duct-taped this tiny menu mod together for an instant shortcut for those unable to reach the main server while the masterlists are down.
Just install into your etmain folder and thats it.
start your game, click DIRECT PLAY, and start gaming. - uts zo eaczy ebban uh komplet iddiort kam due iet!
By kateThis tool creates a keyfile so that new players can play on PunkBuster enabled servers.
Written by Kristof De Bisschop
Fixes the masterlist hack and redirect.
Install into the root of your ET Installation, replacing ET.exe
Original Source: https://fearless-assassins.com/files/file/1755-et-masterlist-hacking-and-redirect-fix-for-players/
By kateETScript 3 Readme
By Nick Thissen aka Flippy
1. Summary. 2
2. Features. 2
2.1. Standard features. 2
2.1.1. Find & Replace (menu Edit). 3
2.1.2. Go to (menu Edit). 3
2.2. Extended features. 3
2.2.1. Recent files list (menu File). 4
2.2.2. Templates (menu File). 4
2.2.3. Auto-Indentation & Block indentation. 4
2.3. Multiple Document Interface (MDI). 4
2.4. Special features. 5
2.4.1. Intellisense & AutoComplete. 6
2.4.2. AutoBackups. 6
2.4.3. Line numbering. 6
2.5. Tools. 6
2.5.1. The Scriptcommand panel, Error list and Quick Find (menu View). 7
2.5.2. Bookmarks (menu Tools). 7
2.5.3. Accum count (menu Tools). 7
2.5.4. Bracket count (menu Tools). 7
2.5.5. Comment selection & Uncomment selection (menu Tools). 8
2.5.6. AutoBackup Manager. 8
3. Options. 9
3.1. General 9
3.2. Text editor. 9
3.3. AutoBackup. 10
3.4. Appearance. 10
4. Contact. 10
5. Thanks. 11
ETScript is a script editor designed specifically for Wolfenstein: Enemy Territory map script files. These script files are usually written in simple text editors like Notepad, which offer very little extra support.
ETScript is different. While it hosts all useful features popular text editors like Notepad have, it also hosts a ton of features designed specifically for W:ET script files.
You will probably find ETScript superior over Notepad, simply because it looks and handles identical to Notepad, plus a ton of extra features. These features are mostly aimed toward W:ET script files and help you to write your scripts quicker, easier and with less errors.
2.1. Standard features
The standard features are the features also present in most other simple text-editors, like Notepad. A few of them however work a little differently; the differences will be explained in another subsection.
The most well-known standard features are of course the New, Open, Save and Save As functions. These functions are found in the File menu, or in the toolbar. Other well-known functions are the Undo/Redo, Cut, Copy, Paste and Select All functions, and the Find & Replace and Go to functions. These are all found in the Edit menu as usual, or in the toolbar.
Name / Location
File – New
Opens a blank script, possibly with template (see …)
File – Open
Open a script file of choice.
File – Save
Saves the currently active script to the last saved location.
File – Save As
Saves the currently active script to a location of choice.
Edit – Undo
Undoes the last action.
Edit – Redo
Redoes the last undone action.
Edit – Cut
Cuts the selected text onto the Clipboard.
Edit – Copy
Copies the selected text onto the Clipboard.
Edit – Paste
Pastes the text on the Clipboard into the script.
Edit – Select All
Selects the entire script.
Edit – Find & Replace
Opens the File & Replace dialog.
Edit – Go to
Opens the Go to dialog.
By katesources https://wolffiles.de/index.php?filebase&fid=4776
IMPORTANT add the etkey in your etmain folder
By kateat your own risks for the tools
DInput is written to change the use of Windows API coordinates (in games or applications) to Direct Input coordinates. Direct Input has got the following advantages compared to Windows API coordinates: no pointer ballistics (impossible cause of acceleration), it's designed to work on high resolution mice (win coordinates aren't), faster (in theory), different and mostly smoother feeling.
Written in C++ by abort © 2008
By kateI] Mentions Légales
CE LOGICIEL EST FOURNI "EN L'ETAT" SANS GARANTIE D'AUCUNE SORTE, QU'ELLE SOIT IMPLICITE OU EXPLICITE, Y COMPRIS LES GARANTIES D'APTITUDE A UN TYPE D'UTILISATION.
EN AUCUN CAS, CIDELCORP NE SERA TENU RESPONSABLE POUR TOUT DOMMAGE SPECIAL, ACCIDENTEL OU INDIRECT DECOULANT DE LA POSSESSION, DE L'UTILISATION OU DU DYSFONCTIONNEMENT DE CE LOGICIEL CIDELCORP.
CIDELCORP SE RESERVE LE DROIT DE PROCEDER A DES AMELIORATIONS SUR CE FICHIER ET SUR CE LOGICIEL A TOUT MOMENT ET SANS PREAVIS.
Ajout d'un nouveau système de sélection de jeu (l'ancien ne permettais pas de choisir facilement son jeu)
Correction d'un bug provoquant l'arret du programme lors de la decompression des textures
Correction d'un bug de casse pour quake 3
Ajout du système de statistiques anonymes cidelcorp ( Nom complet de l'os, version du programme, date de la decompilation)
Correction d'un bug
Modification du texte copié dans le presse papier lors de crashs.
Ajout d'une meilleure mise en evidence des problèmes de la compilation
Ajout du support des textures pour les 3 jeux supportés (Wolf:ET,RTCW,Quake3)
Ajout de la reconnaissance d'une erreur d'accès d'écriture au fichier de sauvegarde
Correction d'un bug qui provoquait lors des 2nd, 3emes ... compilations une impossibilité de sauvegarder le .map sous un nom different que "converted_mapname.map"
Ajout de ce fichier (README)
Manuel en ligne :
Forums de support :
Je tiens a remercier toute l'equipe de Cidelcorp et notemment le petit dernier, j'ai nommé cubix999.
Je tiens aussi a remercier www.enemyterritory.fr pour la news qu'ils ont postés lors de la sortie de ce logiciel.
Merci aussi à tous ceux qui m'entourrent de leur amour et de leur gentillesse.
Merci spécial à mon père : "Oui, j'y ai cru ..."
By kateAuthor: ~mauix
I would like to submit the community a small package I have prepared for my clan and teammate... Have you ever thinked about how difficult is sometimes explaining your teammates where you are or where they should go? ok you have the limbo, but it's dangerous to call it while you're running in the middle of a battle, you have command map, but that's really too small sometimes.... so... I thought.. why not having a printable copy of the limbo maps , completed with an encoded grid like in chess games, with all the most important info's like spawnpoint, tanks, bridges etc...? because no one has done it.. up to now..
So let's try this package of pdf maps and tell me what do you think about it!
Here is a list of maps included in the package: in pdf
axis lab final
Eagles 2 way
By kateHi to all ET players...
This is an enhanced version of wolfcam, with some added features.
You can watch a demo from other player's point of view, with etpro
hitsounds, aim statistics, player names, and even a 'warpometer'
(Windows only! No Linux version atm sry )
How To Install/Use
1. Copy the folder 'wolfcam2' inside your Wolfenstein - Enemy Territory
folder (the same place where you have your etmain, etpro, etc. folders)
2a. Then start ET, and select the mod wolfcam2, or better...
2b. ...Make a shortcut with: ET.exe +set fs_game wolfcam2
so that ET starts and loads wolfcam automatically.
3. (Your demos go in wolfcam2's 'Demos' folder)
4. Watch your demos
- For a list of commands/cvars, see below.
This is based on the mod: wolfcam-et 0.0.3 by brugal
The author of wolfcam has included the souce code of his mod,
and on this source code I have based my version.
All my credits/thanks go to him for the original wolfcam...
changes/enhancements from original wolfcam 0.0.3 by brugal:
* Added command to fast forward a demo to a specific point.
type /wcam2_fastforward [time]
(for the time in seconds, read in the upper part of your hud)
* Added 'Auto cam': you follow automatically everyone who attacks/hits
the player who recorded the demo.
No need to follow a specific player, with autocam you spec from the
point of view of all the enemies who attack you ;)
use: /wcam2_autocam 1 to enable, 0 to disable.
* Added hitsounds (etpro 3.2.6 demos)
* Auto fast forward, when followed player is not visible.
No more useless buggy views, and you save time watching.
* Accuracy/headaccuracy, hits per headshots, damage per second
of followed player.
(you can reset all statistics with /wcam2_reset_aim_stats)
* Removed knockback, and added a 'virtual crosshair knockback' in magenta.
Normal view doesn't move anymore when the player is hit, thus showing you
the real aim of the player you follow. The magenta dot shows you the
screenshake, when the player is hit. So you view the spot where he was
really aiming in the game, but you also know when he was under fire.
Well, tbh demos don't show you the real point where a player was aiming,
due to antilag/prediction/ping etc., but removing the screenshake seemed
to me a good idea anyway...
* Player names + warpometer:
where value is:
0 => disable names
1 => playernames + warpometer (a text 'warp' appears if that player warps,
the higher the number near the text, the higher the player warping)
color shows the amount of warping too.
2 => show dots (useful to check for wallhackers, without using shownormals)
blue = allies, red = axis, white = the player who was in 'normal' demo view.
NOTES about the warpometer:
- *all*, and I say again *all* players warp every now and then, so it's normal
to see occasionaly the label 'warp' over a player's head.
- Real warpers have it more often. So plz don't whine too much ;)
all players warp, some warp more than others...
- This warpometer is triggered very easily, so you should consider 'warpers'
only players who 'warp' many times in a row.
- A lagging server can trigger the warpometer of all players.
- Warpometer graph is better for checking who warps and who doesn't (see below).
* warpometer graph
where value is:
-1 => disable warpometer
player slot number -> shows a warpometer graph for that player.
Use /players to know the players' numbers.
- How to read it:
Warping players have 'spikes' in their warpometer
Players who don't warp, instead, have a 'smoother' graphic. (But not totally smooth!
even in LAN it's impossible to have it fully smooth, so it's a matter of
NOTE1: *Every* player has a bit of warp, you just have to watch some graphics,
to learn to know who warps and who doesn't.
Typical warpers are players with low maxpackets, but even players with 100 packets can warp.
NOTE2: Plz note that this graphic is *not* influenced by the internet connection
of the player who recorded the demo.
It reads players positions from server snapshots, to calculate warp.
So it's how they warped in the server. The graphic shows *real* warp, regardless
of the player who recorded. So, if a warper records a demo, non-warpers' warpometer
will still be normal.
It's not influenced by the player who records the demo...
I don't need to repeat it again, right? ;)
(same as old wolfcam 0.0.3)
/players to get a list of players and client ids
/follow [client id] follow selected client
/follow -1 to follow original demo point of view
(cvars/commends added by me)
resets all accuracy data to 0
(useful if you want to see accuracy only in a certain
part of the demo) It's done automatically if you spec another
/set wcam2_player_names [value]
shows player names/warpometer/dots
value = 0 (disable),1 (player names + warpometer),2 (dots)
/set wcam2_warpometer [client id]
client id = player you want to show, use id=-1 to disable
do /players to know the number of player ids
/set wcam2_autocam [value]
auto follow from attacker's view. 1 = enable, 0 = disable.
fast forwards up to that time (in seconds).
(See the seconds number on your hud)
Again, thanks to the original wolfcam author, and I hope this mod will
help, not as a whining source, but as an useful instrument against
cheaters, and such low lamers who've never known the meaning of words
like ethic and real challenge, and who try to ruin this awesome game...
happy speccing ;p