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  1. Today
  2. Q: What does Splatterladder? How does it work?A: The tracker scans in intervals all game server. Are on a game server more than 4 players the tracker takes a closer look and starts tracking. The game server supplies the tracker with map, player name, score/xp and other (for you as a gamer) not so relevant information. Only the difference between two scans get appraised. We try to keep the time between the two scans as less as possible to have an accurate statistic. Actual we have 90 seconds between two scans which gives us an accuracy of 95 % of the collected data. All game server get scanned every 30 seconds. If a server is empty the distance between the scans get bigger to save resources. You can see the current state of a server in the server details. Empty server will get scanned in a bigger time distance and it can happen that the tracker needs a few minutes to see that there are now players on this server. As soon as four players are on the server the tracker switch back to the 30 seconds interval. The tracker generates map based sessions which can seen by every player. Sessions longer than 3 minutes will allow into the player rating. Because of performance reasons sessions get deleted after 48 hours.Q: Why do you not take the accuracy as a base rating?A: Accuracy, as well as the Kill/Death ratio can not be ascertained with a game server scan. It would be only possible with the evaluation of the log file of every single game server (more than 2000 server) and is therefore not realistic. The only data the game server gives to the tracker is the name, ping and score/xp and with this you have to calculate.Q: Why are some player names cropped?A:Quake3 based server just deliveres 32 characters. This 32 charactes includes the color codes (^). All names with more than 32 characteres get cropped by the game server and therefore can not be recorded into the Splatterladder.Q: Playerinfo: What means Full Time and Rating Time?A: Full time is your time you ever played on a certain map. Lest your 5 months old score does not appear in the current ranking after the ranking every week your times get cut by a 0.8 factor and this is your rating time. The weekly cut of the rating time effects that the rating and ranking gets lazier. That means that not so good player need more than a good run and the good players suffer on tendonitis :). We think that this is just fair.Q: When get a player deleted in the Splatterladder?A: Each week the score gets abbreviated by 1/5 (multiplier 0.8) therefore the rating times are getting shorter and sooner or later the player will fall out of the valuation because of a too short rating time. After 100 days of idling players map data will get deleted. In case of absolutely inactivity the player will get deleted automatically.Q: How to add a buddy/server to my buddy list?A: Click on the player or server profile of the respective player/server you want to add. Click on the top right on "Options" and the options bar will open. There click on "Add to Buddylist"/"Add to Serverfavorites".Q: Where does the Score come from?A: The Score per Minute is your xp/min on the Map On the top of your Playerpage you have all Maps you played with your average Score and % after The % after are calculated from a basis were 100% are the average from all Players So if you rate 200%, you score 2 times more than the average Player Down the page you have your last Maps played with the actual Score the % after is your + or - rating from your average score of this map If you are rated 200% and you make 220% on the Map you will have +20% in this SessionQ: I'm not tracked on splatterladder, why?A: You use most likely a "tracker-signature". This guarantees that you only be tracked with this color-signature. If your signature is incorrect, you are not tracked on splatterladder. There are 95 percent of all sources of error. Please check your signature in the tracker settings or delete it.
  3. Version 1.0.0

    1 download

    // Axis Objective Descriptions 1 "Primary Objective:**Hold the road gate. Holding this will prevent the Allies from accessing the lighthouse." 2 "Primary Objective:**Defend the lighthouse! Make sure the bridge computer is repaired; this will keep the bridge down" // Axis Objective Descriptions 1 "Primary Objective:**Bust through the road gate. This will give you access to the bridge computer" 2 "Primary Objective:**Climb the lighthouse and destroy it! You'll need to hack the bridge computer to gain access."
  4. Yesterday
    Install ET You can install original Enemy Territory from Splash Damage or you can install latest version from ET:Legacy. It is recommended that you have 2 separate ET installations, each in its own folder - one for playing online a the second to run your server with Omni-Bot. Many public servers have custom sounds, textures and menus. They can completely change the game. All these extra pk3 files will be downloaded to the first ET installation and your second installation will remain clean and usable. Install MODs Omni-Bot does not work with vanilla etmain. You need some mod. You can use our omnibot mod or you can choose some 3rd party mods. It's possible to have multiple mods installed. In Enemy Territory there are many 3rd party mods that support Omni-bot. Those mods may have extra settings which can be configured, refer to their documentation. The mods which work with the latest version of Omni-bot: Bastardmod ETBlight - cvars ETNam ETPub - cvars infected Jaymod - documentation included in full package legacy (default mod of ET:Legacy) - cvars N!tmod - cvars No Quarter - guide cvars silEnT mod - cvars Once you know which mod you are going to use you need to check which version of omnibot runs with that mod & version, you can find this here : Download the correct version of Omnibot Install Omni-Bot If you use ET:Legacy, you will find Omni-Bot already installed in the legacy folder. It may be older or newer than version from the Omni-Bot website. Download the latest version of Omni-Bot from here There is omni-bot folder inside the ZIP archive. Extract it. Omni-Bot can be installed to any location. It is not necessary to have omni-bot inside Enemy Territory folder. Create config file Many mods already have a config file (for example jaymod.cfg, silent.cfg, nitmod.cfg). They already have the cvars in them so you just need to edit them. If not you just simply need to add them. If your mod does not have any config file yet, create new file (for example server.cfg) and save it to mod's folder. The server configs CVAR's you need to add/edit are as follows Enable Omnibot To Enable omni-bots add: set omnibot_enable "1" A setting of "0" will disable the bots Set Omnibot Path Windows set omnibot_path = "C:\Your install folder\omni-bot" Linux set omnibot_path = "/usr/local/games/enemy-territory/omni-bot" Be aware Windows uses left-slashes '\' and Linux/UNIX based-systems use right-slashes '/' as separator-char. The omnibot_path cvar needs to be set to the absolute path of the omni-bot folder. If you are unsure of the absolute path, you will need to ask your server provider. Optional Flags This is an optional cvar, you only need to add it if you want to disable certain bot functions. set omnibot_flags "0" Add the following flags if required 1 Disable XPSave for bots 2 Bots cannot mount tanks 4 Bots cannot mount emplaced guns 8 Don't count bots (this affects the value of the cvar 'omnibot_playing' which contains the number of bots playing or -1 if this flag is set) Note: some mods may have other flags Optional Log Size Log files are written to folder omni-bot/et/logs. If the folder does not exists, log files are written to Enemy Territory game folder. File name is omnibot_<mapname>.log. set omnibot_logsize "0" Value -1 disables logging. Default value 0 enables logging, but files will be overwritten every match. Value greater than 0 means maximal file size in KB and also allows appending more matches to a single file. Run ET You can start ET from command line, but it's recommended to create a shortcut and put that shortcut to the start menu or desktop. On local home computer create shortcut to ET.exe or etl.exe in Windows, et or etl in Linux. On dedicated server use ETDED.exe or etlded.exe in Windows, etded or etlded in Linux. Right click & select properties Add parameters: +set fs_game noquarter +set com_hunkmegs 64 +exec server.cfg Replace the word noquarter with the mod you are using. It must be exactly mod's folder name. Replace server.cfg with your config file name. Some very large maps may need greater com_hunkmegs. Note: If you start ET without fs_game parameter, then you can choose MOD from the menu. Load map There are a few ways to load map in ET. Click on HOST GAME in the menu and then choose map name from list. See Running Omni-Bot Loading maps ET for more details. Open the game console and type /map <mapname> If you want to enable cheats, you must type /devmap <mapname> Add map <mapname> command to the server config. Bots will join game automatically during warmup only if you have configured maxbots.
  5. Kate

    50 knifes + knife

    Version 1.0.0

    0 downloads

    1 / 50 knifes pack Author :ETc|#.Jay.# Serverside modification. You can use a pk3 file or a lua file. Using the pk3: Put the zzz_50knifes.pk3 file in your servers nitmod folder and use standart g_weaponscriptsdir. this should be in your nitmod.cfg set g_weaponScriptsDir "" Using the lua. put the knife.lua in your servers nitmod folder. add in your nitmod.cfg: set lua_modules "knife.lua" if you want to load more lua modules, use: set lua_modules "knife.lua yourotherlua.lua yourotherlua.lua and.lua and.lua and.lua" Both ways tested with nitmod only, the lua should work on every mod, if the weapon id is the same. in nitmod it is: 1 WP_KNIFE 2 / knife --[[ This lua changes the amount of knifes. Author : ETc|#.Jay.# for nitmod. Should work for other mods too. ]] Modname = "Knife Mod" Version = "1.0" function et_InitGame(levelTime, randomSeed, restart) et.RegisterModname( "Knife Mod 1.0" ) maxclients = tonumber( et.trap_Cvar_Get( "sv_maxClients" ) ) end function et_ClientSpawn(clientNum,revived) et.gentity_set(clientNum, "ps.ammoclip", 1, 25) et.gentity_set(clientNum, "ps.ammo", 1, 25) end
  6. Version 1.0.0

    2 downloads

    Sources : http://omni-bot.invisionzone.com/index.php?/files/file/27-omni-bot-enemy-territory/ Read installation instructions on wiki. and look at the review for details http://omni-bot.invisionzone.com/wiki/index.php?title=Template:Install_Omni-bot_ET What's New in Version 0.86 === BOT === Added function MapGoal.SetEntity Added Wp.SetWaypointFlag parameter can be a regular expression Added WatchForEntityCategory can be used to detect landmines Added gm script can have UTF-8 BOM Added version number is printed to console when Omni-bot is initialized Improved bots join game faster after server starts if maxbots>0 Improved players info is in the Server table already in OnMapLoad Changed draw_goalroutes doesn't draw disabled routes Changed new waypoint has prone flag if the player is proned Fixed soldier with mobile mg42 does not shoot heavy vehicles Fixed goals with same names were swapped in NoQuarter Fixed waypoint_setname of closed waypoint Fixed command goal_save prints error if file can't be opened Fixed SetGoalRole printed error message if role was persistent and goal did not exist Removed path planners navmesh, floodfill, recast === MOD === Improved command /entitylist prints type names instead of numbers Fixed goal entities of multiple MG42s at the same position (on baserace map) Fixed function GetEntityOwner returned dead player after gold was dropped and taken by another player === GOALS === Fixed covertops don't steal uniform when carrying objective Fixed PLANT goal was always delayed 35 seconds even if defused Fixed medic don't deliver medkits to player who is mounting tank Fixed rendering of Stance property Fixed medic sometimes did not give medkits to revived player Fixed BUILD goal created by user could not be saved Fixed roaming bots were going to position of MOUNT goal Changed MinPlayersForMortar is number of players for one mortar (2*MinPlayersForMortar players are needed for 2 mortars) Changed MinPlayersForMobileMG is number of players required for one mobile mg42 Changed cover spot priority from 2.0 to 0.81 Changed medic don't team-kill player at mg42 Changed medic can revive nearby player when going to cappoint Changed only one medic or fieldops delivers supplies to a player Changed soldier with mortar asks for ammo less often Changed resetxp is enabled in all mods except etmain, but it must be enabled in shrubbot.cfg === SCRIPTS === Changed all bots disconnect if maxbots is 0 Optimized Util.ProcessMovers === WEAPONS === Changed bots get more ammo packs from ammo cabinets === COMMANDS === Improved cleargoalflags removes ammo, health, crouch and prone
  7. Bier

    Howdy.

    You are not doing your name justice, so, Great!! Love to see your answers on the application!
  8. Last week
  9. Topcat

    Howdy.

    Good to see you on the forum, you are nice to play with on server
  10. PsychoPappy 4

    Howdy.

    Welcome to the site AnotherWhiner! Make yourself at home, set up an avatar!
  11. Kate

    Howdy.

    thanks hope you will like the house and welcome we all here enjoy to play with you at ETS , you are a nice and fun player
  12. anotherwhiner

    Howdy.

    Kate finally convinced me to sign up. Luv your servers!
  13. PsychoPappy 4

    happy birthday Toppy

    WoooHoooo!!!!! not really, i never drink...
  14. Kate

    happy birthday Toppy

    not too drunk ?
  15. Topcat

    happy birthday Toppy

    Thank you all been a fine day
  16. LUIS ENRIQUE

    happy birthday Toppy

    HAPPY BIRTHDAY FRIEND GREAT DAY TO CELEBRATE WITH YOU GOOD DAY TOP CAT
  17. Bier

    happy birthday Toppy

    Hey Topster, Happy Birthday M8!! Live long and prosper...
  18. PsychoPappy 4

    happy birthday Toppy

    Happy Birthday Toppy!
  19. Happy Birthday Toppy!

    Here's a delicious cake, it has tuna and catnip in it, topped with vanilla frosting and a hint of Lasagna!

    10-nope-i-even-have-cake.jpg

  20. Kate

    Norwegian_Battery_final_test1

    hunkmegs issues
  21. Version 1.0.0

    3 downloads

    map s sources
  22. aSHI0k.

    aSHI0k.

    I will do my best to tone my fragging down. I don't know what it is about your server settings, but for a silent server, I average 10% to 15% more accurate than the other silent servers I play on. My ping doesn't change much vs all US servers. Like I said, I really like your server and your weird tiny double jump settings :p Most silent servers my accuracy is 38%-45% usually. On ETS it's more like 47%-55%. Are you sure it's not Jaymod? I don't know why my aim is better on your server, but it makes me feel like a pro, lol.
  23. sources ETL Wiki Mapping and Textures - map makers’ page Links Important CVARs and commands for map makers and scripters Commands entitylist/entitylist X csinfo/csinfo X Debug start params and CVARS Editors pak0.pk3 file info Unused models/textures/data in genuine PAK files Missing models/textures in genuine PAK files Map optimizations Configstrings or the configstring The map runs into MAX GAMESTATECHARS EXCEEDED error Trigger names and names in *.script and *.sound files New assets How to see what’s inside the string? Map entities & avoid laggy servers How to find possible lag locations (the real ones) Legacy engine and mod info for mappers Engine Mod Must read for mappers Invalid images of shaders All about mapping & game assets. Feel free to add any info, links and hints about ET mapping. Links You’ll find interesting links for mappers and info about models & texturers on our link page. Also nice to know: ET Player Models Documentation and entity & spawns functions Important CVARs and commands for map makers and scripters Before any release of your map you should run the game with different commands and some CVARs set. Read this page to interpret the results and run both ways: game- and listen servers. Commands entitylist/entitylist X csinfo/csinfo X Debug start params and CVARS Run a map in developer mode: +devmap <mapname> +set developer 1 Run script debugging (X of g_scriptDebugLevel is the level of detail) : +set g_scriptDebug 1 +set g_scriptDebugLevel <X> Editors - under construction - pak0.pk3 file info Unused models/textures/data in genuine PAK files gameinfo.dat - default values for game type and some other obsolete values models/multiplayer/flagpole/flag_waypoint.md3 genuine logos Missing models/textures in genuine PAK files flak38 textures & model (aagun) Map optimizations While doing a map mappers can optimize the map and FPS with VIS-blocking, portals and other techniques but there are more things to optimize. Strictly speaking mappers should know some info before they start with editing in map editors so the map can even be used without issue on bigger servers. Configstrings or the configstring The configstring internally controls the game and is splitted into single configstrings. Configstrings are strings containing data related to the game and game state. These are set on the server, and automatically sent to each client. Each configstring is identified by a number, which is referenced by a #defined in the ET gamecode - see game/bg_public.h. A group of related configstrings up to 64 such as CS_MODELS, CS_PLAYERS usually have a symbolic name for the first value, with a number (entity number in the case of CS_PLAYERS) added to to get a particular value. Important to know: Each connected player adds about 140 chars to the configstring pk3 files on the server are part of the configstring (admins shouldn’t put more than 20-30 maps into etmain folder) Server side forced cvars are part of the configstring! Fireteams reserve configstrings (this is the most case for ingame MAX GAMESTATECHARS EXCEEDED error + object trigger info) When using colors 2 additional chars are added (player names, announcements etc) The map runs into MAX GAMESTATECHARS EXCEEDED error This happens when the configstrings size - the configstring in total - reaches the limit of 16000 chars. This bug is heavily dependant on how many maps/pk3 files are in path because all pk3s in path (fs_homepath and fs_basepath) are stored in the CS_SYSTEMINFO (see cmd: "csinfo 1") twice. By name and by checksum. It’s also dependant on how a map is designed and which settings are done by an admin (see above part "Important to know") What you can do as a mapper/scripter: Shorten the strings - all names! This starts with the name of your map or the name of the pk3 and ends with file names. In general keep names of any game objects short! The configstring is related to admin settings but also considers used names for objects of the map. What you can do as a server admin: Decrease your number of maps/pk3 files in paths (etmain & mod folder). Shorten the strings of names in your config files for bots, MOTD, hostname etc. Don’t force too many cvars. Use Venice map as reference - this map populates the configstring near the limit. In case of your server is stable with 32 used slots and venice ends with no MAX GAMESTATECHARS error (remember the fireteams) the rotation should be fine. The Legacy mod has got an additional command to get the size of the configstring. Console "csinfo" cmd will print the total size of the configstrings. You can also add a parameter to this command to print the content and size of a single configstring "csinfo 1". Trigger names and names in *.script and *.sound files Ensure trigger names aren’t too long. See CS_OID_TRIGGERS part in the configstring. Bad example: wm_removeteamvoiceannounce 0 "1944_nordwind2_axis_steal_tank" wm_removeteamvoiceannounce 1 "1944_nordwind2_allies_protect_tank" Better: wm_removeteamvoiceannounce 0 "ax_steal_tank" wm_removeteamvoiceannounce 1 "al_protect_tank" ... and bad sound definitions - see CS_SOUNDS: 1944_nordwind2_allies_tank_stolen { sound sound/vo/1944_nordwind2/allies/hq_allies_tank_stolen.wav voice streaming } Better: allies_tank_stolen { sound sound/vo/1944_nordwind2/allies/hq_allies_tank_stolen.wav voice streaming } The last example is even better if you shorten the path of name of the sound (w/o '1944_nordwind2’). New assets Whenever you add new assets or objects: Use short names. For names of: Shader definitions Files (sound, models) Finally if there are less chars in the configstrings the server has less data to communicate! How to see what’s inside the string? In ET main you can use the /configstrings server cmd to get some info about the string. Some mods have special commands. In legacy mod or NQ f.e. there is /csinfo or /csinfo <configstring_No>. Map entities & avoid laggy servers Above we did talk about game objects - the game entities. In total ET can deal with 1024 entities but for server games it’s recommended not to process more than 500 entities at the same time. One reason is that snapshots only store and process 512 entities - see MAX_ENTITIES_IN_SNAPSHOT 512. Mappers should know snapshot entities are a subset of game entities. They are created per client, related to the view and contain all the delta info for the gameplay. Entities are: players, events, triggers, game models, bullets, dropped weapons/items, spawns, movers ... Some of the these like bullets are probably never observed by mappers. It’s finally also of interest to know how the server is set up. How many med- or ammo packs are dropped on death? More players create more entities ... Run the /entitylist command on your map. Unfortunately this command can’t show all used entities. Some of them (tracers f.e.) are processed during a snaphot and are not cought by the entitylist cmd. From my experience servers start to lag when 'entitylist’ shows about 480 used entities in general. Depending on player/bot count. Maps starting with about 300 entities (no player connected) ensure high player counts. Maps as fueldump (about 400) start to lag when there are more than about 34 players connected. Simply add some omnibot waypoints to your map and start a local bot server. You’ll notice the player limit in your lagometer Obviously there is a conflict between nice looking (also good gameplay) maps and having no lags on the server. Just think about each entity when creating a map ... How to find possible lag locations (the real ones) From my experince (IR4) after dealing some years with the engine I figured out there is a real lag when many game objects have to be freshly rendered into the game (this isn’t a real surprise is it?!) You can reproduce these lags on stock maps especially when many players are on the server and in sight. Start a listen server with 20 bots (or join a populated game server) and enable the lagometer (cg_lagometer 1). Watch the lagometer at given map loctions - see attached screenshots: Fueldump near last asis spawn on the stairs and Goldrush path to first barrier (the popular route for bunny hopping). On both paths there are granted lag spikes. So what’s going on? It took me a long time to understand this probably because I don’t set the related debug cvar any day. At both locations there is a massive update of potential visibility data. Set r_showtris 2 (or see screenshots at bottom of page) to see what I’m talking about. Legacy engine and mod info for mappers The ETL engine and legacy mod support some extra options for mappers: Engine The Engine supports *.ogg sound files Mod Extra script_movers spawnflag 1024 - sets flamer damage only Extra trigger_multiple spawnflag 512 - trigger can be used by disguised players only Extra trigger_multiple spawnflag 1024 - trigger can be used when player is carrying an objective only surface parm 'slag’ in shader definitions enables mud movement in/under water entity misc_aagun is available and basically working see attached file (harc = 360, varc = 45) wm_set_main_objective command in map scripts does no longer expect a number (which did never work in all mods). In order to make it work use the target (not targetname!) of trigger objective info (TOI) and the affected team. See oasis.script of pak3 as reference - Example 'wm_set_main_objective "dynawall" 1’ - You’ll identify TOI entities via /entiylist cmd. - see ET_OID_TRIGGER. Must read for mappers Invalid images of shaders It turned out there are shaders defined with an invalid image (not in path). Whenever you include these in your maps ensure you add the given image explicitly. Don’t trust definitions of decals.shader file! Important - we did identify more shaders without image see https://dev.etlegacy.com/issues/992 Examples: textures/decals/corrosive_sign { qer_editorimage textures/xlab_props/sign_c17.tga (*not in genuine pak2*) polygonOffset surfaceparm pointlight implicitBlend textures/xlab_props/sign_c17.tga (*not in genuine pak2*) } textures/decals/burnm_01a { qer_editorimage textures/decals/burnm_01.tga (*not in genuine pak2*) polygonOffset surfaceparm pointlight implicitBlend textures/decals/burnm_01.tga (*not in genuine pak2*) } textures/decals/hay { qer_editorimage textures/props/hayd.tga (*not in genuine pak2 - textures/props/hay.tga is in path?!) polygonOffset surfaceparm pointlight implicitBlend - } fueldump.jpg - lag location (235,533 ko) IR4T4, 28.03.2016 08:37 fueldump_r_showtris_2_1st.jpg - r_showtris 2 enabled before (501,46 ko) IR4T4, 28.03.2016 08:38 fueldump_r_showtris_2_2nd.jpg - r_showtris 2 enabled after (774,583 ko) IR4T4, 28.03.2016 08:41 goldrush.jpg - lag location (254,839 ko) IR4T4, 28.03.2016 08:42 goldrush_r_showtris_2_1st.jpg - r_showtris 2 enabled before (551,919 ko) IR4T4, 28.03.2016 08:42 goldrush_r_showtris_2_2nd.jpg - r_showtris 2 enabled after (717,8 ko) IR4T4, 28.03.2016 08:43 aagun.zip (50,194 ko) IR4T4, 23.09.2016 12:30
  24. Kate

    hillytop_b5 + wayoints

    Version 1.0.0

    10 downloads

    Original author: [tbh]Bloodwire (www.tbhguild.org) Adjustments by Loffy (higher framerate + omnibot optimising) Date : September, 2018 Editor : Gtk Radiant 1.6 Filename : hillytop_b5.pk3 Overall mission: This map is a dual objective map, with two identical bases. The objective for both teams is to steal 3 gold boxes. Objectives: Dynamite/protect the Main Base Wall Dynamite/protect the Basement Access Dynamite/protect the Side Bunker Steal/protect the Gold Crates Dynamite/build the Command Post How to install and play this map Place the file hillytop_b5.pk3 in your etmain folder, select it from the Host Game-menu or bring down the console and type: /map hillytop_b5 (then ENTER).
  25. LUIS ENRIQUE

    aSHI0k.

    I have no problem with ashiok is a great player like germany and others I try to be very good every day
  26. Earlier
  27. Kate

    aSHI0k.

    i agree 100% with you Pappy and i dont want to have guys leaving thinking than such guys cheat but i agree with wolfenstein about the : The gameplay, created by the "Wolfenstein: Enemy Territory" game developers, dictates how the game should be played, not me. It's an objective-based game that focuses on teamplay. There's plenty of "ETPro - Run & Gun" servers available where his kind are welcome to frag for kills.
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