By kateWolfenstein: Enemy Territory public source code 2.60 offers the header files, menu definitions and more.
Wolfenstein: Enemy Territory Source Code
This is the source code for Wolfenstein: Enemy Territory. This source code is
not officially supported in any capacity by id Software, Activision or Splash
Damage. Below you will find very basic instructions on how to get the source
code working so that you can create your own Enemy Territory mods. For online
help and resources, please visit www.castlewolfenstein.com or
The first thing you have to do is run the installer. Do this by
double-clicking on the ET_2.60_SDK_Setup.exe. By default, this will install
the source code to the C:\\ET_SDK\\ folder.
To use the source, you must have Visual C++ version 6 or greater installed.
The source has been found to work with .NET edition of Visual C++, but Visual
C++ 6 is recommended for better compatibility.
1. Open the src folder.
2. Double-click on the wolf.dsw file to open the project workspace.
3. In the build menu select the \"Set Active Configurations\" option.
a. Note: for .NET this will appear as \"Configuration Manager\".
4. Select Win32 Release for all versions of the code.
5. At this point, you should be able to compile the code.
The first thing you have to do is run the installer.
Do this by executing et-linux-2.60-sdk.x86.run. By default, this will install
the source code to the /usr/local/games/enemy-territory-sdk folder.
To use the source, you must have gcc 2.95 or greater installed. You must also
have scons installed.
1. Type the following commands at a command prompt:
2. After a few minutes of compiling, you should have cgame, qagame and ui .so
files in your directory.
By default, a \'debug\' build is created, which includes full debugging symbols
suitable for use with gdb.
To make a non-debug \'release\' build, pass the parameter BUILD=release to scons,
You can use the included cross-scons.sh script to build win32 dlls on linux via
mingw. You will
need to edit the script to point to the location of your mingw install and
mingw binary directories.
Place the cross-scons.sh script someplace in your PATH, such as /usr/local/bin.
To build win32 dlls
you would then type \'cross-scons.sh\' in place of \'scons\'.
Unpack et-mac-2.60-sdk.dmg with stuffit or other archiver that supports pkzip
To use the source, you must have gcc 2.95 or greater installed. You must also
have scons installed.
In order for the build scripts to create compressed bundles, you will need
pkzip or p7zip installed.
You can get premade osx packages for these utilities from the fink project.
1. Type the following commands at a command prompt:
2. After a few minutes of compiling, you should have cgame, qagame and ui .so
files in your directory.
By default, a \'debug\' build is created, which includes full debugging symbols
suitable for use with gdb.
To make a non-debug \'release\' build, pass the parameter BUILD=debug to scons,
Mac osx requires shared libraries to be packaged into \"bundles\". This can be
done automatically as part of
the build process. To build bundles, pass the parameter BUILDBUNDLE=1 to scons,
cgame_mac and ui_mac are compressed bundles that go into your mod\'s pk3, and
into the Wolfenstein ET.app/Contents/Resources/ directory on the server.
By kateWolfenstein: Enemy Territory GPL source release
This file contains the following sections:
Game data and patching:
Wolfenstein: Enemy Territory is a free release, and can be downloaded from
This source release does not contain any game data, the game data is still
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17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
2 / ADDITIONAL TERMS APPLICABLE TO THE WOLFENSTEIN: ENEMY TERRITORY GPL SOURCE CODE.
The following additional terms (“Additional Terms”) supplement and modify the GNU General Public License, Version 3 (“GPL”) applicable to the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). In addition to the terms and conditions of the GPL, the Wolf ET Source Code is subject to the further restrictions below.
1. Replacement of Section 15. Section 15 of the GPL shall be deleted in its entirety and replaced with the following:
“15. Disclaimer of Warranty.
THE PROGRAM IS PROVIDED WITHOUT ANY WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING, WITHOUT LIMITATION, IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE, NON-INFRINGEMENT, TITLE AND MERCHANTABILITY. THE PROGRAM IS BEING DELIVERED OR MADE AVAILABLE “AS IS”, “WITH ALL FAULTS” AND WITHOUT WARRANTY OR REPRESENTATION. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.”
2. Replacement of Section 16. Section 16 of the GPL shall be deleted in its entirety and replaced with the following:
“16. LIMITATION OF LIABILITY.
UNDER NO CIRCUMSTANCES SHALL ANY COPYRIGHT HOLDER OR ITS AFFILIATES, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, FOR ANY DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, DIRECT, INDIRECT, SPECIAL, INCIDENTAL, CONSEQUENTIAL OR PUNITIVE DAMAGES ARISING FROM, OUT OF OR IN CONNECTION WITH THE USE OR INABILITY TO USE THE PROGRAM OR OTHER DEALINGS WITH THE PROGRAM(INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), WHETHER OR NOT ANY COPYRIGHT HOLDER OR SUCH OTHER PARTY RECEIVES NOTICE OF ANY SUCH DAMAGES AND WHETHER OR NOT SUCH DAMAGES COULD HAVE BEEN FORESEEN.”
3. LEGAL NOTICES; NO TRADEMARK LICENSE; ORIGIN. You must reproduce faithfully all trademark, copyright and other proprietary and legal notices on any copies of the Program or any other required author attributions. This license does not grant you rights to use any copyright holder or any other party’s name, logo, or trademarks. Neither the name of the copyright holder or its affiliates, or any other party who modifies and/or conveys the Program may be used to endorse or promote products derived from this software without specific prior written permission. The origin of the Program must not be misrepresented; you must not claim that you wrote the original Program. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original Program.
4. INDEMNIFICATION. IF YOU CONVEY A COVERED WORK AND AGREE WITH ANY RECIPIENT OF THAT COVERED WORK THAT YOU WILL ASSUME ANY LIABILITY FOR THAT COVERED WORK, YOU HEREBY AGREE TO INDEMNIFY, DEFEND AND HOLD HARMLESS THE OTHER LICENSORS AND AUTHORS OF THAT COVERED WORK FOR ANY DAMAEGS, DEMANDS, CLAIMS, LOSSES, CAUSES OF ACTION, LAWSUITS, JUDGMENTS EXPENSES (INCLUDING WITHOUT LIMITATION REASONABLE ATTORNEYS' FEES AND EXPENSES) OR ANY OTHER LIABLITY ARISING FROM, RELATED TO OR IN CONNECTION WITH YOUR ASSUMPTIONS OF LIABILITY.
covered by the original EULA and must be obeyed as usual.
Install the latest version of the game for your platform to get the game data.
Compiling on win32:
A Visual C++ 2008 project is provided in src\wolf.sln.
The solution file is compatible with the Express release of Visual C++.
In order to test your binaries, backup and remove Main\mp_bin.pk3, then replace
WolfMP.exe, Main\qagame_mp_x86.dll, Main\cgame_mp_x86.dll, Main\ui_mp_x86.dll
by your compiled versions. When starting the server make sure to specify
'Pure Server: No' in the advanced settings page.
Compiling on GNU/Linux x86:
Get scons from http://scons.org/ if your favorite distribution doesn't
run scons from the src/ directory. see scons --help for build options
If any problems occur, consult the internet.
Other platforms, updated source code, security issues:
If you have obtained this source code several weeks after the time of release
(August 2010), it is likely that you can find modified and improved
versions of the engine in various open source projects across the internet.
Depending what is your interest with the source code, those may be a better
See COPYING.txt for the GNU GENERAL PUBLIC LICENSE
ADDITIONAL TERMS: The Wolfenstein: Enemy Territory GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
EXCLUDED CODE: The code described below and contained in the Wolfenstein: Enemy Territory GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.
IO on .zip files using portions of zlib
Copyright (C) 1998 Gilles Vollant
zlib is Copyright (C) 1995-1998 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
MD4 Message-Digest Algorithm
Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved.
License to copy and use this software is granted provided that it is identified
as the <93>RSA Data Security, Inc. MD4 Message-Digest Algorithm<94> in all mater
ial mentioning or referencing this software or this function.
License is also granted to make and use derivative works provided that such work
s are identified as <93>derived from the RSA Data Security, Inc. MD4 Message-Dig
est Algorithm<94> in all material mentioning or referencing the derived work.
RSA Data Security, Inc. makes no representations concerning either the merchanta
bility of this software or the suitability of this software for any particular p
urpose. It is provided <93>as is<94> without express or implied warranty of any
Copyright (C) 1991-1995, Thomas G. Lane
Permission is hereby granted to use, copy, modify, and distribute this
software (or portions thereof) for any purpose, without fee, subject to these
(1) If any part of the source code for this software is distributed, then this
README file must be included, with this copyright and no-warranty notice
unaltered; and any additions, deletions, or changes to the original files
must be clearly indicated in accompanying documentation.
(2) If only executable code is distributed, then the accompanying
documentation must state that "this software is based in part on the work of
the Independent JPEG Group".
(3) Permission for use of this software is granted only if the user accepts
full responsibility for any undesirable consequences; the authors accept
NO LIABILITY for damages of any kind.
These conditions apply to any software derived from or based on the IJG code,
not just to the unmodified library. If you use our work, you ought to
NOTE: unfortunately the README that came with our copy of the library has
been lost, so the one from release 6b is included instead. There are a few
'glue type' modifications to the library to make it easier to use from
the engine, but otherwise the dependency can be easily cleaned up to a
better release of the library.
COPYRIGHT AND PERMISSION NOTICE
Copyright (c) 1996 - 2004, Daniel Stenberg, <[email protected]>.
All rights reserved.
Permission to use, copy, modify, and distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright
notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF THIRD PARTY RIGHTS. IN
NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
OR OTHER DEALINGS IN THE SOFTWARE.
Except as contained in this notice, the name of a copyright holder shall not
be used in advertising or otherwise to promote the sale, use or other dealings
in this Software without prior written authorization of the copyright holder.
The FT2 library is being used under the GPL v2 as indicated by its LICENSE.txt
By katemap source for ET mappers
Return to carnage canyon
ICQ #: 86320900
MSN: [email protected]
1944: Axis forces have already started their large scale research programs
in order to develop nuclear weapons. Their heavy water reactor, located on the
norwegian coast needs huge amounts of energy to be set up. The generator producing
this energy has been set in the underground basement of a military base which bords
a canyon known as 'Carnage Canyon'. Allies are sent over in oder to disable the power
generator. The radio equipement of the axis base is also a primary objective since
an alert signal would allow HG to send the air forces and bomb the whole area...
1. Disable / Protect the Axis Radio
2. Destroy / protect the Axis power generator
map build time: 8 days
compile time: 4 hours