Molotov made map mod wich's adding a nice green glow to the boxes. As extra he removed the chargetime factor modification, so the gameplay stay balanced even if a team secured much more objective than the other one.
After some months of absence the splashdamage forums went online again a few weeks ago. And from today on the entire splashdamage site is back. I hope we'll see more official news about ET:QW (esp. the release date) soon.
Continuing where the previous Breakout left off, the Allies must fight their way through surrounding Axis forces and to freedom.
Objectives and Gameplay:
Allies must escort the tank to the exit rail tunnel to win, starting at a disused mine and then along the railway track to the station.
Axis will try to dynamite the footbridge over the railway to block the tank. If they do, Allies must dynamite the wreckage to clear the path.
At the station the Allies must then build a ramp to lift the tank off the rail track and into the station courtyard. Axis can construct a tank barrier just beyond this, so these objectives are fought over at the same time.
Once past the barrier the tank must go through the tunnel under the railway. Axis will try to dynamite the tunnel to block the road. If successful, Allies must dynamite the rubble to clear the way.
The road then leads into the Axis bunker - Allies must escort the tank through the bunker and out the other side. The final chance for the Axis to block the tank is a desperate measure - they can destroy their own overhead bunker control room, so that the debris blocks the bunker exit. But this damages and buries the Axis CP located there.
If the bunker control room is destroyed, the Allies have to dynamite the debris to clear the path. This also clears the rubble from the Axis CP, allowing it to be rebuilt.
Finally the tank gets back onto the rail tracks and can escape through the exit railway tunnel.
This nightly build of ETpub is probably a bit bugged, but the new ETpub 0.9.1 isn't far away from being released. Changelogs and manuals are included into the download.
If you need the GtkRadiant to create or change a map, we offer you a pack with five versions of the GtkRadiant for Windows and Linux. Thanks to [EF]Tyrlop for pointing out the files!
Dutchmeat, the mastermind behind the modification "Wolfenstein: Vampire" talks with Anakin of Wolfstuff.org about his upcoming mod for Wolfenstein: Enemy Territory.
With the Opencup almost over, we have had a good turn out so esl hope that the next will be alot better with more team's hopefull joining. All player's of the tce Opencup and the new ladder need to put the et PB guid on his esl profile. To get the right guid connect to a server and type "/pb_plist" then u get a part from your guid (8 letters), please copie this part and post it in youre esl profile.
Next round only players with complet guid in the profile will be able to play. The next ladder will be starting soon. So please make sure you got your pb guid. Once you have updated your profile with your guid you can then register your team, with ESL.
Essentially it replaces the field ops class and adds a new class called special ops. This class can do everything a field ops can and has a few tools and weapons from other classes. They will be able to pick up heavy weapons if found in the field (in-progress). The special ops carries a modded version of the trip-mine called booby-trap. There is a new version of the sten (MARK 3) which is the nomenclature of the updated model; it includes both skin and minor source code changes. There are a few other small improvements and changes in this mod.
Changed the signals skill to 'specops skill' , and use of tripmines, thrown knives, mortar, and airstrikes contribute to this skill
I separated the specops uniform mod, so server owners can use what ever mod they want, or just use default uniforms
Real-world (unsuppressed) Sten Mark 3 sound
Planned for Elitemod Final / Version 1:
Soldier Class: will attempt to add the BAR rifle. If that dont work out, a grenade rifle and mark 3 sten will be added to soldiers selection. The mark 3 is no longer a suppressed smg, hence the better heat tolerance and louder firing sound.
Medic Class: Should medics have only light weapons and same HP? Forums decide.
Will add a selection of separate uniform packs of specialops for server owners to choose. In WWII there was no one-particular special ops uniform and it depended on the mission.
Tripmines: I am going a slightly different direction with the mines. I am going to make them smaller, with lower profile tripping line, significantly less damage and must be used at close range. The goal is to have people use them strategically instead of all over map. They will be called light mines and give skill points to both light weapons and specialops skill. These will be suitable for defending objectives and map exploits such as the back door on seawall battery map. At that point I will give the soldier a couple.
At the conclusion of this beta, the Soldier and Specialops will reign superior in close combat while the support classes mainly provide medical, engineering and sniper cover support as it should be.
Soldier (beefed up a bit)
Added smoke canisters to assist engineers and others with objectives
More ammo on the MG-42 and reduced the recoil so if they get caught carrying the MG they have a slightly better chance at killing them at close range
More grenades
Special Ops (formerly field ops)
New spawn weapons consist of: default rifle, sniper rifle, and mark 3 sten
New uniforms, including tool bags
Tools now include:
Airstrike marker
Ammo packs
Satchel charge
Booby-traps (formerly trip-mines), Qty. (3) on special ops, may add to covert ops soon (press 9 to use)
Medic syringe
Pliers
Engineer
Added ammo packs to help supply players, and not put this responsibility completely on special Ops
Weapons Changes
MARK 3 sten fires slightly faster, doesnt overheat until the end of the clip now, and has a faster reload, and new look
MG42 has been modified so that when firing while standing, the screen does not get blurry (although the bullets still fire wild and the aim is difficult)
Booby-traps (trip-mines) are reintroduced, however the models, texture, damage, radius, spawn amount and tripping mechanism have been modded. A sound has been added when planting these traps but it is buggy at the moment.
Other Changes
Increased health by 10%
A few miscellaneous icons and graphics changes
True-to-form, the rank is hidden on the special ops class
Minor grenade qty. changes
Goal for this mod
The goal for this mod is to simply do more with the field ops and eventually the soldier classes. It would be nice to see an alternative to the traditional game-play and strategy while keeping things WWII original and realistic as possible. Finally it would be nice to see others get involved with taking this mod to a whole new level and perhaps even make it a branch of etpub.
Last year Maleficus released a small experimental patch for his Fritz Bot wich fixes the issue of bots trying to pick up docs/crates/gold/etc if they already have some. TomTom created waypoints for the fritzbot, all the 'new' files are stored in the folder "extras" wich is included into the download file.
An forum-update is carried out tomorrow (February 06th, 2007) at the morning. Therefore the forum will be shut down for one hour. Unfortunately, we cannot call you the exact time. Affected by the restrictions will be the forum as well as new registrations. Further the ET part works without restrictions.
ailmanki and isbowhten pointed in this thread in the SplashDamage forum to a few interesting things wich are of use for mappers and modders. Most people will already know it (the tools was made in 2002), but it's not wrong to report about it.
Textures in Quake3:Arena are no longer a simple texture combined with a lightmap, but are fully scripted entities which can be used to control practically every option OpenGL exposes when it comes to texture positioning, transformation, blending and whatnot. To facilitate the creation and editing of such scripts, this tool will parse a script and present it as a Windows GUI which is easier to understand and navigate than the bare C-like text files.
TexSynth:
The goal of this tool is to create a new texture that looks "similar" to a given input texture, and tiles. This is easier said than done, so in practice this tool is trying to make the result look similar, and tries to make the resulting image tile. This means that this tool may or may not be useful; it depends on the input image, and some luck with the statistics. Ideally, input images should be true textures : uniform throughout, without macro structures. In practice, some structure is allowed; but still, don't expect this tool to work properly with a pic of your dog.
React:
This tool implements reaction diffusion, a simple technique to generate textures by smoothing them out. The difference with a regular blur filter is that the texture pixels are interacting : pigment flows from one cell to the next (technically 'diffusion', but called 'Smoothing' in React), while at the same time pigment disappears and reappears (the 'Growth'). The net results are textures that have a blobby, sometimes 'viral' look and feel -- and they always tile.