ET: Legacy


(dutchmeat) #281

I’ll look into that rcon issue as I’m using the ETL win32 version aswell.

Edit;

I’ve used both devmap and created a local server(non-dedicated) and each time when I’ve set rconPassword and tried to use the rcon it gave me this message;

You must either be connected, or set the ‘rconAddress’ cvar to issue rcon commands

After I’ve set the rconAddress I was able to issue rcon commands.

In the vanilla ET you didn’t have to set the rconAddress cvar, so this must be a ETL feature/bug.


(Radegast) #282

ET:L beta 7 is out (see the first post for details). This release doesn’t bring any particularly exciting changes or huge bug fixes, but a few annoying bugs were fixed. For example, SilentMod UI artifacts reported by Dragonji and visible map edges are gone, rcon issue is also solved. Thanks dutchmeat, Dragonji and merlin.


(Mateos) #283

Not exciting? They’re at least important, nice fixes :slight_smile:


(Dragonji) #284

Will test it ASAP! :wink:


(ailmanki) #285

Is there a chance for a OSX*Client?
If not, what needs to be done? You guys need donations for a mac? Coders?


(KeMoN) #286

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“Yanks Tanks Banks Krauts Gooooold!”
Current Release
[/table] 1 >>[HR][/HR]
Wolfenstein: Enemy Territory is a free and open source multiplayer first-person shooter set during World War II and heavily focused on teamwork. More than a decade after its release, after spending countless hours of escorting tanks and trucks, stealing gold and radar parts and transmitting confidential documents, there comes a project which aims to relaunch and dust off a game which consistently refused to go down.

ET: Legacy is based on the source code of Wolfenstein: Enemy Territory which was released in 2010 under the GPLv3 license. The main goal of this project is to fix bugs, remove old dependencies and make it playable on all major operating systems while still remaining compatible with the ET 2.60b version and as many of its mods as possible.

During the development of ET:L there haven’t been too many public announcements except for the various beta releases. This was due to the nature of it still being under active, heavy development. Clearing the long awaited 2.71 release milestone in last December 2014, ET:L acquired a first stable state, while still remaining subject to continuous improvement and active development. With more frequent releases planned in the near future, the team decided it was time to grant you, the community, more detailed insights on the development.

Many requests on this forum for ET2, a reboot of W:ET with same gameplay but modern graphics, have simply been answered by pointing to ET:L. We are happy and proud of that fact and decided we should start with giving closer insights on what is actually going on behind the curtains and what is being done to get those “modern graphics” to our beloved game.

Taking into consideration that this game defied the idea of going down for nearly 12 years now, we decided the graphics were the wrong end of saving effort. The gameplay already puts the majority of modern shooters in their place, which means the long-awaited graphic update would give ET a serious chance of once again climbing the ladder in the TOP 100 FPS. Upwards!

Requirements:
The standard ET texture resolution was 256x256 pixels. Since we established that the graphics were the wrong end of saving efforts, we decided to lift the standard up to 2048x2048 pixels. Setting the guidelines for the resolution however was just the beginning. W:ET, but also its predecessor RtCW, always had a unique atmosphere which we wouldn’t dare to destroy. This leaves the new textures with the requirements of proportional resolution to 2048x2048 pixels while generally maintaining the atmosphere, style and color-scheme from the standard textures.

Progress:
Just in time with getting the game to a stable stage, the texture folder has been fully recreated once. Right now the textures remain in beta-stage and are subject to continuous improvement, which is why they aren’t and won’t be included in the upcoming releases. Having the textures themselves ready is simply the beginning. In order to completely face-lift a twelve-year-old game, there is also the need of a more powerful engine and updated OpenGL 3.2 renderer, both of which are currently under development and may be subject to a future dev log.

Appeal:
Below you will find promotional screenshots of the current development stage for our graphics update, which right now solely includes textures. In order to boost the development we are looking for support, especially talented 2D/3D-Artists, Level-Designers and Coders.
ET: Legacy development is a collaborative effort done in an open, transparent and friendly manner. Anyone is welcome to join our efforts and contribute to improving this project! If you think you can contribute in any way, please don’t hesitate to contact us on #etlegacy.

[HR][/HR]First Insight
The graphics shown in the following promotional shots are currently in beta stage and will improve over time.
For the full promotional gallery visit the image section on our modDB page.

North Africa, 1942
The Axis empire is at its height. While the Soviets battle the Axis in the East the remaining Allied forces damage and distract the Axis in the West until an amphibious liberation of Europe can be mounted. The Axis forces are keen to inflict further defeats and seize control of the oil-rich Middle East.

Siwa Oasis

Seawall Battery

Goldrush

Central Europe, 1943
The Axis High Command has ordered a strategic withdrawal from the ‘remote and ultimately insignificant’ North African theatre and their forces are busy fortifying the Atlantic coastline in expectation of Allied raids and an eventual invasion.

Würzburg Radar

Railgun

Fueldump

[HR][/HR]


(Mateos) #287

Nice and impressive work for this dev log :smiley:


(hellreturn) #288

Good job guys! I personally play form ETLegacy from Windows 8.1 and soon windows 10.


(Dragonji) #289

Looking really nice in general, but I’m wondering why did you decide to interfere with original maps’ atmosphere so much. I have some objections:

[ul]
[li]Siwa Oasis - it’s way too dark now, new sand textures completely do not match a desert map
[/li][li]Gold Rush - looks darker as well and the black skybox isn’t really nice, it just doesn’t match african environment
[/li][li]Fuel Dump - its atmosphere changed too much, it looks like a very early spring now, but again, it wouldn’t be that bad if it wasn’t so dark, trees seems to be out of place too in my opinion
[/li][/ul]

Well, if it’s just a matter of different configs then please next time add comparisions with same graphics settings so we could actually compare everything correctly :smiley:


(Shanks) #290

So…you’re just updating the graphics while using the same archaic rendering engine?

EDIT: To be clear, I really loved this game and I loved coding for this game. If you can get a hold of a good graphics programmer then this can really take off.


(Spyhawk) #291

No. What Kemon showed here is a work in progress overhaul of the textures used in the game, which is only one aspect of the graphic rework. If you actually read the dev log, you’d have understood that a new OpenGL 3.2 renderer is also in the pipeline (but it is not enabled by default in official ET:L releases yet).


(KeMoN) #292

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“We’re gaining ground!”
Current Release
[/table]<< 2 >>[HR][/HR]Wolfenstein: Enemy Territory is a free and open source multiplayer first-person shooter set during World War II and heavily focused on teamwork. More than a decade after its release, after spending countless hours of escorting tanks and trucks, stealing gold and radar parts and transmitting confidential documents, there comes a project which aims to relaunch and dust off a game which consistently refused to go down.[HR][/HR]
Map Porting
While the last bugs of the upcoming 2.73 release are patiently being ironed out, we decided to give you another insight into the ET: Legacy asset recreation. While textures are a significant part of this, there are multiple others and this Dev-Log will be focused on the porting of more custom levels to the game.
There are several custom W:ET maps selected to be reworked and standardly shipped with the game to provide a broader variety of maps in high definition.
In order to fully make use of the new renderer and to avoid unwanted behaviour with the new textures and shaders these maps have to be recompiled, which grants us the opportunity to also add a higher level of details to the maps and if needed polish the appearance here and there.

For the map porting we set three ground rules:
#1 the setting/atmosphere is not to be altered
#2 changes to gameplay only with caution
#3 increase the level of detail
[HR][/HR]
The first map that has been selected is a rather small and competitive map and one of the most played and best looking custom W:ET maps there are: Bergen by Detoeni.
Since this map is already equipped with a great layout, stable FPS and a high amount of eye-candy, there isn’t too much left to do. Nevertheless one thing that we thought might need a little polishing is the terrain, so below you will find some work-in-progress preview shots of the new Bergen terrain.

The graphics shown in the following promotional shots are currently in alpha stage and will improve over time. Please note that the ET: Legacy compile is the standard light compile included in the Radiant for testing the lighting and is nowhere close to taking advantage of all compile parameters
For the full promotional gallery visit the image section on our modDB page.
[HR][/HR]
Bergen, Norway
“The Unterseebootwaffe of the 11th flotilla is harassing Allied shipping in the North Sea. As Operation Arrow descends on the Bergen area of Norway the Axis must protect the base from Allied attempts at sabotage.”


In this screenshot you can see applied changes to the brushwork. The original steps were completely outside the bunker, which meant players could get stuck at the sides. This presented an unnecessary blockage while entering the bunker and has therefore been altered.


In this screenshot you can see applied changes to the terrain. The original terrain included a sharp cliff on the route to the allied MG nest on the hill top. This presented an unnecessary blockage and has therefore been altered.[HR][/HR]
There are no images of the bunker insides yet, which is due to the future plans of switching from brushwork based details to 3D assets (e.g. lockers, crates, etc.) to make proper use of the new renderer features.
If you think you can help the ET: Legacy asset recreation effort in any way (2D/3D Artists for textures and models, or Level Designers for further maps) please don’t hesitate to contact us on #etlegacy.
ET: Legacy development is a collaborative effort done in an open, transparent and friendly manner. Anyone is welcome to join our efforts and contribute to improving this project!

[HR][/HR]


(Teuthis) #293

Really great work here. The graphics look much smoother and the blending is awesome. You guys are doing an awesome job here


(Mateos) #294

Beautiful and dedicated job :slight_smile: That motivates me for finishing up what I have in progress so I can spend time helping this project :slight_smile: The work on level design, improvements and details are really attractive :smiley:


(stealth6) #295

I think ET:L is a great project, but I don’t see the increase in quality between those screenshots. In many of them I actually prefer the before picture.

  • The bunkers are a lot cleaner in the after picture & the texture does not seem to be higher quality.
  • Too much blending around the roads, roads don’t blend into the surrounding terrain in real life do they? So again first pic looks better
  • The blending on the surrounding terrain does make the map look better, but these textures don’t seem to be higher quality than the default textures.
  • Lot’s of rock texture has been replaced with dirt or grass texture which I find gives the map a new atmosphere.
  • In bergen9.jpg you can see the repeating pattern of the grass texture which is not immediately apparent in the original version.

(reaply) #296

[QUOTE=stealth6;526452]I think ET:L is a great project, but I don’t see the increase in quality between those screenshots. In many of them I actually prefer the before picture.
[/QUOTE]

You won’t see a difference in quality until the new OpenGL is working properly, higher poly models are placed and if the terrain was hand created to be smoother.


(neks) #297

Ss there a plan for higher poly player models as well?


(Mateos) #298

Also a lot of terrain has been rounded, flattened, maybe not for the best (7 & 9) ? Since may change the way these surroundings were used, to cover from, and may ease its clearing with Axis rifle nades for instance

I’ve thought about this last night, but too late to edit my post ^^’


(KeMoN) #299

Indeed and this has been done intentionally. In both images you refer to you can clearly see pointy vertices. This is rather unnatural, which is why they have been leveled.
Please note that the terrain has been fully reconstructed! It remains as close to the original as possible, but there are certainly countless spots where there are changes.
I hope you understand that once we start worrying whether leveled terrain vertices are providing a gameplay change, then we can put the map porting on halt. Adding details like crates, trees and even bushes provide a gameplay change as well, since they provide cover.
I can assure you that the overall gameplay will stay untouched and we are not going to block travelling routes with details. By that I mean we are neither adding corridors, passages or alternative routes, nor removing any of them and trying to keep all (clipped) details away from the main travelling routes. Everything beyond that is considered artistic license.


(twt_thunder) #300

Are you gonna recreate all assets?