True Combat: Elite - Imminent?


(DG) #1

News from True Combat: Elite, total conversion for Enemy Territory:

Trick or treat…

The devteam of True Combat:Elite is proud to announce the release of „True Combat:Elite Release Candidate 1“ in the very near future… To be a little more precise, it will hit the public before Halloween this year. The exact date will be given out www.truecombat.com soon, so make sure to check it on a regular basis. If all goes well the release will hold 6 brilliant looking maps and fully animated weapons and models. We will have a major final closed test this weekend and have a video ready for you soon. Life is good…


(blushing_bride) #2

looks interesting but the enviroments look very similar to every other modern day shooter out there. Warehouses, abandoned railway yards etc. I hope they can come up with more imaginative enviroments for the next release.


(senator) #3

I might try it but I hope they haven’t tweaked the ROF or weapon damage to copy CamperStrike… that would be an immediate KO criterium for me.


(DarkangelUK) #4

Looks more Rainbow Sixish to me. Either way it should be interesting.


(Fusen) #5

looks quite smart, I wouldn’t judge it to you give a try though tbh


(Sick Boy) #6

I’ll try it out, but I fear it will be a camp game (one life to live, no crosshair, aim down the sight,“realistic weapons”,…)


(SCDS_reyalP) #7

Play True Combat for Q3, and you will find this to be exactly the case.

The ultrarealsim mode (no team identification excpt for slightly different colors) is somewhat amusing…


(Lanz) #8

I played True Combat on q3 quite a lot and while the no team id’s was hard at first you quickly learned the differances and after that, no problem, I even kind of liked it.

What I didn’t like was the movement, the strafe and back movement was a bit too slow for my liking.

Usually the problem with realism mods is all the topics about what is real and how the game should be changed according to that and frankly all the weapon nerds popping up, people who can argue page up and page down about a weapon sound or the particular damage a weapon does.

Besides that it’s a really fun mod in Q3 at least.


(Fusen) #9

hmm not sure I’m gonna like this then… I tend to play q3 CTF and ET because of how fast the pace is :confused: its only one reason I don’t like CS yet like CS:S is that CS:S is faster than CS :stuck_out_tongue_winking_eye:


(Genesis) #10

There should be a pre-release now (announced)
though i cant find it to download…

click


(nUllSkillZ) #11

The TrueCombat:Elite “tcetest” will be released within a few hours …

HP: http://www.truecombat.com/intro.php


(DG) #12

Team Terminator have released the promised ‘test’ version of True Combat: Elite. There’s the option of the .exe installer, and a .zip compressed file. Windows users can use either to install the mod, Linux users should go for the zipfile.

The test is under 60mb and contains 2 maps only, remeber this is a test only and the bigger better BETA 1.0 will be comming soon with the help of your feedback.

Download from Jolt: [UK & LINX ISP’s only :disgust:]
tcetest.zip
tcetest.exe
More mirrors in the official forum.

I’ve knocked over the customs for competition server (195.149.21.152:27960) to run this, just with the provided server.cfg configuration for now. Hopefully it’s running fine since i’ll be a while downloading TC:E myself.


(PH@TIE) #13

Looks like some of the models need a tweak too.

Centre image at top. Full figure standing, check out his left arm, as it appears to have a right hand on it. :???: His “thumb” is a little finger.


(nUllSkillZ) #14

For the mapmakers:
A MDK (mapdevelopingkit) will be released:
http://www.truecombat.com/forum/viewtopic.php?t=146


(bs) #15

No we arent tryin to copy “CamperStrike” as you put it but since CS was the first “realistic” mod out there one could compare pretty much anything to it.
TC:E tries to be realistic but isnt nor will it ever be a simulator. Bullets hit where u aim at, pace is slower which feels more natural and u cant really strafe that fast or go back and at the same time try to take down someone usin the sights and so on…

Some have complained that the original TrueCombat had a steep learning curve, hard to id the targets like u mentioned here but things are being done in TC:E to simplify things for the players.

plz try it out before you judge it like Fusen said.

-thx


(Kendle) #16

Been playing it a bit this weekend, though not as much as I’d like (mostly on DG’s server, 195.149.21.152:27960) and I don’t dislike it, I’m just a little confused as to who it’s aimed at.

2 teams, Terrorists and SpecOps, (CS’s Counter-Terrorists). Terrorists have to plant a bomb at 1 of 2 sites (A or B), and SpecOps (Counter-Terrorists) have to stop them. The only distinguishing factors I can see between TC:E and CS is TC:E has IronSights (which I like) and lean (which I’d say is pretty essential for a tactical shooter), but it doesn’t have crosshairs and the hitboxs seem extremely buggy (but then they are in CS:Source as well atm).

Trouble is, CS:Source is graphically light years ahead of anything you can do with the Quake3 engine, the weapon models / sounds are far superior and much more realistic and the maps are drop dead gorgeous. Generally TC:E just feels like a poor mans copy and I wonder who would play it when they can play CS:S instead?

Having said that, it is completely free (unlike CS:S, which is only free if you buy Half-Life2) and I’d like to see the other maps and play it a bit more before judging it any further. I seriously think putting back the crosshair would be a “good thing”. By all means make spread ridiculously wide when not using sights, but to have no clue where you’re aiming at middle to long distance is very off putting IMO.


(SCDS_reyalP) #17

FWIW, devmap and g_debugbullets still seems to work. /give all also works.

Quick summary ( Assuming the railtrails drawn by g_debugbullets actually represent what the game is doing…)

  • the thickness of the object shot through affects whether a bullet passes through it or not.

  • bullets seem to go through wood and metal on the level provided.

  • Weapons have different levels of penetration through materials. Handguns and submachineguns will go through the corner of a standard crate, while assault rifles and sniper rifles will go through the middle. The DE has more penetration than the others handguns.

  • bullets scatter when fired through objects, with the weaker bullets being scattered more. A sniper bullet will go almost straight, while an smg bullet might deflect by 45 degrees.

  • aiming without the sight fires offset from where your gun is drawn, with another random angle added. Even drawing a dot on your screen will not make it as accurate as aiming down the sight.

  • shotguns fire a large group of projectiles.

  • prone gives you a big accuracy boost, when aiming down the sight. Moving, even when aiming down the sight, has a penalty.

  • scoped weapons fired without the scope are very inaccurate. With the scope there are very close to the crosshair.

I haven’t tested hit detection on players yet, but I have a feeling that there are some issues similar to etmain.


(Sick Boy) #18

This game turned out exactly as I feared :frowning:

But on the bright side:

  • it’s free
  • graphics are decent
  • it may appeal to those who like this kind of game (cs/cod)

(bs) #19

Yes reyalP, pretty much all of what u said is correct, those are features :stuck_out_tongue_winking_eye:
And yes it sure has sum issues similiar to etmain as this is only a first test version, things like hit detection and hitboxes will be worked on and ofc other things aswell, missions will have a massive overhaul. Demolition/Bomb was easy enough to make to test some aspects of the mod.
Like I said its only a preview to get feedback and general feel for the mod.

And Kendle sry to dissapoint you but you’ll never see xhair in any form in any TC-game. :slight_smile:

-thx


(Kendle) #20

Fair enough, the main reason I mention it is because I’m left-handed and I can’t aim using a gun drawn for a right-handed person (can the guns be drawn left-handed?) In regular ET I mostly aim with the crosshair using cg_drawgun 0.

You say “missions will have a massive overhaul”. Does this mean the CS style DE mission type is just for testing purposes and ISN’T what TC:E is all about? (sorry, excuse the ignorance, I never played the Q3 version). If so then that’s encouraging. As I said above, personally, if I wanted to play CS style missions I’d play CS. I really feel TC:E has to offer “something different” to have any lasting appeal.