Bugs and feature requests for Enemy Territory


(russlndr) #1

Put all bugs and feature request in this discussion. I will maintain this first message with a list of all Bugs.

Bugs in maps should be submitted in this thread:
http://www.splashdamage.co.uk/forums/viewtopic.php?t=2342&sid=2b85f4568c19f93dfd78e67eafceaec4

Bugs:

  • When checking on friendly fire on in server setup it really turns friendly fire off. It is inverted.
  • If there are other pk3 files in my etmain directory when hosting a server. They all are required to be downloaded before joining even if I only run one of 8 maps on my server. This makes it nearly impossible to join some servers.

Feature request:

  • There should be a way to stop the listing of servers without joining a game.
  • It had been nice to know how many connected clients, witch map and left time when hosting a dedicated server.
  • Be able to turn of weapons with a script so it can be possible to run like pistol games. Also small maps don’t work very vell with airstrikes and panzerfaust.
  • Clients be able to see server uptime had been cool.

([=O=]SMYLER) #2

Man I really don’t think that SD are going to make a client side patch, as far as I can see this is it, with Bani and Shrub doing the tidying up and stuff.


(russlndr) #3

Maybe they are in a good mood one day. :slight_smile: I hope they will fix the download bugs. They are kinda important.

If they don’t fix this in this game then they may have fixed these bugs in new games in the future.


(bani) #4

it doesnt overwrite it… it is possible to have multiple versions of the same .pk3 file…and it keeps track of them all.


(russlndr) #5

Even if the filenames are the same(pk3 and bsp) as the original?


(cynric) #6

yes
lthe new version is saved like this
rhine2.0893191d.pk3
i guess, the numbers are the checksum of the new version

only problem is, on demo replays or when you host a game, it loads the map with the default name


(Rippin Kitten) #7

Yep. Your client will append a number to the end of the pk3 file name, and it’ll automagically keep track of what ones are used on what servers.

If there are other pk3 files in my etmain directory when hosting a server. They all are required to be downloaded before joining even if I only run one of 8 maps on my server. This makes it nearly impossible to join some servers.

This is annoying, and unfortunately it does hurt the spread of new maps. Best I can recommend is setting up the http redirect so that your clients aren’t leeching off bandwidth needed for the server while they grab necessary files. Also, I wouldn’t put maps on the server that are not in any of the campaign rotations. It does take a little file shuffling on the server admin’s part.


(I R O N M A N) #8

Before I make a suggestion, let me say what a wonderful game Wolf ET is. We gamers are greatful to Splash Damage and id Software for providing us with a great game.

There are two things that I think could be much improved however: weapon sounds and rate of fire.

None of the smg’s or rifles have realistic sounds. The rifles sound like they are toy guns that shoot rubber balls, and the smg’s sound like small firecrackers going off under water (bloob bloob bloob).

As for the rate of fire. I wonder if it has been slowed down from RTCW’s rate of fire to give players a better idea of how much they are actually hitting the enemy. Naturally, creative liscence must exist to make a game enjoyable: the “realism” mods for Quake II, MOHAA, and RTCW have never gone over well with gamers. It’s just not a lot of fun to constantly die almost the instant you encounter an enemy, and realism in damage would slow the advance of the game toward completing objectives to a pathetic crawl.

Nonetheless, shooting an SMG that goes “bloob bloob bloob” or “doonk doonk doonk” is pretty wierd.

Here’s a pretty realistic sounding Thompson, although it lacks the low frequency “boom” that is also heard from such a weapon, presumably because of the way the sound was recorded (check out the top 2 sounds on this page):

http://audionetwork.bwired.net/sfx_list.asp?subcat_id=9331

Anyway, the game is great, but I think it needs more realistic sounds for all of the firearms. Again, thanks to Splash Damage and id for such a great game. BTW Loki, I loved the “Escape” TC for Quake II that you made a few years ago. That was cool and fun to play.

Take Care


(Vengeance) #9

Yeah, i think your right smyler, however i hope we are wrong. Would be nice to have an official clientside patch. Plz plz plz make a client patch u SD guys, hell i will even buy u a dancing bannana :banana:

[off topic]

u guys should try russlndr’s map hes working on, its really good and it’s fastly becoming my favorite map :clap:


(russlndr) #10

I really liked the sound in the Delta Force: Black Hawk Down. Maybe someone could make a sound modification pack?


(Majin) #11

There is a RTCW sound pack at RTCWfiles.com, z_DetsET.pk3


(I R O N M A N) #12

If you really want to make this game the best it can be, remove the mortar from the game. It really serves little purpose, and is mostly a source of frustration for a team that gets thier spawn area pounded with it because someone has practiced it enough to know exactly how to consistently land the rounds in front of a spawn spot from across the map.

It requires no hand-eye skills at all to use this weapon. It cannot be used at closer ranges for effectiveness because the user has no idea exactly where the enemy is concentrating, except for the spawn area. Using the mortar to bombard the spawn is cheap and cheazy because it does not require the player to risk themselves in combat. Furthermore, mortar rounds constantly kill team mates as well as the enemy, and that is counter-productive.

I realize there has been a bit of a trend in war games to include heavier weapons (such as in 1942 with the tanks and planes - one reason I will never buy that game) but this is really not what players enjoy about foot-based games. It’s not much fun to try competing with other people only to get blown up by a team mate’s mortar round when you get 4/5 of the way to the enemy compound and have to wait to spawn and do it all over again.

Sometimes the rounds from team mate’s mortars is so heavy that it makes it difficult for a player to get to an objective or critical area of the map that needs to be defended or dominated - team mates sometimes land mortar rounds heavily exactly where they should NOT be, thereby holding thier team back. Lastly, dropping mortar rounds randomly in the enemy compound only kills team mates as well as enemies, so it cancels any benefit it may have had.

Also, a good player can kill many times as many enemies by being an active part of the battle in closer combat with any other weapon, and 1 good player can often turn the tide in a match in favor of one team by knowing just where and when to hit the enemy. The mortar just takes them out of the fight and makes them a “spawn bombarder” or a “kill anyone anywhere including team mates” player.

Lastly, the mortar opens the possibility of a cheater to play on the team he wants to lose, and drop rounds on a critical area where his “team mates” are entering the enemy compound, killing them as they try to pass into the area. We’ve all seen punks who join the other team so they can stand in doorways to block spawned players from exiting the spawn area. We’ve also seen the punk that joins the team he want to lose and frags guys in numbers with a panzer just after a group of them spawn. I imagine there are those who use the mortar for a similar purpose as well, and I think I have seen this form of cheating a couple of times in the desert map. While this kind of cheating is not all that common, it exists noetheless.

If the maps for games like this one were 4 times larger, I might say that a mortar could be a good thing.


(Warmaker) #13

Great post! I agree mostly with what u say. The only oart I disagree with is removing the item. Mortors are a good addition what should be done is removing the fire option unless the area has be sighted previously by an Field ops…What do you think


(decoy) #14

If you don’t know where the enemy is concentrating, you haven’t played enough. It’s a great weapon on battery, to keep the axis from killing engies outside, or if you’re a spawn-raped axis on railgun you can annoy the unwanted guests at the depot-yard.

Lastly, the mortar opens the possibility of a cheater to play on the team he wants to lose,

Yes, the urge to loose is known to be a driving force in mankind. :smiley:
c’mon…


(Spookstah) #15

Ironman maybe you like my sounds (which are also in a soundpack available).

Thompson far: http://www.thelostparadise.com/files/thompson_far.wav
Thompson close: http://www.thelostparadise.com/files/thompson_fire.wav

Whole soundpack: http://www.thelostparadise.com/files/z_TLPsoundv0_3.pk3


(4$ure) #16

I appreciate that ET is a free game, but I feel there are a few things that stop it from being a great, free game, which presumably can be used to develop a commercially successful IP in the future. I suppose these would be classed as bug/code issues:

  1. Probably the biggest issue for me is, quite aptly, the splash damage which occurs when panzer/grenade/mortar/air/artillery strikes hit buildings. I can only really describe it as ‘ripple damage’, although I’m sure there’s a proper technical term for it, and it is incredibly excessive and detracts from ET’s great potential for fun, enjoyable gameplay.

Good examples are goldrush, where mortar fire aimed at the far corner of the room (the route to the back of the bank) next to the Axis bank spawn can ripple through the walls and kill players still in the spawn room. Another is the entire old city courtyard, where all the walls excessively increase the spread of the field op strikes literally from the old city wall through to the back of the courtyard near the spawn point. There are other examples, but I think you’ll get the point.

  1. I don’t have issues with the inclusion of the panzer itself, regardless of the type of player who invariably opts to play this soldier sub class, but allowing a player to switch to knife/pistol so they can run around like every else, as in counter strike, then quickly switch panzer and blast away feels very imbalanced imo. Allowing them to jump in the air as well with such a weapon is just totally annoying. :banghead:

  2. Field op air/artillery strikes landing inside. Regardless of whether you are wandering through a cave below ground, such as in Oasis or in the German battery, field ops can send in a short strike. Even if fire mission aborts the run at least one charge explodes inside, which obviously makes no sense and further extends the power of the field op class - like they need it.

This kind of exploit can be avoided in league games by using admins, but obviously it can ruin public server games.

My main concern is that all of these bugs/code issues can ruin public server games, which is where the growing ET community gets it’s new blood and therefore increases it’s longevity and popularity.

I guess that’s enough for a post. I’d like to say thanks for deciding to release ET and although it’s made me experience some of the worst mp play in years, it’s also allowed me to experience the best, which, I guess, is the nature of class-based mp games, which relies so heavily on each individual’s levels of intelligence, skill and maturity. Hell, it’s gotta be a good game if it’s actually got me playing in a clan every week for the first time :clap:


(Master'o'Covert Ops) #17

I 'd like another filter on the server list so you can take out custom and files.

Also, I’d like an easier way to find custom files. My friend says some of those maps are cool, but with the Quake engine I normally get about 6k/s on several meg files. I don’t feel like doing that. Once I got 80k, but I got disconnected for an unkown reason.

That’s another reason why I want the filter: so I don’t have to try several maps before I find one I don’t have to spend 30 minutes downloading.

If you don’t like friendly mortars killing you, don’t play on an FF server. Non-FF servers have a lot less disadvantages than the FF ones… a lot less…


(Majin) #18

Explosions are those things that don’t explode over a large area, right?
Oh wait, they are! moron… im sorry but if you think explosions shouldn’t have an area of effect you should go back to school, or better yet go get a few firecrackers and see how they work.

Ever tried running around holding a large piece of metal in the air? Then put it in a backpack and run around? Bit of a difference…

That one explosion isn’t an airstrike, it is the CANISTER exploding. It is a very weak blast, that only a moron would get hit by. Very small area of effect, low damage, and you can see the freakin can so easily, freakin GIANT cloud of smoke… Its a grenade but 1/5 as powerful, and easily seen.


(4$ure) #19

Sigh, interesting that such things can’t be discussed without personal insults being flung around. And I ain’t a moron, just because I’m saying something negative in a constructive manner.

Explosions do explode yes, as you say over a large area, but if you read again what I said without instantly going on the aggressive - the explosions are given a greater area of damage because the damage is allowed to piggy back onto walls, buildings etc etc to travel greater distance - e.g. a circle equals area of damage, imagine a vertical rectangle is added to a circle with the rectangle starting at the centre of the circle and extending out beyond the circumference of it. Damage is the normal distance everywhere, except where the rectangle ends, it’s extended beyond the boundaries of its normal range.

Sorry, I’m the moron? You can’t just pop a panzerfaust in your backpack they’re big and they’re very heavy. Yes, in ET it’s allowed to aid gameplay, but my argument is that they should have a severe speed modifer and certainly shouldn’t be able to jump around.

So it’s okay that airstrikes fall inside some buildings (but not others) and also inside caves is it? Great…

I’m hoping you’re not a member of the SD team, but if so I apologise. I thought I’d be allowed to air reasonable issues in an adult fashion. I was obviously totally wrong. So I won’t bother in the future.


(4$ure) #20

Just checked the SD Team list and I can’t see a mention of your name, so I can only assume that was all your own opinion not that of SD, Anyway, GL with your latest project guys!