretically still compatible as a mod for various Q3 engine derivates?
If so (or if so not) what are your plans on further development? Maybe working with Xreal ( http://xreal.sourceforge.net/xrealwiki ) ?
Did you make any modifications to the Quake3 source itself, or is the game theoretically still compatible as a mod for various Q3 engine derivates?
If so (or if so not) what are your plans on further development? Maybe working with Xreal ( http://xreal.sourceforge.net/xrealwiki ) ?
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We're using the icculus q3 source, of which our programmer is a large contributor. However, because it is a very generic type of q3 engine, it would be easy to switch.
If fact, I'm guessing if you know a little programming, you could substitute most any generic enough q3 engine in place of the compiled tremulous one and still play with others. But I don't actually know anything about the code.
As far as future development, I doubt much is planned in the near future, short of balancing tweaks, maybe some maps, and the such. And we have some plans for other open source types of games bouncing around in our heads...
To bad I am just about to go downtown to drink beer with some mates
Damn those conflicting addictions
http://tremulous.net