TREMULOUS 1.1.0


March 17, 2006

Contents

1 Introduction
2 Game
 2.1 Aliens
  2.1.1 Classes
  2.1.2 Structures
 2.2 Humans
  2.2.1 Weapons
  2.2.2 Upgrades
  2.2.3 Structures
3 Technical
 3.1 Bindings
 3.2 Particle System
 3.3 Trail System
 3.4 Map Rotation System
4 Credits

1 Introduction

Tremulous is a first person shooter featuring two opposing teams, humans and aliens. Both teams are able to build structures such as spawn points, which are vital to their victory. The goal of Tremulous is to eliminate the opposing team and all of their spawn points.

Each team in Tremulous differs fundamentally from the other. The aliens are class based, with two classes initially available: the alien team’s builder, known as the Granger, and the Dretch, the weakest offensive alien. The aliens are awarded frags for killing their foes which may be used to evolve into stronger classes, capable of greater and more varied maneuvers. In contrast the human team is upgrade based, receiving credits for kills that may be exchanged at an Armoury structure for new weapons, armour and equipment. Two such upgrades are available for free: a rifle and a construction kit, used for building structures.

During a game of Tremulous, each team occupies one of three stages of development. These stages are reached by accruing more than a specific total number of kills by the whole team. Each new stage unlocks new classes, upgrades and buildable structures. If one team reaches a stage significantly earlier than the other team it stands a better chance of defeating the opposing team.

Section 2 details the content of the game including the various controls that are used to play. Section 3 describes some technical aspects of how Tremulous works. It is not necessary to read this section in order to play the game.

2 Game

2.1 Aliens

Two classes are available upon joining the alien team: the Dretch and the Granger. As you gain kills, you may use your earned frags to evolve into higher classes with the Use Structure/Evolve button. The alien team is mostly limited to melee attacks and must use stealth and speed to defeat the longer range humans. All aliens automatically regenerate health at a slow rate.

2.1.1 Classes

Granger
PIC
Cost: 0 Stage: 1

Ability
Control



Build
Primary Attack
Destroy Structure
Deconstruct Structure on an alien structure

The Granger is the alien team’s builder class. Primary Attack will bring up a menu of structures available for building. After selecting a structure a glowing outline of it will appear. When this outline is green you can use the Primary Attack button to place it. The outline changes to red when the structure cannot be placed in its current location. To cancel placing the structure press the Secondary Attack button. To remove a placed structure use the Deconstruct Structure button. After building or deconstructing a structure a timer will appear in the lower right corner of the screen. Until this timer expires you cannot create or destroy another building.

Advanced Granger
PIC
Cost: 0 Stage: 2

Ability Control


Build Primary Attack
Slash Secondary Attack
Lob Projectile Activate Upgrade
Destroy Structure Deconstruct Structure on an alien structure
Wallwalk Crouch

The Advanced Granger becomes available at no cost when the alien team reaches stage two. In addition to the Granger’s abilities, the Advanced Granger can move faster, jump higher, walk on walls and attack with a slash or by lobbing small projectiles with the Activate Upgrade button.

Dretch
PIC
Cost: 0 Stage: 1

Ability Control


Bite Touch a human
Wallwalk Crouch

The Dretch is the alien team’s weakest offensive class. Its only attack is to make forward contact with a human player or human defensive structure. The amount of damage dealt to a human depends on what armour they were wearing and where they were hit, with headshots resulting in the most damage. Dretches can also wallwalk; toggle it by pressing the Crouch button.

Basilisk
PIC
Cost: 1 Stage: 1

Ability Control


Slash Primary Attack
Grab Touch a human
Wallwalk Crouch

The Basilisk attacks by using the Primary Attack button. It can also grab human players by making contact with them at close range. This freezes humans in place and, if they’re not wearing a Battlesuit, restricts their ability to turn. The Basilisk can also wallwalk; toggle it by pressing the Crouch button.

Advanced Basilisk
PIC
Cost: 2 Stage: 2

Ability Control


Slash Primary Attack
Gas Secondary Attack
Grab Touch a human
Wallwalk Crouch

In addition to the Basilisk’s abilities, the Advanced Basilisk can spray a cloud of noxious gas that will disorient and poison affected human players. Humans equipped with a Battlesuit are immune to gas. Use this ability with the Secondary Attack button.

Marauder
PIC
Cost: 2 Stage: 1

Ability Control


Bite Primary Attack
Wall Jump Jump into a wall while holding down Jump

The Marauder attacks with the Primary Attack button and has the ability to rebound off walls. To use this ability jump towards a wall and hold down the Jump button. When you hit the wall you will be propelled upward and in the direction opposite of the wall. As long as you continue hitting walls you will continue wall jumping.

Advanced Marauder
PIC
Cost: 3 Stage: 2

Ability Control


Bite Primary Attack
Zap Secondary Attack
Wall Jump Jump into a wall while holding down Jump

In addition to the Marauder’s abilities, the Advanced Marauder can use a chain lightning attack. To use this, press the Secondary Attack button while aiming at a nearby human or human structure. If it connects the electric shock will jump to up to two other nearby targets doing full damage to the first, half damage to the second and one third damage to the third over a period of one second provided the attacker stays within range.

Dragoon
PIC
Cost: 3 Stage: 1

Ability Control


Bite Primary Attack
Pounce Hold down Secondary Attack briefly then release

The Dragoon attacks by either biting with the Primary Attack button or pouncing with Secondary Attack. To pounce, first hold down the Secondary Attack button to charge up, then release to leap forward and damage anything that gets in the way. While charging you will be unable to jump normally and will move at a reduced rate. Aim up a little to fly further when pouncing.

Advanced Dragoon
PIC
Cost: 4 Stage: 3

Ability Control


Bite Primary Attack
Pounce Hold down Secondary Attack briefly then release
Shoot Barb Activate Upgrade

In addition to the Dragoon’s abilities, the Advanced Dragoon can fire long ranged spiked barbs with the Activate Upgrade button. Up to three of these barbs may be held in reserve and they regenerate automatically over time.

Tyrant
PIC
Cost: 5 Stage: 3

Ability Control


Slash Primary Attack
Trample Hold down Secondary Attack briefly then release
Healing Aura Stand close to teammates to increase their regeneration rate

The Tyrant attacks by either slashing with the Primary Attack button or trampling with Secondary Attack. To trample, first hold down the Secondary Attack button while moving forward to charge up, then release to run at high speed for a short time, damaging anything in your path. The Tyrant also has a healing aura that will double the regeneration rate of lower class aliens within range.

2.1.2 Structures

All alien structures must be built in proximity to an Egg or an Overmind. All alien structures require the presence of an Overmind to function. All alien structures create ‘creep’ around their bases that slows human movement. When destroyed, alien structures explode in a shower of acid harmful to humans. All structures may be built on level floors and when Advanced Grangers become available some structures may also be built on walls and ceilings.

Overmind
PIC
Sentience: 0 Stage: 1

The Overmind is the collective consciousness that controls all the alien structures in a map and enables aliens to evolve into higher forms. There can only be one Overmind and it must be alive before any other structures can be built. If the Overmind is destroyed then all structures besides Eggs cease to function and every alien loses the ability to upgrade their class until a new Overmind is built. The Overmind has a limited amount of ‘sentience’ which is distributed amongst every other structure built, each having its own cost.

Egg
PIC
Sentience: 10 Stage: 1

The Egg is the most basic and important alien structure; it is from these that aliens spawn into the game. They are also the only structure that continues to function in the absence of an Overmind. Eggs may be built on ceilings.

Acid Tube
PIC
Sentience: 8 Stage: 1

Acid Tubes are the primary defensive structure for the alien team. When approached by a human they eject lethal acid in all directions, even over other structures. Acid Tubes may be built on walls and ceilings.

Barricade
PIC
Sentience: 10 Stage: 1

Barricades are used to obstruct corridors and doorways, hindering human movement and line-of-sight.

Trapper
PIC
Sentience: 8 Stage: 2

Trappers fire a blob of adhesive spit at any human in their line of sight, freezing them in place and, if they’re not wearing a Battlesuit, restricts their ability to turn. Trappers may be built on walls and ceilings, and are rarely effective when built on floors.

Booster
PIC
Sentience: 12 Stage: 2

Any alien that touches a Booster is provided with a poison enhancement on all their melee attacks for a limited time. Poison causes victims to lose health steadily over time unless they use a Medkit or visit a Medistation. Poison does not work against humans equipped with a Battlesuit. The Booster will also double the regeneration rate of any nearby aliens with the exception of Tyrants. The healing aura of a Tyrant is not cumulative with the healing effect of boosters.

Hovel
PIC
Sentience: 0 Stage: 3

Hovels are armored shells that Grangers may hide in should the need arise. There can only be one Hovel. They may be entered and exited with the Use Structure/Evolve button.

Hive
PIC
Sentience: 12 Stage: 3

Hives house millions of tiny insectoid aliens. When a human approaches the structure the insects attack. Hives may be built on ceilings.

2.2 Humans

2.2.1 Weapons

Humans may spawn with either the Construction Kit or the Rifle. As credits are earned, humans may sell their old upgrades and purchase new ones at an Armoury structure. Ammo may be refilled for normal weapons at Armouries, or at Reactors and Repeaters for energy weapons, all at no cost. Players may only carry one weapon at a time, excluding the Blaster. In general the humans rely on long range weapons to make up for their lack of mobility relative to the alien team.

Construction Kit
PIC
Cost: 0 Stage: 1

The Construction Kit is the humans’ method of building structures. The Primary Attack button will bring up a menu of structures available for building. After selecting a structure, a glowing outline of it will appear. When this outline is green, pressing the Primary Attack button will place it. When the outline is red, the structure cannot be placed in its current location. To cancel placing the structure, press the Secondary Attack button. To remove a placed structure, use the Deconstruct Structure button. After building or deconstructing a structure, a timer will show up in the lower right corner of the screen. Until this timer expires, you cannot create, destroy or repair any structures. Damaged structures may otherwise be repaired with the Secondary Attack button.

Advanced Construction Kit
PIC
Cost: 0 Stage: 2

At stage two an upgraded Construction Kit becomes available that allows the building of more advanced structures.

Blaster
PIC
Cost: 0 Stage: 1

The Blaster is the human team’s standard issue backup weapon. All players spawn with one automatically and may not exchange it for another weapon. The Blaster fires a weak projectile and uses no ammo.

Rifle
PIC
Cost: 0 Stage: 1

The Rifle is the human team’s most basic weapon and is available from spawning. It rapidly fires moderately accurate shots with clip sizes of 30. Up to 6 extra clips may be carried at a time.

Pain Saw
PIC
Cost: 100 Stage: 1

The Pain Saw is a powerful melee weapon that emits a steady electric hum when in use. It uses no ammunition.

Shotgun
PIC
Cost: 150 Stage: 1

The Shotgun fires 8 pellets at a wide angle and is thus best used in close quarters. It holds 8 shots per clip and 3 extra clips may be carried at a time.

Las Gun
PIC
Cost: 250 Stage: 1

The Las Gun is similar to the Rifle but is more powerful, accurate, slower to fire and uses no clips. It is an energy weapon and so must be refilled at a Reactor or Repeater. It can hold up to 200 cells at a time, or 300 with a Battery Pack.

Mass Driver
PIC
Cost: 350 Stage: 1

The Mass Driver fires powerful, accurate shots at a slow rate of fire. It is an energy weapon and holds 5 shots per clip, or 7 with a Battery Pack. Up to 4 extra clips may be carried at a time.

Chaingun
PIC
Cost: 400 Stage: 1

The Chaingun is a powerful, wildly inaccurate rapid-fire weapon. It holds up to 300 bullets at a time and is best used when crouching to reduce its kickback. Humans equipped with a Battlesuit do not experience this kickback.

Pulse Rifle
PIC
Cost: 400 Stage: 2

The Pulse Rifle is an energy weapon that fires projectiles at high speeds. It holds up to 50 cells per clip, or 75 with a Battery Pack. Up to 4 extra clips may be carried at a time.

Grenade
PIC
Cost: 200 Stage: 2

The Grenade is a hand held explosive device. It is thrown for a short distance by using the Activate Upgrade button. After a brief delay it will explode and cause tremendous damage to anything in its area of effect.

Flamethrower
PIC
Cost: 450 Stage: 3

The Flamethrower is a short range incendiary weapon. It holds up to 150 shots at a time and can easily damage the careless wielder.

Lucifer Cannon
PIC
Cost: 600 Stage: 3

The Lucifer Cannon is the human team’s most devastating weapon. It is an energy weapon that can hold up to 90 cells at a time, or 135 with a Battery Pack. By holding down the Primary Attack button, a player may charge up a powerful, slow moving projectile with splash damage. The longer the attack is charged the more powerful the projectile and the more ammo used. If the attack is charged for too long the weapon will explode, damaging the player. The Secondary Attack button fires a smaller projectile that requires no charging.

2.2.2 Upgrades

Human players may equip themselves with any number of the following upgrades, with a few exceptions: the Jet Pack and Battery Pack may not be used together and the Battlesuit may not be used with the Jet Pack, Battery Pack, Light Armour, or Helmet. Only one of any type of upgrade may be carried at a time. Upgrades that do not grant an intrinsic effect must be selected in the player’s inventory with the Next Upgrade and Previous Upgrade buttons and then activated with the Activate Upgrade button.

Light Armour
PIC
Cost: 70 Stage: 1

Light Armour grants the wearer improved defense to the torso and leg areas.

Helmet
PIC
Cost: 90 Stage: 2

The Helmet improves the defense of the wearer’s head and also displays a radar that shows the relative positions of nearby enemies and enemy structures.

Medkit
Cost: 0 Stage: 1

Medkits are a free holdable given to every human upon spawning and refilled at Medistations to players with full health. They may not be refilled or exchanged at Armouries. When used with the Activate Upgrade button, Medkits immediately begin restoring health at a slow rate, gradually speeding up until all damage incurred before the Medkit was activated is healed. Additionally, if a human is poisoned, using a Medkit will cure the poison and confer a 30 second immunity to poison.

Battery Pack
PIC
Cost: 100 Stage: 1

The Battery Pack increases the maximum ammo capacity of energy weapons by 50%. It may not be used in conjunction with the Jet Pack.

Jet Pack
PIC
Cost: 120 Stage: 2

The Jet Pack grants the wearer the power of slow but unlimited flight. When activated with the Activate Upgrade button, a player may ascend or descend using the Jump or Crouch buttons, respectively. The Jet Pack ceases to function if there is no operational Reactor present. Additionally it temporarily cuts out if the player receives any damage. The Jet Pack may not be used in conjunction with the Battery Pack.

Battlesuit
PIC
Cost: 400 Stage: 3

The Battlesuit provides a significant defensive boost to the wearer’s entire body. Due to this coverage, the Battlesuit may not be used in conjunction with any other wearable upgrade (Light Armour, Helmet, Battery Pack, and Jet Pack). Players are also prevented from crouching while wearing Battlesuits.

2.2.3 Structures

All human structures must be built in proximity to a Reactor or a Repeater. With Telenodes as the only exception, all structures require the presence of a working Reactor to function. All human structures explode in a powerful blast harmful to anything within their radius when destroyed.

Reactor
PIC
Power: 0 Stage: 1

The Reactor is the power source for all human structures in a map. There may only be one Reactor, and it must be present before any structures other than Repeaters can be built. If the Reactor is destroyed then all structures besides Telenodes cease to function. The Reactor has a limited amount of power which is distributed among every other structure built, each having its own cost.

Telenode
PIC
Power: 10 Stage: 1

The Telenode is the most basic and fundamental human structure; it is from these that humans spawn into the game. They are also the only structure that continues to function in the absence of a Reactor.

Machine Gun Turret
PIC
Power: 8 Stage: 1

The Machine Gun Turret is the primary defensive structure for the human team. While they have a clear line of sight to an alien within their range, they will track and fire at the alien until it is dead.

Tesla Generator
PIC
Power: 10 Stage: 3

Tesla Generators are a defensive structure that will unconditionally hit any target within their range and line of sight with an electrical surge. To be built and function, a Tesla Generator requires the presence of a Defense Computer somewhere in the map.

Armoury
PIC
Power: 10 Stage: 1

The Armoury is an essential part of every human base, allowing upgrades beyond the basic spawning equipment to be bought and exchanged. It is the sole means of human advancement. To use an Armoury, approach it and press the Use Structure/Evolve button. Ammo for non-energy weapons may also be acquired at no cost from an Armoury by using the Buy Ammo button.

Defense Computer
PIC
Power: 8 Stage: 2

Defense Computers coordinate the attacks of Machine Gun Turrets, preventing them from firing at a single target when multiple targets are available. They are also required for the production of Tesla Generators.

Medistation
PIC
Power: 8 Stage: 1

The Medistation provides the only means for humans to heal themselves. By standing on one, a human will quickly regenerate health up to their maximum of 100. Medistations will also refill Medkits to humans with full health. Only one person may use a Medistation at a time.

Repeater
PIC
Power: 0 Stage: 2

Repeaters serve as power distributors that may be built anywhere not already powered, even when no Reactor is present. Any other structure may be built in proximity to a working Repeater as if it were a Reactor. If a Repeater powers nothing for 90 seconds, it will automatically self destruct.

3 Technical

3.1 Bindings

Name in menu

Binding

Function




Primary Attack

+attack

Use primary attack function.

Secondary Attack

+button5

Use secondary attack function.

Previous Upgrade

weapprev

As human, preselect the previous upgrade in your inventory.

Next Upgrade

weapnext

As human, preselect the next upgrade in your inventory.

Activate Upgrade

+button2

As human, activate the current preselected inventory item. Also used for some alien abilities.

Reload

reload

As human, reload the selected weapon.

Buy Ammo

buy ammo

As human, buy ammo from an armoury, repeater or reactor.

Use Medkit

itemact medkit

As human, activate your Medkit.

Use Structure/Evolve

+button7

As human, use the structure in front of the player. As alien, evolve into a different class.

Deconstruct Structure

deconstruct

As a builder class, deconstruct the structure in front of the player cleanly.

Sprint

boost

Run faster.

destroy

As a builder class, destroy the structure in front of the player.

itemact <item>

If held, activate the specified item. For weapons this will select them.

itemdeact <item>

If held, deactivate the specified item.

itemtoggle <item>

If held, toggle the state of the specified item.

sell <item>

If held and within range of an armoury, sell the specified item.

sell weapons

If within range of an armoury, sell all weapons.

sell upgrades

If within range of an armoury, sell all upgrades.

buy <item>

If within range of an armoury and sufficiently wealthy, buy the specified item.

class <class>

Given sufficient kills, evolve to the specified class.

build <structure>

As a builder class, build the specified structure.

<item> blaster, rifle, ckit, ackit, shotgun, lgun, prifle, mdriver, flamer, chaingun, lcannon, psaw, gren, medkit, jetpack

<class> builder, builderupg, level0, level1, level1upg, level2, level2upg, level3, level3upg, level4

<structure> eggpod, barricade, booster, acid_tube, hive, trapper, overmind, hovel, telenode, medistat, mgturret, tesla, dcc, arm, reactor, repeater

3.2 Particle System

Files matching the pattern scripts/*.particle are loaded as particle system description files. Each .particle file can contain an arbitrary number of discrete particle systems, much like a .shader file can house many shaders. A particle system is declared by a name followed by curly braces within which the functionality of the particle system is defined. For example:

aShinyNewParticleSystem { }

Inside the particle system declaration are placed up to four particle ejectors. Ejectors are identified by the keyword ejector and curly braces:

aShinyNewParticleSystem

{

  ejector { }

  ejector { }

  thirdPersonOnly

}

The thirdPersonOnly keyword may be used to specify that the particle system is not visible from the first person if it relates to that client. The role of the particle ejector is to create some number of new particles at a defined rate. These attributes are controlled by the following parameters:

It is perfectly acceptable to have an initial period of zero. In this case the number of particles specified by the count keyword will be ejected at once. It is not permissible to have count infinite and a period of zero for obvious reasons.

At ejection time each ejector creates up to four new particles based on templates. These are specified in the ejector section using the particle keyword:

aShinyNewParticleSystem

{

  ejector

  {

    particle { }

    particle { }

    count 50

    delay 0

    period 0 - 0

  }

}

Each particle template has a number of attributes:

Except for vector components, shader fps ... and period <initial <final> <variance>, every value can be specified with a random variance. The syntax for this is as follows:

[value][~variance[%]]

So the following forms are possible, where random is a random number between 0.0 and 1.0 inclusive:

5.0      // 5.0

5.0~8.0  // 5.0 + ( random * 8.0 )

5.0~200% // 5.0 + ( random * 5.0 * 200% )

~7.0     // random * 7.0

This allows for relatively flexible randomisation of most of the particle’s parameters. For parameters taking an initial and final value, specifying the final value as ’-’ will result in a final value the same as the initial value.

For the purposes of map based particle systems using misc_particle_system it is safe to ignore velocityType and accelerationType tag|cent|normal, normalDisplacement and parentVelocityFraction altogether.

Of course, it is not necessary to specify every parameter documented here for every particle system. If a parameter is not included it will usually default to zero. C/C++ style comments can be used throughout. There are an enormous number of possible combinations of particle systems parameters and as such it is impractical to test them all. For this reason it is possible that certain permutations do not behave as expected or wrongly. In this case you may have discovered a bug - let us know. Having said this when you’re having problems with a particle system make sure you scroll up the console and check that it compiled OK, I’ve written the parser to be very intolerant of error.

Here is an example particle system:

aShinyNewParticleSystem

{

  ejector

  {

    particle

    {

      shader sync shader1 shader2

      

      velocityType static

      velocityDir linear

      velocityMagnitude 200

      velocity 0 0 1 ~30

      accelerationType static

      accelerationDir linear

      accelerationMagnitude 50

      acceleration 0 0 1 ~0

      radius 0 10.0 50.0

      alpha 0 1.0 1.0

      rotation 0 ~360 -

      bounce 0.4

      lifeTime 1500

    }

    count 50

    delay 0

    period 0 - 0

  }

}

3.3 Trail System

Files matching the pattern scripts/*.trail are loaded as trail system description files. Each .trail file can contain an arbitrary number of discrete trail systems, much like a .shader file can house many shaders. A trail system is declared by a name followed by curly braces within which the functionality of the trail system is defined. For example:

aShinyNewTrailSystem { }

Inside the particle system declaration are placed up to four trail beams. Beams are identified by the keyword beam and curly braces:

aShinyNewTrailSystem

{

  beam { }

  beam { }

  thirdPersonOnly

}

The thirdPersonOnly keyword may be used to specify that the trail system is not visible from the first person if it relates to that client. A trail beam describes the appearance of one element of the trail system:

3.4 Map Rotation System

The file maprotation.cfg is used to describe up to 16 map rotations which may be used by a Tremulous server. In its most simple form, the syntax is as follows:

mapRotation1

{

  map1

  map2

  map3

}

mapRotation2

{

  map6

  map3

  map9

}

This specifies two rotations, each consisting of three maps. The contents of the cvar g_initialMapRotation specifies the map rotation to start after the map the server was started with has finished. It is possible to specify a list of server commands to be run after a map has finished:

mapRotation3

{

  map1

  {

    set sv_hostname ıJust finished map1!j

    set g_teamForceBalance 0

  }

  

  map2

  {

    set g_teamForceBalance 1

  }

  map3

}

Primitive logic is also available:

mapRotation4

{

  map1

  goto map3

  map2

  if numClients > 8

    mapRotation3

  map3

  if lastWin aliens

    mapRotation2

  

  if random

    mapRotation1

}

mapRotation5

{

  map1

  if lastWin humans

    map4

  map2

  map3

  goto map1

  map4

  map5

}

The goto keyword is used to unconditionally branch to either another map in the current rotation or another map rotation entirely. The if keyword is used in conjunction with a condition to decide whether or not to branch to the specified map or rotation (as with the goto keyword). The condition itself can be one of numClients <op> <number>, lastWin <team> or random, where <op> is <, > or = and <team> is aliens or humans. The random condition simply chooses whether or not to execute the change randomly, with each outcome equally likely.

4 Credits

Tim ’Timbo’ Angus – Programming and Direction

Nick ’jex’ Jansens – Mapping, texturing and 2D artwork

Robin ’OverFlow’ Marshall – Modelling, animation and mapping

Jan ’Stannum’ van der Weg – Texturing and mapping

Mike ’Veda’ Mcinnerney – Modelling, animation and texturing

Gordon ’Godmil’ Miller – Mapping

’Who-[Soup]’ – Mapping

Tristan ’jhrx’ Blease – Mapping

Paul ’MoP’ Greveson – Modelling and texturing

Chris ’Dolby’ McCarthy – Sound

Special thanks

Asa ’Norfenstein’ Kravets – Manual content, QA, design and balance suggestions

’Crylar’ – Concept art

Yves ’evillair’ Allaire – Textures

Randy ’ydnar’ Reddig – Textures

Richard ’R1CH’ Stanway – Server hosting

Stéphane ’MEGASTeP’ Peter – Early test server hosting

Sourceforge and TARDIS – Web hosting

icculus.org – Subversion hosting

The contributors to icculus.org/quake3/ – Various

Arsonide, Bajoran, Bt, Chamooze, Crylar, Cybernetsam, dzjepp, ectox, Edo, evil poop, Excalibur, FroggyQuim, Idle Wild, juice, Kai, kingping, Lava Croft, MajorPain, MiDiaN, Molog, Mutemode, Norfenstein, Orc, R1CH, Ratti, Ravyn, Salteh, Sandy, SharkDog, slux, Suddien, Supa, Survivor, Swie, sysrq, TerrorEast, Tyler, Vitae, Woo – Beta testers

Also thanks

babyomen, Carc, djbob, Grim, Grytviken, Gumby, heimdall, Hellbringer, Hentai, Mighty_Pea, Psylo, Reaper-1, RR2D02, Saig, Smack, T-bone, The GtkRadiant people, The inhabitants of Quake3World, ThePyro, TTimo, ValouR

Tremulous is copyright darklegion development 2005-2006