Hi gamers out there. We are a small community and play ET since it was released. If you wanna experience fun and great action then join us tomorrow the 03.05.2012 at 20:30 o´clock. We call it ET Day every Thursday every month´s beginning. I hope to see you soon!
Helicopter Attack beta 2 made by FalX is an exclusive map with fine details. The Allies must take and hold the flag for 18 seconds. After that the Allies must with uniteoftwo helicopters or the lift over the mountains, attack the axis and steal the gold. Several gates and barriers must be blown up away. The gold must then be taken to the base with the lorry.
Helicopter Attack beta 2 erstellt von FalX ist eine exklusive Map mit schönen Details. Die Alliierten müssen die Flagge einnehmen und 18 Sekunden halten. Danach müssen die Alliierten mit einem von zwei Helikoptern oder dem Fahrstuhl über die Berge, die Achsenmächte angreifen und das Gold stehlen, welches durch mehrere Tore gesichert ist. Anschließend muß das Gold muß mit dem LKW durch 2 Barrieren, zum Stützpunkt gebracht werden.
Map TWC-Fragzone is made by TWC|Zone, editted by TWC|John / The map Badplace 4 beta 4 is a remake by MaTej. TWC Fragzone is a pure ET map and Badplace4 is from RtCW for ET converted. Both are fragmaps without objects and used mostly for duels, challenges and for war warmup.
Die Map TWC-Fragzone ist erstellt von TWC|Zone und herausgegeben von TWC|John / Die Map Badplace 4 Beta 4 ist ein Remake von MaTej. TWC Fragzone ist eine reine ET Map und Badplace 4 Beta 4 ist von RtCW für ET konvertiert. Beides sind Fragmaps ohne Objekte und werden hauptsächlich für Duelle, Herausforderungen und zum Aufwärmen für Wars benutzt.
Due to some optimization on our registration system to prevent spam bots, new registrations are deactivated until 29th january. Until then the only chance of getting an account registered is to ask a friend to send one of our administrators a private message with your data.
We apologize for any inconvenience this may cause.
UseMe - Original TrickJump Movie. Edited by Mirqli, Performed by various [hide= UseMe Members] This has been a very long project, as you can see in the movie some of the demos were recorded in 2006 and some just few days back. The project has delayed big time for various reasons and now it's finally here, enjoy!
UseMe - Original TrickJump Movie. Herrausgeben von Mirqli, ausgeführt von verschiedenen [hide= UseMe Membern] Dies ist ein sehr langes Projekt gewesen. Wie man im Film anhand der Demos sehen kann, sind einige Demos aus 2006 und andere erst ein paar Tage alt. Das Projekt hat sich lange Zeit aus verschiedenen Gründen verschoben. Nun ist es final, genieße es!
John Romero, the veteran developer and id Software founder who helped create FPS touchstones like Quake, Doom and Wolfenstein, is planning a return to the genre in which he made his name. Romero, who's currently CEO of social game studio Loot Drop, Inc., told Eurogamer that although he hasn't formally started work on the project he has the design nailed down.
"Yes, I'm definitely going to be making another shooter and it will be on PC first," he explained.
"I don't want to talk about the details but I already know what it is. I've already kind of designed the thing and it's pretty cool - though of course, I am going to say that. I think it's a neat design, I haven't seen the design anywhere else."
Romero didn't go into much more detail but added that it'll be "MMO-ish" and will offer a new twist on genre traditions.
"It's a persistent game, it has persistent player data, the character grows and gets better over time. I think most gamers expect that now anyway, but this was a design I'd done a while ago. I think it's pretty valid.
"You will be playing the game as you would expect a shooter to feel, but the specifics of your situation, narrative wrapper and reward system are all unique. I wouldn't want to give out any specifics until I'm close to shipping it. I've learned my lesson about talking too soon about specific game features and release dates."
He couldn't confirm when work will begin or if it'll be a Loot Drop production.
It's been a long time since Romero last brought out a shooter - the 2003 N-Gage version of Red Faction. We asked him whether he thinks the skills necessary to make a successful modern shooter have changed since then.
"I don't think it's changed other than that the 3D graphics have to be good and there are a tonne of basics in the design that have to be there for players to feel that it's a current game.
"But I already have a lot of that stuff designed and none of what I've done has become invalid over time based on today's shooters. So I don't think there's an issue with it feeling dated or feeling old. It's not going to be an old-school shooter - it won't be pixelated. But it will probably have some faster movement than most games have right now."
Romero also offered his take on how the genre has evolved since his time at id Software. While he appreciates that Gears of War is a quality product, he's not a fan of the shift towards slower, cover-based gameplay.
"I'm not a fan of cover systems or the player being a bullet sponge. I'm not that interested in the tank-like player; I like feeling that I have skill in the game," he explained, before theorising that the rise of the console game pad has pushed developers in that direction out of necessity.
"I do realise that a lot of the movement in new shooters is directly attributable to the console controller because you can't play well and fast with them so they had to come up with some design to make it so the player can do something else if they can't skillfully move quickly. They have to do something different.
"But I'm a PC mouse and keyboard type player," he countered.
"I love twitch 180s, fast targeting, fast firing, fast movement. So anything that's not like that - like current shooters that are basically a track going through a level to the exit and everything is closed off - is not interesting to me.
"I like to explore my levels, y'know? So I'm not a fan of on-rail shooting or slow-moving cover systems. That's not to say that Gears isn't a great game but as a player I'm more interested in speed and fast movement."
Loot Drop's only current confirmed project is Ghost Recon Commander - a social spin-off from Ubisoft's tactical shooter series due out on Facebook and mobile platforms some time this Summer.
Third #after-midnights ET movie, made by cymky - After 2nd movie of ScatmaN_ here it is a 3rd movie called SkiBaBopBaDopBop. This classical Fragmovie shows nice kills of the player ScaTmaN_ Who dont know the first and second part... no problem, here are all three!
Drittes #after-midnights ET Movie, erstellt von cymky- Nach dem 2. Film von ScatmaN_ ist hier der dritte Film, genannt SkiBaBopBaDopBop. Dieses klassische Fragmovie zeigt schöne Kills von dem Spieler ScaTmaN_ Wer den ersten und zweiten Teil nicht kennt...kein Problem, hier sind alle drei!
Mit den beiden neu gegründeten Firmen WarChest und Fireteam will der britische Entwickler Splash Damage in neue Geschäftsmodelle wie Free2Play und den Mobilmarkt, vordringen. Bisher hat man vor allem Shooter entwickelt. So gehören Enemy Territory: Quake Wars und Brink zu den erfolgreichen Titeln des Entwicklers. Für die Zukunft möchte man aber flexibler und nicht mehr nur von der Core-Spiele-Entwicklung abhängig sein.
Fireteam soll einen Online-Service für Videospiele aufbauen, welcher auch von Drittanbietern benutzt werden kann. Angeblich habe man auch schon einen bekannten Publisher, der das neue System nutzen möchte. Der Entwickler Paul Wedgewood sagte gegenüber Gamasutra.
»Im großen und ganzen wird Fireteam einen Online-Service für Video-Spiele zur Verfügung stellen, also das ganze Backend: sicher gehen, dass die Server laufen, der Inhalt aktuell und verfügbar ist, Spieler-Statistiken und Profile verwalten; Cloud-Speicher und Verfügbarkeit sicherstellen. Dazu kümmern sie sich noch um die Verwaltung von Mikrotransaktionen, sind also eine Art Bank für die Online-Währung.«
RAD Soldier: Das Projekt einer Splash-Damage-TochterWarChest, die zweite neu gegründete Firma, hat bereits ein Spiel für iOS entwickelt. RAD Soldiers spielt in einem post-apokalyptischen London in dem sich Söldner-Truppen gegenseitig bekämpfen.
Das Strategiespiel läuft dabei rundenbasiert ab und die benutzten Soldaten lassen sich, ähnlich wie in einem Kartenspiel, sammeln. Das Grundspiel soll dabei Free2Play sein und sich durch Mikrotransaktionen finanzieren. Wedgewood betont aber, dass sie kein »Pay2Win-Titel« entwickelt haben. Jeder Spieler, egal ob zahlungswillig oder nicht, soll die selben Chancen im Single- und Multiplayer-Modus haben. Erscheinen soll RAD Soldiers bereits im Juni.
There are rumors that the Splatterladder goes offline, but that's wrong! The Splatterladder will not go offline! Through our private lives, unfortunately we were not as active as we wanted to be. That will change in the coming weeks. We will be more active and fix some errors.
As a small excuse: we had set the buddy list to 50 players and the server list to 25 servers. We hope you enjoy it.
You may of seen all of the random journals & forum posts about this new mod called ET:Zombies. Well I took the time to speak to the team behind this mod, and I think you will find this mod of interest to the ET Community. You can find all the information about ET:Z and what's going to be avaible, screenshots from game and interview with entire team in this news post.
First of all you should know who is making this mod so I introduce you ET:Z team members and their functions:
Danje started the idea of making mod few months ago and I guess we should thank him for that, let's hope for something fresh to ET Scene. I had chance to ask him some questions(also Nitrox answered few of them because Danje had some problems with his son :D):
So what next? Maybe you would be intresting in graphics? Will the mode have some horror climate? Here are some screenshots so you can rate it by yourself:
As you can see these guys are doing great job so far, it would be dumb not to help them. Just stop saying that ET is dead, just do something to make it alive - ET:Z team is doing their best to prove that :) Give them some feedback - test their mod, give some suggestions in the comments below or maybe even help them making it!
I belive that in few months this modification will be played by many ET players and maybe we will have as much as for example with hide&seek. So if you're bored and got some bunch of friends to play with, this is definitely worth trying out.
Because etpub.org is always "broken"pheno choose this way to release a new Nightly Build of ETpub server and client. Hopefully this builds will fix your no/duplicated GUID problems with running PunkBuster on a ETpub server.
List of what has changed:
r477:
(server) play g_hitsound_team_* when reflect friendly fire is on and the weapon is reflectable
(server) fixed !admintest output
(server) Lua API: et_ClientBegin() is now ETPro compatible (called only once per map)
(server) moved standard output of GeoIP and Lua API to console (level logfile cleanup part #1)
...
r471:
(client) fixed broken linux client because of missing realtime library
(server) fixed sporadic server crashes on client disconnect
(server) fixed XPSave reset to stored value every userinfo change
...
r461:
hardware banning by using clients MAC address (Linux, Windows and Mac OS X)
automatically generates new etkey file by downloading it from etkey.org (Linux, Windows and Mac OS X)
Wolfenstein4ever.de is already six years there for you! RtCW and ET are still living today because of a good community and a few remained news-sites and the fact that still no comparable free game with this excellent gameplay exists! But our belived Wolfenstein-games had to face this year an hard task.
The offical masterservers went offline for a couple of months and this exactly on an friday the 13th! It seemed that our "old" games don't survive this. But a few people with knowledge created patches for RtCW and ET and helped with alternate maserservers, so a lot gameservers was again reachable. Unfortunatley are the alternate maserservers no solution that will last forever because they can compensate the problem only for a matter of time.
Id-Software activated the masterservers again after long 3 months. Thanks god ET survived this and became a small revival.
RtCW is another story, until this day the masterserver is still down, but on Facebook ID told us that all masterservers are back online and fully working. What a lie... At the beginnin gof this year as the masterservers was online RtCW had still a good time with ca. 300 to 400 players per day. But without this important maserserver has RtCW only a maximum of 100 players worldwide.
Thank you ID-software that you nearly pushed RtCW without an equal replacement over the edge! So, this had to be said.
Last but not least I wanted to shout a big THANK YOU to all fans and guests of Wolfenstein4ever and wish you a nice time while playing RtCW or ET as ong as it's possible to play the games.
Wolfenstein4ever.de ist nun schon 6 Jahre für euch da! RtCW und ET leben auch Heute noch - dank fleißiger Community, einigen übriggebliebenen News-Webseiten und der Tatsache, das es immer noch kein vergleichbares Spiel gibt, welches ein so einzigartig-gutes Teamplay besitzt und auch noch umsonst ist! Aber unsere geliebten Wolfenstein-Games wurden dieses Jahr hart auf die Probe gestellt.
Die offiziellen Masterserver vielen aus über mehrere Monate hinweg und zwar genau am Freitag den 13.01.! Es drohte Gefahr, das unsere "veralteten" Spiele diese Master-Abschltung nicht überleben. Doch findige Tüfftler aus der Szene kreierten Patche für RtCW und ET und halfen mit alternativen Masterservern aus und viele Gameserver waren wieder "erreichbar". Doch leider sind die alternativen Masterserver keine Patentlösung die das Problem dauerhaft kompensieren können.
ID-Software hat erst nach geschlagenen 3 Monaten den Masterserver von ET aktiviert. ET hat es - gott sei dank - überlebt und blüht jetzt sogar wieder auf.
KMOD+ which was built on top of clutch152 kmod aims to bring complete admin support for Return to castle wolfenstien: Enemy Territory, and mainly for ETpro mod.
main features: - TZAC support - Complete shrubbot support - Comes with a set of most used admin commands - Ability to write your own commands and share them easily (Drag & Drop) - Killing Spree’s / Multi-Kills - Banners - Player Inactivity And lots more.
Installation notes: Extract the kmod+.zip into your etpro directory, and add "kmod+.lua” to the lua_modules cvar. Make sure the fs_homepath and fs_basepath cvar’s are set correctly to the ET directory. Please report bugs back to https://kmod.bugs3.com
And don’t forget to share your custom made commands with us.
0.5.7 ** 20/02/2012 # add TZAC support: kmod+ now gets the guid age from TZAC ** 17/02/2012 # fixed TZAC issues ** 17/02/2012 # added hardcoded fear sounds ** 02/02/2012 # added heavy weapon restrictions (panzer,flamer,mg42,mortar,mines) ** 8/20/2011 # added ban support on tzac enabled server ** 8/19/2011 # revised core functions and some commands to relay on global_players_table[slot]["guid"] instead of the mod's cl_guid ** 8/14/2011 # added slac/tzac support, if pb is disabled, player[guid] is the slac/tzac user ID number.
0.5.5 ** 7/2/2009 # added updated kmod+.lua - some forcecvar to make users see the commands output and log in the console ** 7/2/2009 # fixed doesnt work: callvote() -> callvote(clientNum)
0.5.4 -- first alpha ** 6/24/2009 # banner time and index carries over maps (cvar save/load) ** 6/24/2009 # killing spree, multikills recoded ** 2/7/2009 # fixed spectator inactivity kicking players on connect, yet again. ** 01/02/2009 # fixed kmod+ was stop grabbing guid-age's from pb_sv_plist on the first user that didnt have guid (?) ** 01/02/2009 # fixed spectrator inactivity kicking innocent players on server join, once again. (it heppends because the server assignes some random inactivity number to a connecting player, and until the player loaded the map, he has unpredected "inactivity" time. sometimes that inactivity time is bigger then the allowed inactivity time, and the player is kicked instantly)
** removed: advance player spawn (anti spawn killing) - if you want anti spawnkill module, use ETask.lua, its way better.
0.5.3 ** added support (not full) for a shrubbot.cfg file - there must be at least 1 [admin] block for it to work (make a dummy admin) ** work-around: player tracker vulnerability - a player could use the system names [alias] [ip] or [warning] do disrupt the way the info displayed ** add: smart ban mask using player track facility the command !banmask will ban the level 2 ip mask (xxx.xxx) of a player and normal ban the player players that already exist in the player track facility and connected from the banned ip mask will allow to join the server (assuming they are known and trusted players) any new players from the banned subnet mask will be kicked!
0.5.2
** fix: k_spectatorInactivity kicking players when connecting to the server because of wierd inactivity time stamps ** fix: k_spectatorInactivity was working always like the server is full ** add: etpro's /follow command expended - /follow will now trigger the follow (unlike full name as before) ** /console_command has been moved out of the core files into seperate files under "console" ** changed: private messages - ignored clients are unable to send private messages to the ignoring client ** work around: etpro's sess.ignoreClients field isnt exposed to the lua API we track the ignores by our selves a whole ignore/unignore system set up
0.5.1
** cross TJmod-KMOD+ support! (/save /load /iwant /goto /goback ** add: k_max_name_change - maximum allowed name changes per map ** add: fully supported !bans (including temp bans) ** add: k_mute bitflag (up to bitflag 16 - 5 flags) ** add: fully supported !mute (including temp mute) ** changed !war to support diffrent classes for allies and axis, and ability to set ammo/clip munition ** shurbbot.dat file save functionality change, now dumping all the admins from memory to file. ** add/fix: swear/censor punishment (just added functunality, need to take another look at the code though) ** fix: min guid age check - a player connected to the same slot of a player with new guid were kicked for new guid ** fix: advance spawning - sometimes player spawned without shield ** add: spectator Inactivity ** add: playerInactivity ** add: levels flags ** add: guid spoof check ** add: min guid check ** improved PM's (can now send to more then 1 person) ** add: banners ** add: levels.dat support ** add: admin greeting ** add: fully supported !ban !unban !showbans commands ****note: deleting the banlist.dat file will not unban the banned clients, the bans are loaded to punkbuster ** changed: the unknown KMOD admin and command system, to global tables: global_admin_table[GUID] = level , admin_commands_table[command] = level ** command return is now either silent or public (silent return if command is silent /!command) ** can now rcon all commands - /rcon password !command ** silent command possible - /!command ** moved all commands out of the kmod.lua to a seperate command.lua files ** add panzer per players
Introduction: Because of the upfloating interest in the game thanks to the stream provided in theRTCW 3v3 ODC #5 by ZeD & Malmen a few weeks ago, I thought i'd be a good time to announce another RTCW 6v6 Crossfire Draftcup. I'm aiming to get 8 teams to play in a double elimination bracket.
Motivation: So why should you bother signing up? Cause RtCW is still one of the best games ever created. If you still want to try RtCW out, now might be your last chance. If you are an ETplayer, don't worry. There are still plenty RtCW players who can carry you. The only thing that you have to do is click that download button. You can generate a fully working CD-Key by using the ETKeygen inside. Last but not least, there will be a great livestream & shoutcast for the most exciting matches!
Date: Sunday 15 April 2012 | Format: 6v6 | Map pool: Beach, Village, Ice, Frostbite, Base | Signup: Reply in this news post as following:
avi: yes | class: eng / lt / panzer / medic | can be captain: yes / no
Map Schedule: Note: Decider map will be chosen by elimination (each team eliminates a remaining map)
WB Round 1: Beach + Ice
WB Round 2 / LB Round 1: Village + Frostbite
LB Round 2: Base + Ice
LB Round 3: Frostbite + Beach
WB Final: free choice
LB Final: free choice
Grand Final: free choice
Cup Schedule: Note: all times are in CEST
15:45 - All players should be on #rtcw-draftcup
16:00 - Captains will each pick one at a time untill they have a team with 6 players