An Important Update

(EDIT: April Fools! =p)

TremZ Followers,

First off, I want to thank you for your patient following of the project. We have been steadily working to bring you an amazing game, and we are going to do just that. We have a lot of talent working on the game and we are right on track for making the game you guys have been wanting.

However, as our game has grown so have other things. We now have a lot of things to manage and so, I regret to inform you that the game will now be made available to you all for a small price. We are still working on the specifics, but the fact is that the game is going to cost something, and shame on you if you just download the source.

I know that many of you are not happy about this, and we hope to stay your anger by providing a free granger music soundtrack with the game. This ill be available to everyone and, unlike the game, will be free. We hope it will make you feel better to clap along to the catchy tunes of Stan the Granger and his friend the basilisk, instead of focusing on the fact you had to pay for the game.

Sorry for this recent turn of events, and happy April 1.

Regards,

HermXIV

Preparations for April 2012

Welcome to all, and here is the latest news from the TremZ project.

Storyline and Background Setting
Thanks to the suggestions from all other participating members on the TremZ community forums, and with special thanks to the volunteers of the Story Development Team who assisted in fleshing out a great number of quality ideas for the game’s background setting. Discussions about the Future History of Humanity, Earth, and the colonisation of other planets have largely reached their general conclusion. The Nature of the Alien species that Humanity is at War with have also reached acceptable conclusions on the general details, with discussions on basic anatomy and biology almost completed. Many new – perhaps unique – ideas have been offered, and it’s time now to begin consolidating the results into detailed descriptions on the TremZ Wiki. Readers will soon find the relevant articles being placed into the Wiki over the coming weeks. A properly organised Story Dev Team will begin discussions on IRC from this week.

Model Creation
The poly count ranges for models have been increased. This decision was based on more knowledge of the OpenWolf engine capabilities. Rather than continuing to use Tremulous 1.1 and GPP as a guideline for the model poly counts. Therefore TremZ player model poly counts for both Humans and Aliens will be between two to three times higher than that used for Quake 4, about twice that of Unreal Tournament. This is about 7,000 to 9,000 polygons, at least twelve times higher than those which were used in previous model creation. This will be acceptable due to improvements that TheDushan believes are now easy to make to the OpenWolf engine’s upper limits, and the already far faster rendering demonstrated by the current engine in previous testing. The maximum per model has been set at 30,000 polygons. Animations will include tricks never used before in Tremulous nor any of other games inspired by it.

Alien Concept Artwork
Two artists have begun working with the community to create the concept artwork for the new Alien models; dejano and Cruxis1990. They’ll each bring their own views to the design, along with the suggestions provided from discussions on the forum. The Aliens will be very different from the previous concepts that were being worked upon before February this year. A total re-imagining has taken place for the Aliens, as we’re asking for community suggestions, discussing ideas, and intend to create an entirely new look for the Aliens that will be superior to anything we ever had before. They’re going to be flashy, gorgeously beautiful, and terrifying in combat. The goal is to use the features of the OpenWolf engine to their best effect, to make the Aliens and the entire game itself spectacular for an open-source game.

Features and Bugfixes
Not exactly a new feature, but an improvement on knowledge of it, TheDushan has admitted that the OpenWolf engine already has fully working Displacement Mapping.
Added a special vmMagic that causes equivalent native code to be loaded instead, so now mods can build everything from source without relying on the non-GPL q3lcc compiler. It’s now possible to be network-compatible with the upstream one, and so play on pure servers.
Vsays now works properly, with plenty of Vsays for communication in nearly every common situation.
More complex binds that will work only when a second key is pressed, such as SHIFT or CTRL.
More console auto-completion of commands.
Builders now have variable distance build feature for those tricky spots.
Critical bugfixes have been merged upstream from the fork into the parent OpenWolf engine.
Licensing issues have also been thoroughly solved.
Conversion and upgrading of code from C and C+ to C++ has commenced.

About the OpenWolf engine

This week, to keep the public informed about the TremZ project to develop a truly great open-source RTS/FPS game, the TremZ Blog focuses on the engine that places the game years ahead of it’s competitors in the same genre. The goal for the creation of the OpenWolf engine is to provide a perfect combination of current Idtech3 engines, with the best from ET-Xreal, ioQuake3, and ported code from Xreal, then improved upon. Apart from updating rendering, textures, there are many more features intended to help system administrators and increase the usefulness of the engine. One of the major purposes is that it should be possible to play Urban Terror, Quake3, Return To Castle Wolfenstein, Enemy Territory and Tremulous all on the same engine. With the consequent advantage in the near-future of being able to use levels, models, images, textures, sounds, and other assets from all the most popular open-source Quake3 related games. Imagine the possibilities!

They say that a picture explains more than a thousand words, here are a few video links displaying the features of the OpenWolf engine in use.

Water Effect

Dynamic Shadows

Dynamic Shadows on a Tremulous map

Newton Physics

OpenWolf engine Features
    * Supporting two renderers :
            * OpenGL 1.3 renderer (based on Vanilla Renderer from ET)
                   – Doom 3 .MD5mesh/.MD5anim skeletal model and animation support 
                   – TGA, PNG, JPG, WEBP and DDS format support for textures
            * Modern OpenGL 3.2 renderer (based on XreaL engine).
                   – Unreal Actor X .PSK/.PSA skeletal model and animation support
                   – Doom 3 .MD5mesh/.MD5anim skeletal model and animation support
                   – True 64 bit HDR lighting with adaptive tone mapping
                   – Advanced projective and omni-directional soft shadow mapping methods like EVSM
                   – Real-time sun lights with parallel-split shadow maps
                   – Relief mapping that can be enabled by materials
                   – Optional uniform lighting and shadowing model like in Doom 3 including globe mapping
                   – Supports almost all Quake 3, Enemy Territory and Doom 3 material shader keywords
                   – TGA, PNG, JPG, WEBP and DDS format support for textures
                   – Usage of frame buffer objects (FBO) to perform off-screen rendering effects
                   – Supporting OpenGL Shading Language 
    * MySQL relational database management system.
    * Newton Game Physics.
    * Ingame Internet Relay Chat (IRC).
    * dynamic OpenSSL libraries.
    * IPv6 network support.
    * Ogg Vorbis audio decoding.
    * SDL backend for the OpenGL context, window management, and input.
    * OGV Theora free lossy video compression format.
    * Full x86-64 architecture support (Windows, Mac and Linux).
    * QVM (Quake Virtual Machine) and LLVM virtual machine.
    * Support for various esoteric operating systems
    * Multiuser support on Windows systems (user-specific game data is stored in their respective Application Data folders)
    * In-engine Voice Over IP (VOIP) support,
    * Mumble poositional audio support.
    * Multiview support.
    * Localization in-game support (support for other languages).
    * Internet radio shoutcast support.
    * Fully supporting Tremulous GPP and 1.1.0 along with Enemy Territory.
    * Sound system based on plugins
    * RAW .avi recorder including sound support
    * RSA Public Key Identification system along with common GUID Key Identification system
    * Improved TrueType font support for UI
    * Brand new ingame console and PDCurses dedicate console
    * Dual screen support

TremZ gets better and better!

More news regarding the TremZ project, as we aim to provide the most advanced open-source RTS/FPS game built upon the impressive OpenWolf engine. The Engine Developer, TheDushan, officially informed the online community of new features being added to the pre-alpha testing build. Among the most influential upon the future popularity of the game is the introduction of multi-language user-interface support for English, French, Spanish, Italian, German, and Japanese. This will greatly enhance the attractiveness of the game internationally, and broaden the potential player-base across Continental Europe, South America, and Japan.

As part of this next stage of development, TheDushan announced the following;

Source code will be moved from public access to private access, so only developers can get full access read/write commits.
In spirit of OpenSource Software, source code will always be free, and will be redistribute with any public binary release (pure source without library files).

~ TheDushan

TremZ will be offered over Desura and be integrated with their API, although this won’t be possible until arrangements have been finalised with the sound licenses.

In regards to Linux, TheDushan stated that he was in discussions about offering the eventual full release of 1.0.0 TremZ over Software Centers as a possible game to download and install with all other dependencies. He’ll try to support all major Linux distributions such as Ubuntu, Slax, Knoppix, Fedora, Mandriva, Debian, CentOS, among others.

Look forward to more interesting developments in the world of TremZ.

Welcome to TremZ

Welcome to all visitors, we hope that you find what you are looking for here. This blog was created to report the news about the development of the TremZ game, as well as the important events in the TremZ community. Perhaps you’ve never read of this game before? Well, that’s because it’s rather new, although inspired by other predecessor games with a long history.

TremZ is like it’s predecessors, a blend of first-person shooter (FPS) and real-time strategy (RTS) game. Players can build structures, which can be destroyed, and compete against other players online in team versus team battles. This is not some mere variation of capture-the-flag (CTF) mode in a first-person shooter, but a true RTS/FPS game. Just going for a high kill-score is not enough to win the game, and the two sides are neither the same in capabilities nor in preferred strategies. It is a complex, challenging game, and very few except the unwise would claim to be masters of every aspect of it.

If you’re a fan of combat games and fragging, you’ll love this game. If you’re a fan of games where you can build and fortify, you’ll love this game. If you’re a fan of strategy games with fast-pace changes in the situation, and the need to quickly adapt to new tactics, you’ll love this game. If you want to experience a game in which new ideas, new strategies, are constantly forcing you to learn and think, you’ll love this game.

This is not a game for the faint-hearted. It’s a game for those who are ready to experience the heady heights of victory and suffer the lows of defeat. The excitement of rapid, ever-changing situations, cunning opponents, and the joy of occasionally turning a losing battle into a surprising success against the odds. The drama experienced in a single all-out battle for survival lasting only minutes can feel like hours spent in an epic conflict. This is a game that can be very addictive, and our growing online community knows this.

A little history

The first generation of this type of online game was Gloom, a mod package requiring the player to have already bought Quake II. From Gloom, was inspired another game, taking a unique path that diverged from the confines of the Quake II game-engine by using newer game-engines and sharing no content; Tremulous. Tremulous was like Gloom, open-source, but built upon the more advanced Ioquake3 game-engine. The Tremulous 1.0 version was released in April 2005, and the 1.1 version came out nearly a year later in 2006. Since then, development stalled often, until the 1.2 “beta” was released in 2009 and despite numerous minor changes, the main developers disappointed their online community of players by minimal development and lack of response to players concerns. With little change in the game-play and graphics, except in very minor ways that seemed largely cosmetic, the community’s frustration grew, while the number of active players decreased year-by-year.

TremZ was conceived as a fresh start, taking into account the desires of the Tremulous community, with the goal to resurrect the old Tremulous concept but with dramatic improvements in graphical capabilities and game-play features. The game-engine that TremZ is built upon is OpenWolf, which we believe is among the most advanced versions (if not the single most advanced version) of the Ioquake3 game-engine available in the open-source gaming community. Although inspired by Tremulous 1.1 and the Tremulous 1.2 “beta” concept of Aliens vs Humans conflict, TremZ is intended to be an entirely new game that will attract new players from a wider, more international community.

We hope that others reading about our new game will choose to join us on this journey, assisting in the game’s further development, have fun playing it … because after all is said and done, that’s why everyone involved is here; we want to create a great game, and we want to play it.

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Community

Please visit and join our community. This enables you to participate in the community forums as well as enable interactive game features.
http://tremz.com/community
 
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