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Thread: ET: Legacy

  1. #301

    Re: ET: Legacy

    Fantastick Work Guys keep it up

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

  2. #302

    Re: ET: Legacy

    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.

  3. #303

    Re: ET: Legacy

    etl.png Release 2.73 cancelled...
    instead get ready for 2.74!
    << 3 >>

    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.

    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)!



    Last edited by KeMoN; 22nd Jul 2016 at 12:14.

  4. #304

    Re: ET: Legacy

    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!
    Last edited by IRATA; 21st Aug 2015 at 14:33.

  5. #305
    Answering machine stealth6's Avatar
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    Re: ET: Legacy

    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)

  6. #306
    Tapir Daddy -SSF-Sage's Avatar
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    Re: ET: Legacy

    Thank you for the hard work! This sounds great!
    The m4st3r of making c0nfus1ng p0sts!

    0110111001101111011011010111001101100111

  7. #307
    I Am More Watcher Dushan's Avatar
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    Re: ET: Legacy

    Nice job guys

    Kudos to all (except to IRATA)
    xeexexexe

  8. #308

    Re: ET: Legacy

    etl.png Bergen by Detoeni sneak peek
    Imgur album
    << 4 >>

    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.


    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.



    Last edited by KeMoN; 29th Jul 2016 at 19:42.

  9. #309
    Member SiNRay's Avatar
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    Re: ET: Legacy

    OMG..that looks soo nice!
    Good work guys!

  10. #310

    Re: ET: Legacy

    Also trying to make assets in high tempo:
    I'm an engineer, lets just asume I'm right...


  11. #311
    Member SiNRay's Avatar
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    Re: ET: Legacy

    Looks nice Thunder!

  12. #312
    Answering machine stealth6's Avatar
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    Re: ET: Legacy

    That looks really good!

  13. #313

    Re: ET: Legacy

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

  14. #314

    Re: ET: Legacy

    etl.png Bergen by Detoeni - submarine bay
    Imgur album
    << 5 >>

    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.


    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.



    Last edited by KeMoN; 5th Aug 2016 at 21:37.

  15. #315

    Re: ET: Legacy


    Construct Ze Generator!
    << 6 >>

    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.


    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.





    Last edited by KeMoN; 12th Aug 2016 at 21:58.

  16. #316

    Re: ET: Legacy

    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!
    Last edited by wolfETplayer; 13th Aug 2016 at 00:38.

  17. #317

    Re: ET: Legacy


    Capture Ze forward bunker!
    << 7 >>

    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.


    Welcome back to another sneak peek. This week we will move deeper into the bunker system of Bergen by Detoeni and also have a look at the northern courtyard.
    But before we start with that I'm happy to adress the question by wolfETplayer.
    The game minimization is actually already part of the SDL. However, since it's not part of the vanilla game you will have to port it to RtCW.
    Since nowadays the computers have gotten better there is really no harm in increasing the default hunkmegs. Actually it is a good idea to do so. However people getting kicked for hunkmegs have one common Error message. If the error messages differ then there is most likely a flaw in the current code base.



    So today we want to move deeper into the bunker system. For that we will simply provide you with a few images showing some corridors, however due to the nature of a bunker corridor there really is not much need for commentary. One thing to keep in mind about the cortyard later-on, is that there is no blending between dirt and floor tiles in the doorways yet. It will come later and therefore you will see the rough transition in these images.


    This week we want to try and include you, the community, a bit more into the development. After all, in the end it will be primarily you who is going to play this modification. To try this, we will be using a relatively simple issue, just to see how it goes.
    The bunker system in Bergen has a very great layout,
    which would allow the easy implementation of a useful, but game-changing feature:
    MG nests in the bunker center



    In this image you can see the entrance to the MG nest. It is located directly opposite of the generator room.




    This is the view from the allied main route coming from the forward bunker.




    This is the view from the axis main route coming from the eastern courtyard.


    This implementation will contain one operable machine gun nest facing the corridor to the forward bunker and one facing the axis spawn exit courtyard.
    This way it can be used by both teams to fortify defenses on the generator by having increased fire support on the main route.
    There will be a slight impact on the simplicity of the structural mesh, however effective VIS-blocking will still be assured.


    In the above image you can see the command map with the impact these MG nests would have on the map flow. The blue lines are the travel routes for the allied team to the generator and the red lines the axis routes.
    The MG nests will be placed on the main route facing both teams and therefore play a crucial role in the control over the bunker center and access to the generator room.

    For participating in the survey, please visit this Google Form and take the 30 seconds to click one of the three radio buttons (NO -- YES -- YES, but optional). If you have a different take on this issue you can leave notes in the fourth option.
    If you do not have a Google account or do not want to log in, please feel free to leave comments here.


    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.





    Last edited by KeMoN; 13th Sep 2016 at 07:53.

  18. #318

    Re: ET: Legacy

    Looks stunning

  19. #319

  20. #320
    Axis' Engy Mastermind N3rwitZ's Avatar
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    Re: ET: Legacy

    Happy toes!! Massive commitment for the build.
    - N3rwitZ, local hero, da famed nub.

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