ET: Legacy


(KeMoN) #301

I would like to combine these two questions. Yes, we are indeed planning on replacing the player models, however they are especially complex and therefore have been moved down the road. Technically speaking we have to recreate all assets if we want to establish ET: Legacy as a stand-alone game which doesn’t require vanillaET anymore. This is indeed the plan, however as you can all imagine this is an astonishing amount of work and requires a lot of workforce and is therefore not priority. We are working on it along the way and are happy to share all the progress with you, but we still have to remain realistic.

While we are already talking about the asset recreation, I would like to take a moment for a smaller announcement. It has been mentioned here and there already, but there is a collaboration for recreated weapon models running with Titeuf-85, the developer from[HR][/HR]THE DARK ARMY UPRISING
If you haven’t heard of his project be sure to check it out and maybe leave a comment in his thread.[HR][/HR]


(Detoeni) #302

Nice work!
Very impressed with what you’ve done.

Dt


(KeMoN) #303

[QUOTE=Detoeni;526886]Nice work!
Very impressed with what you’ve done.

Dt[/QUOTE]

Thank you very much!
Having your approval is really important, because after all this is your map, which means that our ‘changes’ are officially in the clear now.
I will make sure to contact you and send you all the files before we start testing the map, so you can still modify things or veto changes.
Good to see your account is still active :wink:


(ailmanki) #304

Forwarding a “bug” report for latest downloadable:

Quoted from: http://bunker.aaxxss.com/forums/topic/29488-bunker-2-now-with-silentmod/?p=339088

I just tried some different things and here is what i observed.

My console key with et legacy has moved on my MBP keyboard to the key (right side next to enter) when i open console each key pressed will close down console However since i play windowed, when opening console i can move mouse button outside of screen. When i click on desktop and then back into et legacy, i can type again in console. But when i use the key to close console, every other button i push opens console again but only ` key can close it

When i connect to a server this is all reset and ` opens console again but every other button closes it.

When connected to a server i can spectate for quite some time without any problems. But when i join a team, the game closes without giving an error screen. Simply shuts down

Found this in FAQ, about tilde key, I guess that should fix a part of the problems :slight_smile:
http://dev.etlegacy.com/projects/etlegacy/wiki/FAQ#Tilde-key-does-not-open-my-console

Tilde key (~) does not open my console!
This is a known SDL issue and should be fixed with latest ET: L. Use SHIFT+ESC key combination instead.


(Tardis) #305

Fantastick Work Guys keep it up :wink:

If you want any of the map sorce files that I have done or remade (even if im not a Pro mapmaker :rolleyes:)
Let me know and I will be happy to send the files for ET:L :flamethrower:


(Spyhawk) #306

ET:Legacy 2.73 is just around the corner. Wanna join the public games on our test server before release? See GETTING READY FOR A NEW RELEASE.


(KeMoN) #307

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Release 2.73 cancelled…
instead get ready for 2.74!
[/table]<< 3 >>[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]
Public test event
We’ve been working hard to (finally!) provide you with the next release as bug free and enjoyable as possible. However, our last public testing sessions revealed some annoying bugs that we couldn’t find without the involvement of long time contributors and public testers from the community. All of these issues are now fixed, just a few hours ahead of the planned release.

However, in order to ensure the best quality of this long awaited release, we’d like to organize a very last public testing session to avoid any bad surprise at the last minute. Join us on our IRC channel #etlegacy around 19h00 CEST (17h00 UTC) on Sunday, August 16th and ask for joining the test session.
Come join us, have fun and be a part of improving the legacy of our beloved game (and look for possible issues)!

[HR][/HR]


(IRATA) #308

ET:Legacy 2.74 has been released

After nearly 8 months and some additional delay, the ET: Legacy team is happy to present the most advanced, stable and optimized ET version ever produced.

This new ET:Legacy 2.74 release adds optimized LAN player detection, better unicode support to the client, console smooth scrolling support, omni-bot compatibility with Linux 64 bit servers, Lua 5.3 and libraries updates. It fixes a few critical issues and adds a wide range of smaller adjustments and optimizations.

The Legacy mod has also seen countless improvements and bug fixes. If you are looking for the most authentic Enemy Territory experience available today, you should give it a try!

A comprehensive changelog is available on our wiki. Ensure to read the installation guides and have a look at our FAQ. ET:Legacy is available for Windows, Mac OS X, Linux 32 and 64 bit platforms.

We would like to thank all of our regulars contributors, fans and helping hands that participated in our testing sessions. These tests revealed a few issues that we have been able to fix in time to make this release as stable and smooth as it gets. Your help, bug reports, patches and global support made it possible!

ET: Legacy development is a collaborative effort done in an open, transparent and friendly manner. If you want to improve ET: Legacy in any way (coders, 2D/3D artists and modelers, level designers), don’t hesitate to contact us on our IRC channel #etlegacy on Freenode. Anyone is welcome to join and contribute to improve this project!

Download @ http://www.etlegacy.com/download

HF!


(stealth6) #309

Amazing!

Only thing holding W:ET back imo is pro players only wanting to play ETpro. People should organise some tournaments on Legacy mod instead (or another still mod that’s still getting updated)


(-SSF-Sage) #310

Thank you for the hard work! This sounds great! :wink:


(Dushan) #311

Nice job guys :slight_smile:

Kudos to all (except to IRATA) :stuck_out_tongue:
xeexexexe


(KeMoN) #312

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Bergen by Detoeni sneak peek
Imgur album[/table]<< 4 >>[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]

Over the summer development has been going slower than usual, but we don’t want to leave you completely hanging. While we are still wrapping our heads around a few issues blocking the next release, a sneak peek into the map-porting section might help lighten the mood. These are work in progress shots, which means the areas shown are still subject to change.

The river ruin has been changed to give the impression of an outpost/guardpost and is now equipped with an alarm box to call for reinforcements, a bench to rest, a furnace to keep the coffee flowing and a footlocker for energy bars and magazines.

In this ruin the openings have been widened to make access and travel easier. Aside from some wooden frames and planks, that’s it.

Added some camouflage netting to make the bunker system less obvious to enemy spy planes.

Added a bit more functionality to the forward bunkers with additional footlockers, gunracks and alarm boxes.

The back entrance bunker has been a bit ‘stream-lined’, the room is now a rectangle with the doors directly facing each other. The health and ammo cabinet shown here is simply due to the fact that there is no working script right now. They are part of the LMS version and are also featured in the original Bergen. In Objective mode they are not present.

Here you can see the corridor connecting the back entrance with the submarine bay.

This is it for now. We will try to provide you with these kind of sneak peeks a bit more regularily to keep the anticipation high and the spirit flowing.

Thanks for stopping by and have a great day.

[HR][/HR]


(SiNRay) #313

OMG…that looks soo nice!:eek::smiley:
Good work guys!


(twt_thunder) #314

Also trying to make assets in high tempo:


(SiNRay) #315

Looks nice Thunder!:slight_smile:


(stealth6) #316

That looks really good!


(macbeth) #317

great job guys , i have installed et legacy for mine ET pc gamer , runs perfect


(KeMoN) #318

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Bergen by Detoeni - submarine bay
Imgur album[/table]<< 5 >>[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]

Last Friday we ended with the bold statement that we would provide you with news a bit more frequently. Although right now this is more or less limited to sneak peeks into the development of Bergen by Detoeni, we will also try and provide you with teasers from other parts in the next few weeks. These are work in progress shots, which means the areas shown are still subject to change.

This is the view when exiting the corridor that was shown in the last image last week. You can see that the atmosphere has been moved a bit more to an idustrial look with pipes, girders etc. Besides that, the actual submarine bays have been extended underneath the walkway. Now also submarines of the later generation can harbor here. No, I’m just kidding, it simply looks a bit more fancy, I don’t know anything about submarines.

In these two images you may notice attempts to make the lighting a bit more distinct. All 3 main travel routes are now a bit more highlighted, which should help new players find their way around the map. Also the concrete stairs have been changed to metal ones so the area looks a bit more open.

Here you can see the view from both stairs down the bay towards the sea. No bigger changes here, but in the distance of the second one you can see the loading entrance that has been implemented.

In another part of the bunker system there is a courtyard where torpedos are moved on tracks towards a door. This system has been picked up and extended to the bay area. The torpedos can now be moved (theoratically) along the tracks through the courtyard and into the bay area to then be loaded onto the submarines.

Here you can see the view from the sea down the bay towards the bunker system. In the first one you can see the crane loading system again and in the last two you can see openings in the middle section to allow maintenance on pipes, wires or whatever.

The next steps will be to move deeper into the bunker system. Stay tuned for another sneak peek next Friday!
Thanks for stopping by and have a great day.

[HR][/HR]


(KeMoN) #319


Construct Ze Generator!
<< 6 >>[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]

Welcome back to another sneak peek. Due to some issues that came up while working further on the port of Bergen by Detoeni, this weeks update will only be containing the generator room. However due to its key role in the map, maybe it isn’t such a bad thing to focus a bit closer on it.

With the submarine bay last week we explained the intentions to go for a more industrial look as we think that fits a bunker environment quite well.
These intentions have been excessively established in the generator room. There are massive girders along the ceiling and also going vertically now. A lot of pipes and props have been added and the generator itself has been recreated with different textures. We tried to keep the overall greenish vibe, since this is one of the most iconic things in the map, but some vents, trim and metal plates have been added here and there.

The biggest difference however is most likely the lower level.
The generator room has now received a lower level which theoratically is accessible via a ladder and is used for maintenance on the generators, additional storage room and is equipped with fuel tanks to keep the generator running and provide resources and power for the overall bunker system. This level will not be accessible for the player and is not interfering with gameplay. Grenades and other explosives and ballistics will not fall through the floor. There is nothing stopping you from keeping your foe away from the generator with all the explosives at hand. Whether you want to prevent the construction or the destruction of this piece of metal is of no interest, don’t go easy on those nades.

A general notice that needs to be kept in mind is that all the sneak peeks are from test builds. The graphics shown are far from final and are not making proper use of shader and compile parameters.
They also haven’t been approved by the original author of Bergen, Detoeni. However, proper documentation (mainly in form of pictures) of the changes is being stored and credits are provided. At this point we would like to once again send our regards to Detoeni for providing us with one of the most iconic maps and allowing us to use it to promote our project.

Thank you for following our project. If you are interested in joining our efforts please don’t hesitate to get in contact with us. You can leave a reply here, send me a PM or join our IRC channel.

[HR][/HR]


(wolfETplayer) #320

Hi guys!I have one question regarding ET: Legacy. You made ET able to actually minimize. As you know vanilla RTCW/ET engine can’t do that. I’m working with RTCW source code now, and I wanted to ask : Does it take a lot of code work to make game minimizable?
UPD. Also another engine related question. I saw you increased default hunkmegs value.
Can increase of default com_hunkmegs(zonemegs,soundmegs) reduce crashes? Because some little amount of people were complaining about crashes with my mod for RTCW. And I think, maybe change of default value through source code would help. As I’m aware this values - ammount of RAM game can use. However HD textures and other stuff requires more RAM, so maybe this is a reason of crashes for some people.
UPD
Thanks for the answer!