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Thread: ET: Legacy

  1. #361
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    Re: ET: Legacy

    What servers do you guys play in? Give me IP please.

  2. #362

    Re: ET: Legacy


    ETL Frostbite v2
    ----- Custom map for Wolfenstein: Enemy Territory and ET: Legacy-----
    << 13 >>

    This game has seen many years go by and is yet loved by many. To properly honor this, the first map that has been "converted" to ET: Legacy (a.k.a. visually enhanced to make way for the coming Legacy renderer) is Frostbite. One of the most popular maps this game has ever seen. A big thank you to Titeuf for filming the trailer.





    This map was initially created by Moonkey, who still deserves all the credit for the map layout and gameplay design. It was created as a tribute to the good old times of RtCW MP and ET. We hope it will bring back some memories to the old-schoolers amongst you.
    This is the second version of this map for ET: Legacy. Please keep in mind that these maps, just like the game itself will be continuously versioned with each release.

    -----Story-----

    A convoy is about to make a shipment of supplies that could bolster Axis resistance in the region. The Allies must steal the Supply Documents and radio them back to Allied Command so the convoy can be intercepted in time.


    -----Changelog-----

    • The player is now able to stop and revert Storage Wall movement by activating the button again.
    • Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door.
    • Entity count has been reduced from 479 to 348
    • Structural mesh and VIS blocking have been improved
    • Several visual changes have been made



    -----Comparison Screenshots-----








    -----Download-----

    ModDB
    (Sourcefiles included)


    -----Specs-----

    Author: keMoN & phisherman
    Compilation time: 1 hour 33 minutes
    Compilation parameters:
    [q3map2] -bsp -meta -patchmeta -samplesize 16 -v -mv 1024 -mi 6144 &quot;[MapFile]
    [q3map2] -vis -saveprt -v &quot;[MapFile]
    [q3map2] -light -fast -samples 6 -samplesize 16 -v -thresh 0.05 -lomem -dirty -dirtdepth 256 -lightmapsize 512 -patchshadows -external &quot;[MapFile]
    Last edited by KeMoN; 27th Jul 2017 at 15:14.

  3. #363
    Answering machine stealth6's Avatar
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    Re: ET: Legacy

    Looks amazing the only thing that kind of looks out of place are the top of the mountains in the background. They seems to look a bit unnatural somehow. (preview3.jpg)

    Kind of unrelated / related. Why were spotlights used that point up at the sky? (I mean in real life)
    Aesthetically I like them, but wouldn't they draw attention to your base?

  4. #364

    Re: ET: Legacy

    I suppose you are referring to the texture alignment of the "snow"? It's a bit difficult to adjust that properly, because I'm using a props_skyportal for the mountains so they don't add any tris which need to be rendered. And that whole mountain is using one texture (textures\rock\roc_m01aa.jpg) so optimization might proof quite hard. I'll see if I can tweak the texture a bit for v2.


    You are right, those Flakscheinwerfer attract a lot of attention to your base. I'm quite sure they are used to spot incoming bomber raids after your base has already been spotted by the enemy. Since there is an Allied attack on the base we could just assume that it is a precaution. But I admit that they are just in it because they look badass.

  5. #365
    Answering machine stealth6's Avatar
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    Re: ET: Legacy

    Yes that's what I meant. First time I've seen a props_skyportal used, looks cool. I now understand why it was so diffuclt.

    It would be cool to only turn the spotlights on when the objective had been taken so the players outside get a visual indication, but might be a bit much work for a negligible detail.

  6. #366
    #360NoscopeHeadshot ronboy's Avatar
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    Re: ET: Legacy

    The props_skyportal entity is heavily used in Rtcw SP maps, and it's a neat entity that gives a map nice background detail without any FPS loss. If I'm not mistaken, that same model that Kemon used for this entity (shown above) is originally from Rtcw.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  7. #367

    Re: ET: Legacy

    It is indeed a model from RTCW which is also using a RTCW texture. I purposely use assets from RTCW, because they are very similar to the game and recreating them means, that we have a larger asset pool for ET: Legacy. Also, all RTCW projects like for example ioRTCW and The Dark Army can use these. This makes sharing among project teams a lot easier. It's basically a Win-Win.

  8. #368

    Re: ET: Legacy

    smth wrong ? ;>

    shot0000.jpg

    [on etmain / PC ]

  9. #369

    Re: ET: Legacy

    Quote Originally Posted by Kynval View Post
    smth wrong ? ;>

    shot0000.jpg

    [on etmain / PC ]
    Yes, kemon should make sure that all "map" properties in shaders contain extensions. Unlike etlegacy, vanilla et can't load such names
    map textures/temperate_sd/rock_ugly_brown

  10. #370

    Re: ET: Legacy

    Wow -.-'
    This has got to be the smoothest map-rollout in the history of this game

    The reason this was happening is because ETL doesn't require file extensions (.tga / .jpg) in the shader. Vanilla ET on the other hand does. However, it doesn't care whether they are correct, you can put the .tga extension in the shader and it finds the .jpg. Makes sense.

    Anyway, I have fixed the shader and added a mising texture. Please find ETL Frostbite v3 below.
    Download Frostbite_v3

    Thank you for reporting this Kynval.

    Cheers

  11. #371

    Re: ET: Legacy

    now is beautiful <3
    well done [why 1st axis spawn is in garage? selected spawn is upstairs, and there are players spawning after deads. but 1st isn't in right place]

    is it possible, to make .pk3 with shaders to update all offical maps?

    ps. added to server
    Last edited by Kynval; 9th Jul 2017 at 23:30.

  12. #372

    Re: ET: Legacy

    Thank you for adding the map to your server. May I ask what mod you are using?
    I double-checked the script structure of Frostbite and all Autospawns are assigned correctly. Are you running NQ with the random spawn cvar enabled by any chance? That would be one explanation.

    Another would be that there are too many players spawning at once. There are only 24 spawnslots in "Axis Barracks" (a.k.a. the spawn on the upper floor), so if there are more players spawning at once, they are automatically moved to the Garage spawn. But that hasn't changed from original Frostbite.

  13. #373

    Re: ET: Legacy

    its happens on silEnT server, and i checked on etmain (local PC) and it happens to...
    bots, and players are spawning after "FIGHT" in garage.

    and 1 more question. [sorry 4 whining]... is it possible to make all chairs, maps, pictures etc destroyable like in original frostbite? cuz now players can hide after stand map near obj.
    ps. sorry 4 english. i do my best
    Last edited by Kynval; 10th Jul 2017 at 16:42.

  14. #374

    Re: ET: Legacy

    You're not raising the impression of whining, don't worry. On the contrary, I appreciate your feedback.

    Regarding the axis autospawn, I, unfortunately, can't give you a quick answer. That seems to be rooted a bit deeper.

    I agree with making the wooden board in the obj room destructible, however the rest was made worldspawn intentionally. For example each banner consisted out of 4 entities. These things do add up, even though Frostbite seems rather small and simple. Right now this won't have much of an impact on performance, but as soon as the new assets are added to the equation that might look a bit different.
    Also what exactly is the point of adding detail like a framed picture on the wall if the first person running by it destroys it. Then no one can enjoy it anymore. That's why these things were transformed into static map-objects. You can't hide behind pictures or banners so they don't really have an impact. The wooden board however provides quite some cover and hiding potential, so I do agree with you.

    I'll make it a destructible entity in the next version again. It'll take more time than the last update though, because I need to investigate the spawn issue and also do a recompile.

    Cheers

  15. #375

    Re: ET: Legacy

    next thing... now players can hide in Reflector on roof. [no needed double jump to get there ]

  16. #376

    Re: ET: Legacy

    i added your map to our silent server aswell and we will give you feedbacks and i used the botfiles from the original map but maybe they need to be reworked a lil :d

    thanks to have made a new et map version
    Last edited by macbeth; 11th Jul 2017 at 10:19.

  17. #377
    Answering machine stealth6's Avatar
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    Re: ET: Legacy

    Quote Originally Posted by KeMoN View Post
    Vanilla ET on the other hand does. However, it doesn't care whether they are correct, you can put the .tga extension in the shader and it finds the .jpg. Makes sense.
    Does it work both ways? If you only use .jpg extension with tga files does that work? I knew that is it can't find a tga file it looks for jpg, but not the other way around?

  18. #378

    Re: ET: Legacy

    No, it only works that one way. Still good that this requirement has been removed in Legacy, when vanilla ET handles that semi-autonomous already.

    Thank you for your reports. They have been added to the todo for v4.

    Cheers

  19. #379

    Re: ET: Legacy

    files to omnibot from original frostbite works almost good...
    they dont know how to build CP.
    then running around and waiting untill some1 do it. then they play normal

  20. #380

    Re: ET: Legacy


    ET: Legacy master server
    "Master has presented player with servers! Player is free!"
    << 14 >>
    But all hilarious Harry Potter references aside, we are now running our very own master server!


    What does that mean for you?
    If you have the Legacy master configured (all ETL clients have!), then even if the ID master goes down again it does not matter. That's the simple part. You will still see all servers through the in-game browser.

    There are also some nifty features planned with the new master server in the future, but that's it for now.

    Cheers

    Code:
    -- Common Initialization Complete ---
    IP: 127.0.0.1
    IP: 192.168.1.100
    Opening IP socket: 0.0.0.0:27960
    Network initialized.
    MOTD: resolving motd.etlegacy.com... resolved to 5.135.27.11:27951
    execing etlegacy.cfg
    7 servers listed in browser with 109 players.
    7 servers listed in browser with 102 players.
    Scanning for servers on the local network...
    Requesting servers from the master etmaster.idsoftware.com (192.246.40.60:27950)...
    Requesting servers from the master master.etlegacy.com (5.135.27.11:27950)...
    CL_ServersResponsePacket - server 5.135.27.11:27950: 99 game servers parsed (total 98)
    CL_ServersResponsePacket - server 5.135.27.11:27950: 99 game servers parsed (total 197)
    CL_ServersResponsePacket - server 5.135.27.11:27950: 99 game servers parsed (total 296)
    CL_ServersResponsePacket - server 5.135.27.11:27950: 99 game servers parsed (total 395)
    CL_ServersResponsePacket - server 5.135.27.11:27950: 78 game servers parsed (total 473)
    CL_ServersResponsePacket - server 192.246.40.60:27950: 99 game servers parsed (total 486)
    CL_ServersResponsePacket - server 192.246.40.60:27950: 99 game servers parsed (total 497)
    CL_ServersResponsePacket - server 192.246.40.60:27950: 99 game servers parsed (total 502)
    CL_ServersResponsePacket - server 192.246.40.60:27950: 99 game servers parsed (total 511)
    CL_ServersResponsePacket - server 192.246.40.60:27950: 76 game servers parsed (total 518)
    302 servers listed in browser with 3700 players.
    216 servers not listed (filtered out by game browser settings)
    Last edited by KeMoN; 4th Aug 2017 at 10:55.

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