Jump to content


Registered User
  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by kemon

  1. From here: https://forums.splashdamage.com/t/there-are-some-bugs-happening-with-me-in-gkt-radiant/233793/2 To be honest, I’m entirely confused about what is actually going on, so before I can help you, I do have some questions. You are saying that you can’t use the delete key on an object in Radiant. In my Radiant deleting objects is done with BACKSPACE, however, if I understand you correctly, this is not the issue. As I understand it, you can delete the object, but when you load the map it is there again. This brings me to my next question, where are you loading the map? Are you loading it in Radiant again or are you loading it ingame? I’m assuming ingame, which means that the game can’t find your new version. You are also saying that the arena script is not shown in host game, so could you please explain your process of how you are testing your map? Are you testing it in your ET installation that Radiant uses with /sv_pure 0 or are you using a clean ET installation with a pk3 for your map? I do not recommend using the first version. It is way safer in all regards to test your map in a clean ET installation with a pk3. There you have full control over what is actually loaded and what isn’t. Could you please specify your problem or your process of testing? There is nothing that I can help you with so far.
  2. These prints have been changed from debug to common print to let admins know and fix such missing files. It's been partially reverted due to your request. Admins that are not playing legacy mod are kept in the dark again unless they test maps in dev environment first. These prints have been kept common for legacy mod, because we want to improve our mod, should those prints occur. We do understand that there is limited reason to print them on other mods since most of them are inactive. Please consult this commit for the implementation. Legacy mod: Com_Printf (common print) All other mods: Com_DPrintf (dev print that is visible in devmode)
  3. The tilde is an invalid character for pk3 names. This error is by design to protect the player from potentially malicious menu files. I tried to explain it in a post on an other site , because they are also affected. The easiest way around this is for the server admin to rename their pk3 file. For example z_ets_spree Hi there,I was just on a walk and had time to think about the rather heated discussion from this morning.First of all, let me stress that we are not implying than servers admins areis using any malicious pk3 files. The problem is that our attempt at providing our players with security clashes with your attempt at providing your players with convenience.Neither party is either good or bad in this, we are both trying to simplify the lives of players by the means we have. Now, I realize I should have started with this post this morning, because it might have prevented some reactions on both sides. What is the deal of those pk3 and why are we so worried about them? Why the tilde [~] character? When you start the game, it goes through all the pk3 it can find in its directory starting with game (etmain) and then the loaded mod (e.g. legacy, nq, jaymod,...) and loads them alphabetically. So, pak0, pak1, pak2 (the standard etmain pk3) are loaded before pak3 (our legacy pk3). This is causing some servers to enter an outright war over which pk3 gets loaded last, because the content of that pk3 overrides content from all previously loaded pk3. Whichever is the last loaded pk3 containing UI files for the main menu is the one that gets to display what the player sees in their main menu. The tilde [~] and other ASCII characters are in the alphabetical list afteralphanumerical characters, making them popular choices for titles for those pk3. Why are we worried about pk3 using those characters? By itself, this is not necessarily bad, like you can see at the example of an other clan. Your menu is intended as additional convenience to the player. However, there are several servers that for example remove all content from the main menu except for a connect button to their server. This leaves the player with no choice and options. Some even go as far as immediately connecting to a server without previous action needed by the player. Imagine you start your game and it automatically connects you to a server you do not want to play on, because it executes that main menu file on startup. Once on the server you disconnect, because you want to play on another server. You disconnect to the main menu and immediately connect to that server again, because the main menu file gets executed. This is a loop that a player not necessarily knows how to exit, so they might uninstall. Isn't all of that going to move the war to zzz_* pk3? Not necessarily. There are two different kinds of reasons for those pk3. For the sake of argument, let's call them 'good' and 'bad'. Good is your menu file that wants to increase player convenience and be loaded last to prevent other potentially malicious files to be loaded after it. Bad are pk3 that need to be loaded last to maliciously tamper with the player's main menu in ways outlined above to bring as many players as possible to their servers. It's likely (not safe) that those server admins won't also stop using tilde [~], because ET: Legacy has a few other exploit fixes (e.g. global server redirect from last summer) that they might not want. Also ET: Legacy is by no means the new standard (yet), so other servers on 2.60b will still use tilde to drive players to their server. So if one of the bad servers switches they are losing to the other bad servers who still use tilde. What is going to happen now? The easiest way for server admins to prevent any issues with ET: Legacy is to only use alphanumerical characters in pk3 names. If servers admins renames their menu pk3 to z_*, they are immediately compatible with ET: Legacy. Players do need to redownload that pk3, but don't need to do anything else. By using z_* your menu file is loaded after the original game paks, ensuring that your players will have your convenience again. All clients using ET: Legacy will not be vulnerable to the potentially malicious tilde pk3 from bad servers. All vanilla clients would need to be instructed to not blindly connect to servers they don't know. As far as I understand it from reading your messages is that most of you play exclusively on yyyy. This means they never even connect to those bad servers, which removes the need for yyy to enter the war of the tilde pk3. Some of you also play on other communities like for example xxx. What could be possible is that you enter some sort of partnership with a z__xx_menu file, that has two buttons in the main menu, one for a sub-menu with all xxx servers and one with all yyyy servers. By doing this, you also prevent a civil war of last loaded pk3 among 'good' servers. What's planned in the long run? Now, to make it two official statements: "We are not planning on removing that ban in future versions, for reasons outlined above." "We won't be extending the ban to alphanumerical characters (zzz_)." This ban was intended to provide additional security to players. It was always clear that by doing so we are not completely fixing this issue. However, this ban has at least moved that exploit problem in the center of discussion. Players are now aware and server admins are confronted with their decisions. By having that discussion we do hope that the community can actually come together and agree on common practices. Maybe even form partnerships. Change is not happening if we ignore issues. Why are we not blacklisting servers or whitelisting pk3? This is a very slippery slope! We now have been accused of misconduct and exploitation of power with a simple attempt at providing security to players by blocking both good and bad. Good and bad are always relative constructs and a handful of people should not have the power to decide to blacklist servers, nor be vulnerable to allegations of corruption for whitelisting pk3 from servers that donate. Conclusion Server admins can simply rename their pk3 to z_* or anything else that is loaded after the official game files and are immediately compatible. Server admins could enter partnerships with other communities to prevent civil war of menu files among good servers. If server admins rename their pk3 now, ET: Legacy clients will still be safe from potentially malicious files from other servers using the tilde character. Vanilla clients would need to be instructed to not blindly connect to servers.
  4. Dear ET community, We hope all of you have thoroughly enjoyed your Christmas break and have endured a pleasant start into 2019. I'm sure most of you have gained a few pounds from all the delicious Christmas food and are trying to cut it down but before you get up and start jogging around we ask that you hold onto your seats a little longer as we've got one more present for you! It's been a while since our last release, but today's the day! Before going any further, we would first like to thank francis for spearheading, hazz, bystry and seeD for their guidance and TeamMuppet for providing server infrastructure for the evolving competitive scene. So, a warm welcome to all competitive players. What's new? * VM_Create on UI error is resolved so no more manual work-arounds are necessary. * Bayesian skill rating is implemented allowing for global comparison of skill among players. * WolfAdmin is now the default game manager, providing many useful admin commands. * Our own master server is up and running, so even if id master goes down you're good to go. * Renderer2 + assets will be available in a bit, bringing you the best graphics for ET yet (experimental). -> complete changelog What's next? 'The enemy is weakened!' is by far our most comprehensive release yet. This means, that before anything else, we first need to take a step back and check if everything is running as intended. All pending tickets (nearly 200!) have been moved to 2.78 and 2.77 is now reserved for non-breaking quality of life improvements and smaller issues. There are three overarching focuses: #1 - Smoothing out the game experience to ease the transition of the competitive scene to ET: Legacy. #2 - Further improving our new renderer to make the game more attractive for new players. #3 - Supporting Android and Raspberry PI devices to simplify server management and test mobile gaming. The ET: Legacy development is open to anyone. If you would like to be a part of it, we'd be glad to have you. Simply join our Discord and start chatting with us. 3D Modeller Recently, InspirationTuts finished and provided us with their first weapon model, the iconic Kar98 For that, we are in need of a 3D Modeller, acting as a bridge between InspirationTuts (modelling) and Zimuus (animations) and finally bringing the weapons in-game. If you would like to assist in the implementation of new weapons, then please, let us know. UI Designer One big aspect of any gaming experience is the User Interface, which in ET is riddled with difficult to navigate server browsers, limbo menus etc. There already are some very nice UI concepts by mAus in our Discord, should you need inspiration. ET: Legacy now comes with Bayesian skill rating and IRC functionality, which also opens the gates for implementing some kind of social system. If you would like to create a user-friendly first front to the player, then please, let us know. Mac Maintainer/Developer With every OS X update from Apple they break support for things. Currently, we have no Mac developer/maintainer in the team, which is always a problem when wanting to release a new version. We have no real possibility to test the Mac build, let alone people who continuously keep it working. In order for ET: Legacy to remain playable on Mac in the future, we are in need of a Mac maintainer. If you have a Mac and knowledge about development (maybe even Mac developer status), it would be very helpful if you could reach out to us. Translators The ET community has always been incredibly diverse so in order to show our appreciation for our world wide player base, ET: Legacy now comes with translations for multiple languages. Translating the game is done entirely by community members. All we require is that you are fluent in English and your native language, so if anyone at all is interested in helping out with these translations, don't be shy, hit us up! Any and all help is very much appreciated. If you want to get started, please let us know or simply have a look at Transifex. Wiki Maintainers In order to help new players get started, a comprehensive community driven wiki is desirable, containing all necessary and useful information. This includes information regarding the general installation of the game, tweaking cvars to achieve the best possible experience as well as general tips, tricks, strategies and tutorials. The foundation is already layed out, but we need the community to populate it. If you have some DO's and DONT's to share, please let us know or directly dive into the wiki and complete it with your knowledge. If you feel like you can contribute in any other way, be it overhauling assets or proven competitive maps, advancing the new renderer or any other contribution, don't hesitate to join our Discord and chat with us. ET: Legacy is an open, community driven development and every helping hand counts.
  5. I'll try to get it to work with hunkmegs 128, since kate said it doesn't work with that. Will put it on the list for v3, thanks.
  6. No doubt that building a high-end computer costs a lot of money. Building a decent gaming computer is always above 1.000€. However, like you said here the amount of hunkmegs (plus sound and zonemegs) should not exceed 3/4 of your available RAM. Your "best case" scenario in that post uses 125MB RAM. That means it is the maximum for a system with 200MB RAM. We are not in the early 2000s anymore. I would be very surprised if there are actually people with RAM below 1GB. You would not be able to run basically any modern program let alone OS with that. Windows 7 requires you to have at least 1GB RAM. (Source) For your own sake I hope you are not using any OS earlier than Windows 7, because official support for them has ended, which would open you up for several forms of cyber-attacks. So, in my eyes it's safe to assume that everyone is at least on Windows 7 and therefore has at least 1GB RAM. 1GB RAM would allow you to use 750MB worth of megs. If we look at your best case scenario, we can adjust the values as following: /seta com_hunkmegs "96" -> 512 /seta com_soundmegs "24" -> 64 /seta com_zonemegs "32" -> 128 I don't want to seem arrogant, but 1 GB RAM on Amazon is 7€ and 2GB RAM are 10€. Your motherboard is most definitely compatible with that. Because you wouldn't be able to run your OS if it weren't. Which brings me back to my earlier point: I never have and never will care about hunkmegs. 1GB RAM is not a problem in the modern age. The only problem might come from users who don't know how to change hunkmegs settings. Which brings me back to my earlier point again. It's the first result on Google.
  7. Version 2 is ready. https://www.moddb.com/mods/etlegacy/addons/etl-ice-v2 I haven't received feedback after the tournament, so v3 will have to wait for a bit. I received a mail about a post regarding hunkmegs, but can't find it here. Not exactly sure what happened, but I feel like I need to clarify something. The map-overhauls are intended to be the same map with visual improvements. You can't have visual improvements without the need for more hunkmegs. Either you want visual enhancements OR you want vanilla hunkmegs. These two do not go together. If you want to play with 56MB hunkmegs, then play the original version. I never have and never will care about hunkmegs, so bringing that to my attention is a moot point. //EDIT: Sorry, I worded that a bit too harshly. I just feel like increasing hunkmegs is one of the easier errors to fix. The first thing when you put it into google is a solution to it, so I don't see the problem. Plus, mods like NoQuarter actually tell you what you need to do in the error message. If you find any issues with v2, please let me know. I'm happy to fix them for a possible v3. etl_ice_v2.gm etl_ice_v2.way etl_ice_v2_goals.gm
  8. ETL Ice v1 ----- Overhaul of the original Ice map from ET and inspired from RTCW MP----- This game has seen many years go by and is yet loved by many. To properly honor this, the third map that has been overhauled as part of the ET: Legacy asset creation effort is "Ice". -----Story----- In an attempt to locate the X-Labs run by Deathshead in occupied Norway, the Allies have set up a position close to an Axis Outpost. The Axis forces must get hold of the documents left behind in the quickly abandoned fortress and radio them to the headquarters for safe-keeping. The Allies attempt to hold the fortress until further reinforcements can make their way to the location. -----Changelog----- to original: * Improved VO announcements. -- As long as both Main Entrance and Side Wall are active VO is: "defend/destroy entrances". -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance". -- Added VO announcements for active map objectives when joining a team. -- Added VO announcements for the guardtower. * Added base alarm that sounds for 15s when the main entrance gets destroyed. -- Guardtower alarm speaker works dynamically. * Added colour-coded guiding system intended to ease new players into the map. * Added ambient sounds. * Construciton materials have been made in the style of original maps. * Doors have been widened to allow for faster movement. * Visual changes have been made. -----Comparison Screenshots----- See the release post on Splash Damage forums. -----Download----- ModDB (Sourcefiles included) -----Specs----- Overhaul: kemon Brush count: 12.186 / 7.590 Patch count: 340 / 32 Entity count (total): 1244 / 250 Entity count (ingame): 279 / 249 Compile parameters: [q3map2] -meta -v -mv 1024 -mi 6144 -samplesize 6 "[MapFile]" [q3map2] -vis -saveprt -v "[MapFile]" [q3map2] -light -samples 5 -samplesize 6 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 "[MapFile]" -----Notes----- The mapfile is included. Location files and bot files are currently missing.
  9. ETL Frostbite v5 ----- Overhaul of the original Frostbite by Moonkey----- This game has seen many years go by and is yet loved by many. To properly honor this, the first map that has been overhauled as part of the ET: Legacy asset creation effort is "Frostbite, by Moonkey", who of course still deserves all the credit for the original level-design. This version is merely a visual overhaul of one of the most popular maps this game has ever seen. This is the fifth version of this map for ET: Legacy. A big thank you to Titeuf for filming the trailer. -----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----- to last version: * Fixed bug where the Allied CP didn't get destroyed properly * Fixed models that had their origin positioned in a structural brush * Fixed bug where team voice announcements for main entrance and side wall didn't get removed after objective completion. ---- Beginning: "Destroy the entrances" - "Defend the entrances" ---- First, main entrance is destroyed: "Destroy the side wall" - "Defend the side wall" ---- First, side wall is destroyed: "Destroy the main entrance" - "Defend the main entrance" * Removed banners with swastikas in throughout the facility and replaced them with the Luff decal to stay consistent within one setting * Removed clips some light models to allow smooth player movement * Removed two misplaced speakers * Added coronas to all electric light sources * Transformed world_clips into a func_static allowing for better spectator movement to simplify shoutcasting * Increased overall lighting from 15 to 20 to original: * 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 360 * Structural mesh and VIS blocking has been improved * Visual changes have been made -----Comparison Screenshots----- -----Download----- ModDB (Sourcefiles included) Omni-bot waypoints (Big thank you to Native12) -----Specs----- Author: Moonkey Overhaul: kemon, phisherman Brush count: 8.095 Entity count (total): 997 Entity count (ingame): 360 Compile parameters: [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]" [q3map2] -vis -saveprt -v "[MapFile]" [q3map2] -light -samples 8 -samplesize 16 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 1024 -shade -bounce 2 -bouncegrid "[MapFile]" -----Notes----- The mapfile is included.
  10. Amazing find! Immediately contacted JackFrags to see, whether he would be interested in doing something comparable with ET: Legacy / Wolf: ET. Thanks for the post here. Definitely would have missed it otherwise :/
  11. kemon

    etlegacy + other mods

    Interesting, that Infected mod isn't compatible. Is it only the server or can you also not connect with a Legacy client to a server running Infected mod? Also since it fits this topic, I'll post this overview of compatible mods here: https://dev.etlegacy.com/projects/etlegacy/wiki/Compatible_Mods
  12. kemon

    some news

    Kate, the link seems to be broken, Facebook can't find the page. But I searched a bit and found his twitter handle: https://antman.info/social/ I'll contact him there and see how it goes. Thank you for the hint, I somehow thought he was inactive, but that's great news.
  13. kemon

    some news

    I do apologize, unfortunately, I made this year's April Fool's joke a bit too believable Sorry, if I got your hopes up. If you have suggestions about what you would like to see in the game though, post them here. Just keep in mind, that with legacy mod we want to stay as close to etmain and etpro as possible. Unfortunately, we don't have the workforce to work on two mods (legacy and a 'fun' mod based on legacy) simultaneously.
  14. kemon

    ET: Legacy

    A command to see the list of entities that are used in a map? Try /entitylist, I hope that's what you're looking for.
  15. kemon

    ET: Legacy

    Which version of the map are you playing and which Legacy version? Because I just checked UJE The Lab b5 under Legacy 2.75 and there are no bugs.
  16. kemon

    ET: Legacy

    ET: Legacy master server "Master has presented player with servers! Player is free!" 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 -- Common Initialization Complete --- IP: IP: Opening IP socket: Network initialized. MOTD: resolving motd.etlegacy.com... resolved to 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 ( Requesting servers from the master master.etlegacy.com ( CL_ServersResponsePacket - server 99 game servers parsed (total 98) CL_ServersResponsePacket - server 99 game servers parsed (total 197) CL_ServersResponsePacket - server 99 game servers parsed (total 296) CL_ServersResponsePacket - server 99 game servers parsed (total 395) CL_ServersResponsePacket - server 78 game servers parsed (total 473) CL_ServersResponsePacket - server 99 game servers parsed (total 486) CL_ServersResponsePacket - server 99 game servers parsed (total 497) CL_ServersResponsePacket - server 99 game servers parsed (total 502) CL_ServersResponsePacket - server 99 game servers parsed (total 511) CL_ServersResponsePacket - server 76 game servers parsed (total 518) 302 servers listed in browser with 3700 players. 216 servers not listed (filtered out by game browser settings)[/CODE]
  17. kemon

    ET: Legacy

    We did find your report on the missing textures on ctf Pool, thank you. It turns out, that the textures use CMYK colour mode. CMYK is only when you desire to print stuff and basically all games/engines use RGB. We are looking into this in ticket #993 and I'll keep you posted on this. Could you tell me what map you are displaying in your post above? I can't check it otherwise Thank you for your reports.
  18. kemon

    ET: Legacy

    Thank you Kate. I will send him your regards and tell him to get to work on a new NQ. As far as I remember there actually were quite a few things planned.
  19. kemon

    ET: Legacy

    Hello everyone. The good people over at modDB have launched their annual "Mod of the Year" award competition. There are three phases and in the current phase 1, people can nominate their favourite mods. After Phase 1 the Top100 will advance to Phase 2 and in phase 3 the mod of the year will be announced. Admittedly, the competition is fierce and we are a small mod for a 13 year old game. However, there are over 10.000 mods out there and we are convinced of the general performance and visual enhancements we have already brought to the game. The fact that this forum thread is relatively quiet right now is a little bit misleading. • Our activity on GitHub is wonderful. • The regular game textures are ready and awaiting the 2.76 release and we are working on setting up the advanced texture mapping with normal and specular maps. • Thunderpwn has been hard at work replacing all static mapobject models to bring use one step closer to complete freedome from the license restrictions that are still in place. • DimitriZer0 is working on a custom player model to replace the standard ones. Currently still in alpha state, the future plans are promising with different skins depening on the map setting and also appropriate backpack and gear for the different classes. • There are currently 3 maps that are being worked on, to ship ET: Legacy with fantastic maps that make full use of the new, powerful renderer. These maps are Bergen, Würzburb Radar and Goldrush. And Seawall Battery is even a close candidate for a 4th map. This sounds like a lot and you might now be wondering, why there aren't more news on Forums or Social media. The answer is, that the majority of these points is still in alpha state, which means they are still subject to constant change. We are testing different ways and approaches, which means that showing something off, could mean that after a few weeks this is already outdated. Nevertheless, if you are interested in the closer development and want to follow current discussions, bug and feature problematics and the occasional sneak-peek into said alpha state development, then please odn't hesitate to join us in our public Gitter channel. Our latest release 2.75 'Learning to Fly' from the 13th of September, has already been downloaded a staggering amount of 14.000 times! We are very proud of that fact and appreciate all the support we get from you, our community. Please help us spread the word. If you have a modDB account, please take the 2 minutes and nominate us for the 'Mod of the Year' award. Let's make sure the global gaming and modding community, knows that great games can live to great age.
  • Create New...