Hey, it's DASPRiD and you are tuned into TremRadio. We gonna change some things to the show itself today. Well, this isn't the release show for Tremulous one dot two, but it is a start for something else. As a first surprise, I will soon broadcast to you with my new headset, which has a nice story behind it. Well, I ordered the headset itself in the middle of December 2006, and held it in my hands on Christmas. Well, as this professional headset didn't had jacks at it's cable, I had to solder jacks by myself. When that didn't work as I thought, I had to order a replacement cable from Sennheiser. But as they don't produce cables with jacks out of the box, they had to construct it first. So overall, this took something around one and a half month, and now, after it has arrived, it doesn't work at all. One earphone has sound, the other one doesnt, and the microphone is much too low. So now this thingy will get entirely back to the manufacturer, and in 2 weeks I will get a functional headset back, so I hope. But thats not the only thing, that will change. I've bugged a web designer to complete the design of my new website for me. Even if the new design is payed out of my own pocket with something around one hundred-fifty dollars, I'm happy to announce that you will get the new website very soon. With the new website, the TremRadio section will get fully overworked. Beside others, the archived shows will then be available without all those music in it, but only with the voice parts themselves. Also, we are going to release all the radio notes right with audio uploads. I was poked so many times, that my accent is sometimes really hard to understand, so this should fix this problem then. Due to big server load and the disk space, which the records take, I will have to move to a new server around August. As this won't be an easy and cheap part, you may support me with some donation on my website. So what do we have for you today, here on TremRadio? Well, as long as there isn't any announcement for the final Tremulous release, we are going to support you with as much information about the new version as we can. I am sure that you will get some new information today, if you are not hanging around in the forums and the IRC development channels all the days. When I return, we will bring you up to date on the latest news from the development team. All that and much more today on TremRadio. ---BREAK--- Hey, it's DASPRiD, your host of TremRadio. Are you also one of those guys who are always asking, "when is it done?"? Well, do we have a date? Sure! May be able to hold the date? Sure! But we won't tell you the date, now? Sure! So, well, I'm not allowed to answer you this question at the moment, even there are dates planned when to get done, but I am guess that I can promise you a date prior to Summer 2007. But what I can talk about is clear. There have been many changes to the game itself, and the development team is working more or less hard to finish all those things in time. Jex created an even more fantastic HUD for the humans, and maybe the aliens will also get a new one soon. He is also working on the Trooper model at the moment, but we are thinking about off-loading this task to Mop or somewhere external to finish it in time. As far as I know, there are only skin and slight animation changes needed. Within those time, OverFlow is completing his piece of work. This includes finishing his voice command effects and the animations for the new trooper model. A bunch of gameplay changes are also coming from Norfenstein. The plan is, to vary the gameplay of the aliens itself. Currently you don't have to think much as an alien, you simply choose the highest class available and then you go and hunt down the humans. In Tremulous one dot two, you will have to have a better teamplay. So now there will be some changes to the single classes. The new Basilisk will have an healing aura like the Tyrant. Together with this change, the booster will loose its ability to increase the regeneration. Also the gas of the Basilisk should no longer poison the humans, but slow them down like when they are on creep, but the muddling aim thing should stay, with its duration based on how armored the human is. Then the grab time will be increased, so humans cannot get out of the grab so quick anymore. As the Basilisk helps to kill through grabbing or gassing a human, it will gain credits for assisted kills. The Marauder won't get that much changes, but it's zapping range will be increased and the chain effect will be reduced to 3 levels, with a damage to the levels of something around 80, 50 and 30 to the last level. To balance this, it's planned to give those zap a damage over time to make it more useful. Norfenstein is also going to give the pounce of the goon some more use. Instead of just hurting and knocking a human, its aim will get randomized, depending on how long the goon did charge. The same should also work on turrets then. As tesla generators don't have any aim, it won't work on them for sure. To reduce the strength of the goons bite, its width will be reduced to an lower angle. Also the Tyrant's slash width will be reduced. But Tyrants don't really need more specialization, they need balance. Right now its just impossible to survive them at close range without several teammates or luck. So the slash range was decreased and now the delay between slashes should get increased. To make the charge more use, it get some knockback on multiple targets. Beside that you should get control of the point, when the charge gets released. Norfenstein also thought about removing the granger spit. A weak range weapon on a slow, vulnerable, free class is incongruous and has only bad effects. It diminishes the uniqueness of the basilisk and advanced goon and encourages players to actually hurt their team by feeding and getting in the way of effective offensive classes. A much better method of support for the granger is to build forward structures, which the new building system will make significantly more feasible. Also, the longer the granger spit stays in, the greater the public backlash will be upon removing it, which is why it needs to go now. Depending on some testings, it may be possible the the Dretch's health will stay at 25, instead of the curently tested 20. But in the end it doesn't really matter, because its not important if you need 4 or 5 shots with the rifle per dretch. Beside all those changes to the aliens, there are some minor changes to the humans left. Norfenstein suggested a new method of how the turrets should work. Turrets immediately begin tracking of targets that enter their ranges, like they do now. When a turret has an alien in sight and is loaded, it stops aiming, but continues to track in the same direction it had been moving in, at an appropriate speed), waits for like half a second or less and then fires. After that it begings trackign again while reloading, which would take a little longer than the spin up delay. When we come back we will talk a little more about the changes for Tremulous one dot two. ---BREAK--- Hey! Hey! Welcome back to TremRadio. While Timbo, TJW and Norfenstein are working hard on the code changes for Tremulous, some others are working on the media part. OverFlow did finish nearly all recordings for his voice commands, and I'm going to finish my recordings soon with the new headset. Voices of Jex and other guys are also still done so you have a couple of different voices to select in the next version. Then we also have some good news for all those mappers out there. For all its good ideas, we won't include a scripting language into Trmeulous. But for the sake of it, there will be some new trigger elements included. One thing will be the trigger_equipment, which triggers if someone has or doesn't have a special equipment and touches it. This should be targetable with trigger_class to turn them on or off. Also we will include a target_hurts, which hurts only those, who trigger it. To bring up the graphical part, animated map objects will be able to play a loop on their animation when they get triggered. Surely you can get around this currently, but its some extra work. Then we may include a list of all equipments and classes to all entities. This could be nice to people who start to make mission maps. We did also overwork the entire func_train system, to create even more complex elevators, trains, doors and so on. this should get the pain out of those big workarounds, we always have to do. I have also suggested some noise keys for the func_train, to have sounds when it starts, stops and moves. Well, while we are talking about all those mapping items, I shouldn't forget the new maps themselve. So first the bad news; Delta Labs won't make it in the upcoming release. And now the good news. I did an entire overwork of Ancient Remains. Beside all graphical changes, I have also moved the human base to the outside, with a dropship and all the equipment a human could need. The aliens have moved deep into the dungeons, which are more bright now. There is no black stuff anymore, and you can play the map with gamma 1 instead of gamma 7. I have also reduced the grass count a bit more, to fix the big FPS lags on some old clients. Regarding to good or bad base locations, we have implemented the custom map layout system into the new system. With some minor changes to it, you can now overwrite the default base layout, if it is really crappy, and individually select, which layouts should be loaded randomly and which can only be loaded by hand. One step back, you may not know the new building system. For this case, just listen up, I'm going to explain it for you now. Most things will still be the same, but the deconstruction part will get a heavy boost up. When you decone a structure, it won't get removed immediately, but marked as deconned structure. Now your build points will raise up by the points, which were used by the old structure so far. If you build a new building now, there will be so many buildings removed out of the deconning queue as needed. This helps out in several ways. Structures will stay active as long as possible. If you are going to move you base for example, you have a greater chance of staying alive instead of a quick end of the game because all builders died. Because when you decone the reactor, it will still power all turrets and the armory, until you place the new reactor somewhere else. So the risk that stays is, that you get killed right after you placed the new reactor. So far to all the changes in Tremulous one dot two. When we come back we will talk about the weekly news you are used to. It's DASPRiD and you are dialed into TremRadio. ---BREAK--- Hey we are back and rounding the home stretch today on TremRadio, as we get back in the saddle and gear up for the next release. Did you ever wonder, if eye-candy is more important than gameplay? Hydra did ask this question to the community, and nearly 90 percent prefer the gameplay. But is this really the only thing that counts? Let's look a bit deeper. A map with a great gameplay can never stay alive. If it is missing gameplay, it will die an awful dead. So follow a simple rule, and your map will get loved by all players. First get the plan to the paper, and think about all possbilities and abillities of the single classes. Then create your map without detail and add those later. I would gladly say, that Ancient Remains be a good example for that, but it isn't. But let's look forward and watch the progress of Delta Labs, and the overworked version of Ancient Remains. Anyway, are you interested in custom maps? Gareth started a thread in the mapping forum, where every level designer can post screenshots of his current work. And indeed, some of the shots look really interesting. Especially the shots of two maps look quite good and are worth to be mentioned here with their names; Facillity-Gammy by Hydra and The Sirious Complex by Ingar. They don't look like all the other maps out there, and bring a fresh wind into Tremulous. Well guys out there, bored of always playing alone in the dark? This ends now! TV just announced his little project called trem-seek. Its goal is to bring teams together to have trainings, friendly games and clanwars against each other. If you still have a clan or team >fine<, else get some friends together and found one. Then move your ass into #trem-seek at Quakenet and seek for a match. If you need a server, just ask one of the voiced idlers, they have own servers and they can and they will share them for matches. However, I'm also proud to announce, that my server will always be open for you if you need it. The project had a good start and there were still some matches organized and played. Join up right now and organise a game for yourself, this only takes a couple of minutes as long as enough players are connected! If you are a server owner and want to share it for matches, just speak to one of the operators in the channel. Then there has been a funny Tremulous video around on google. It's poorly done, but it could be the start of a whole new genre of Tremulous-related videos. Anyway, I would paste you the URL in our IRC channel. ---PASTE--- http://video.google.com/videoplay?docid=-2232132789787438077 Ok guys, tell us what you like most about tremulous. There is a very nice thread in the general forum of tremulous dot net where people tell what they like best about Tremulous. Go check it out and post what your favorites are. Here at Tremradio we are in love with the granger sounds. By the way, there are some forum rules you should remember, when your are around tremulous dot net: First, spam and trollers, people posting pure advertisements, just posting to be an ass, or posting links to malicious content. Second, Pornography, keep it in your pants, seriously. Third. Flamewars, people saying things like "You fuckheaded fuck, get the fuck off the forums fuckhead" and the like. Forth: Useless posts, threads like "OMG! PANTS!" and whatnot. Fith: Off topic from main post. It will either either splitoff into new posts, get locked, or you will told to get back on topic. This just in: Everyone hates Zilla clan, and especcialy it's leader Smokey. Join in on the fun! In the end I'm proud to announce that I have successfuly installed Tremstats zero dot six for the Funzone server. A big thanks to DVSoftware, who has upgraded his Python and PHP version for this task, and also for the access data for the needed accounts. From now on you are able to see your how your freaking skill is growing, or shrinking, on this server. Have fun with this nice enhancement. That will do it for today, I want to thank everyone for tuning in, as we get ourselves ready for the upcoming release of Tremulous! Again, visit the website www dot tremulous dot net, check the forums and don't forget to idle in #tremulous and #tremradio on Quakenet and tune in again next week! For Darklegion Development and TremRadio, I am DASPRiD and we will see you ingame!