Of course you know that problem: Your favorite Server has loaded the next map. You don't like that map and leave Enemy Territory for doing something else. Of course you like to rejoin you''re favorite server when he has loaded next map which you like.
Sometimes it can happen that you just forgot to look after it.
If you have KillhemAll's Server Checker that scenario is gone. You want to set a alarm for which reminds you when the nextmap has begun? No problem! Just add your favorite server to that small program turn on the alarm and you're ready.
ServerChecker checks your servers every 10s for map changing.
Veteran Soldiers clan is proud to introduce you the Enemy Territory Vietnam mod v.0.0.1
In first place we want to thank SLUT clan for the support, testing and knowledge they shared with us. And of course, cause of they built a great map for run on our Vietnam server: Kha Ran Than
And the credits:
This Mod is based on ETpub 0.8.1 source
Must credit grenade warning, talking radio animation, visible leaning and leg model to NoQuarter MOD
Thx to SplashDamage forum for direct and indirect help
Thx to all friends who helped with developement and test
If somebody find or see something that need to be credited just let us know
Well, Vietnam mod's important info:
The Mod has been built by players and no one are professional or amateur average coders. So, we are noobs
Mod's size is more or less 75 MBs (and 80 MBs the version including installer)
ET version: 2.60
At this moment, only Windows clients are supported (no Linux, no MAC)
The Mod and its parts have been built to run only on the -Vietnam Mod- server.
Maybe we will turn into a free Mod for everybody in future when it will be stable and Linux and MAC supported
HunkMegs must be at least 128
Some features are:
New weapons, of course: AK47, LAW, RPG, RPD, C4, ...
2 squads per team (Rangers/Marines in allies and NVA/Vietcong in axis)
New stats, medals and ribbons system
Some features as self health, sniped gibbed head, fury (our version of adrenaline), anti panzer-lamers system, bloody knife, ...
The Axis are stuck between two vulcanos that are about to erupt, they need to get away from there before they do! Axis must escort the tank, open the gate, build the bridge, and get away with the truck before there out of time! Allies must prefent all of this!
This is an axis objective map. It's set near a vulcano. If you want action, this map has it because the spawns keep on changing. The axis have to escort a tank till it blows up a wall inside the mountain. Then they must try to get the flag. After that they must escort a truck to the end.
By the beginning of March 1943 the Eighth Army, advancing westwards along the North African coast, had reached the Tunisian border and Axis found themselfs in an Allied two army pincer. They were outflanked, outmanned and outgunned. The British Eighth Army shattered the Axis defense on the Mareth Line in late March and First Army in central Tunisia launched their main offensive in mid April.
Axis are regathering their north African forces in Tunisia were their newly developed rocket is hidden in the sacred garden of Kadesh. Entrence to the sacred graden of Kadesh can only be given to those who have captured the holy relic which Axis has hidden in the house of Bazaar. Axis have been given the order to launch the rocket on allies headquarters and hold the perimeter until reinforcements arrive.
The allied forces have landed on the small coastal town of Al Kad, where they will attempt to return the relic to the citizens of Al Kad and thereby gain access to Kadesh. The allied forces have to move quickly since axis have started the countdown for the rocket launch.
The Allied Armor Forces are running low on fuel. They must use the tank to breach the Praetoria Depot Defenses, replenish their supplies, and escape to the tunnel that leads to the airfield.
Changes in v1.1:
Script fix added to abort starting sounds during warmup phase. (Thanks Qualmi)
Fixed typo in the Arena file.
Added missing texture: camocraft_additions.tga
Added custom allied image icons for the side entrance and side wall to prevent the missing texture bug on the command map.
TJMod 1.3.1 is now the latest official release. Most changes are regarding timeruns and new physics. The new physics, named Advanced Physics, is basically ET with flat ground jumping and aircontrol. This means that you can use A\D to make turns in the air, and W to correct your movement direction, in a similar fashion to CPM in Q3 DeFRaG for those familiar with that. None of it is copied from Q3 and it's not aimed towards being a Q3 copy either, it's intended to be ET with a bit more interesting physics. The physics can be enabled server-side by setting \physics 3.
There are 542 Q3 DeFRaG maps converted for ET maps in these packs. They are packed because having any such amount of pk3's will crash ET. Each pack is under 100 mb and contains roughly 60 maps each. There is also an additional pk3 optionally available for download, it will fix most of the missing textures in Q3 Maps converted for ET. Download the packs here.
Allied Paratroopers are enroute to capture a german airfield in northern Italy. An advance allied ground force must destroy the Radar Control Center inside a heavily defended bunker to allow their airborne forces to slip through the Axis Anti-Air defenses undetected.
This update is to make the map compatable with the next Praetoria missions, and to add Gamestate improvements that I have learned while working on Mission Two. ~Diego
Gameplay Changes:
Bridge bunker has been expanded in size and a doorway was added that leads to the health kits.
Final primary Allied spawn point has been moved here to bridge bunker that allies spawn closer to the surface and can put more pressure on the front entrance.
Allied spawn at the Axis CP bunker has been removed.
Neither team receives a spawn time bonus when building their CP.
Axis default spawntime set to 20 seconds. 18 seconds after the Tunnel Doors are blown by the tank.
Allies spawn time changed to 15 seconds.
North Doors have been linked to the generator. They will automatically open when the generator is blown. However, they must still be closed manually by the axis.
At the website of the 'SplashDamage Update' by Wezelkrozum you will be able to find tons of information about the Splashdamage forums. Go to "Monthly page" to see all the Splashdamage Updates editions and click on "News" to follow the last remarkable news.
February 18, 1944. Under cover of night, an elite Allied squad has orders to sabotage the Axis Outpost guarding the Road to Amiens. 5km to the north, Amiens Prison holds 700 inmates, including several important leaders in the French Resistance - 12 of whom are to be executed in 24 hours! Allies must succeed or the French activists will be shot!
The Winter-Mod made by Zawiro changes all textures to snowy ones. Railgun and Fueldump are little changed. The Allieds wear green uniforms and Axis wear white uniforms.
Peter Sokal has posted an official statement on the Wolfenstein.com forums regarding the recent Wolfenstein MP leak.
"It was brought to our attention on Friday, 7/31 that a build of the Wolfenstein Multiplayer was leaked and is now being distributed illegally through breach of NDA and mirrors posted on the internet. I must warn anyone involved that Activision's legal department is taking this matter very seriously.
Same applies here on the forums. If you mention that you have acquired this build, you are openly admitting to illegally obtaining the build and will be banned straight away. You have been warned.
With regards to any footage, screenshots and comments posted here and all over the internet, an important thing to keep in mind is that these were not created from a build of the game that was final or consumer ready. There's nothing we can do about it now except continue working on the game.
Wolfenstein has been designed to retain elements that are the core of the Wolfenstein multiplayer experience, such as distinct classes and objective-based teamplay. We are also introducing new elements to the game with the Veil powers and persistent upgrades. After release we'll make our SDK available, as well as release updates to address feedback from the competitive community.
We look forward to seeing you online upon release."