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kate

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Files posted by kate

  1. loffys_tram1

    No airstrickes for this map
    Author: Loffy
    Axis Objective Descriptions
    1  "Primary Objective:**Protect the gold!"
    2  "Primary Objective:**Do not let the Allies take the gold to the truck!"
    3  "Secondary Objective:**Capture and hold the Flag!"
    4  "Secondary Objective:**Do not let the Allies construct the Assault Ramp!"
    5  "Secondary Objective:**Protect the Generator!"
    6  "Secondary Objective:**Do not let the Allies construct the Bridge!"
    7  "Secondary Objective:**Construct and defend the Command post!"
    // Allied Objective Descriptions
    1  "Primary Objective:**Get the gold!"
    2  "Primary Objective:**Run uphill with the gold, and jump into the truck with the gold to win!"
    3  "Secondary Objective:**Capture and hold the Flag!"
    4  "Secondary Objective:**Construct the Assault Ramp!"
    5  "Secondary Objective:**Destroy the Generator!"
    6  "Secondary Objective:**Construct the Bridge!"
    7  "Secondary Objective:**Construct and defend the Command post!"

    24 downloads

       (0 reviews)

    0 comments

    Updated

  2. sedesrc1

    Sedes RC1
    Author: six
    [email protected]
    http://www.planetwolfenstein.com/six
    Programs used in creation:
    GTKRadiant 1.4
    Adobe Photoshop 6.0
    Notepad
    Changes:
    -Pits were removed/replaced to fix "bottleneck" issues
    -Window by axis spawn is clipped to keep balance
    OBJECTIVES
    ----------Axis Objectives----------
    Defend the main entrance
    Defend the generator
    Defend the old city
    Defend the gold crate
    Construct the command post
    ---------Allied Objectives---------
    Destroy the main entrance
    Construct generator
    Capture the old city
    Get the gold crate
    Construct the command post

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  3. supergoldrush_final

    map crashing server >> message gamechars exceeded
     
    goldrush made by SplashDamage/ID Software/Activision and only MODIFIED by NullZilla. I take no credit for making this map I have only modified some of it for FuN play!!
     Email = [email protected]
    All new (non ET) textures/shaders (except the goldbar texture) I have made. If you want to use them just give me credit and you can.
    What's new in this version (SuperGoldrush_Final, the prettier version):
    • The starting time limit is now 8 minutes. When the Allies steal the tank, the time limit will be extended to 20 minutes. When the tank gets past the first barrier, the time will be extended to 25 minutes. When the tank gets into the bank courtyard, the time limit will be extended to 30 minutes.  This makes it for the Allies have to steal the tank quickly, but once they get it in the courtyard they have much more time to get the gold.
    • Tons of things are now buttons you can press, and something (funny) will happen. See something that is by itself, or something that catches the eye? Try going up to it and pressing activate. Something might happen!
    • Allies can flood the bank by pressing a button in the "Control Room". They can only press this button every 2 minutes. Flooding the bank will kill most people inside. Although this will kill people inside, while the bank is flooding no one can get into the bank. So use it when the time is right. Only Allies can press this button.
    • Allies OR Axis can kill people in the bank entrance by pressing a button in the "Control Room". This will make a few spikes drop down from the ceiling killing anyone in their path. This button can only be pressed every 60 seconds.
    • Improved lighting
    • New textures in a few places
    • You can now plant landmines on the bridge.
    • There is now a room up high I now dub "the control room". Inside is a table and when you press a button a few special things will spawn on the table. There is also monitors there showing different parts of the bank. Also there are now buttons there that activate traps in the bank and you can see the traps in the monitors. (Great Fun!!)
    • Most chicks taken out due to request by a few servers that wanted to run the map. In place of them are either new passages or new pictures.
    • Easier to get inside the bridge
    • MG nest by the 2nd tank barrier has been re-made
    • A few buildings taken out
    • Even MORE rooms and paths
    • All bugs fixed (I Hope, since this if the final version and I won't be able to fix any after this)
    • Tons of  useless "decorative" structures removed to speed up compile time and to better FPS.
    • Tons of stuff now caulked, even more caulk then the original goldrush so FPS *should* be better.
    • Almost every clip (prevents people from walking or flying somewhere) removed; except for ones that are nessesary, like on stairs. This will allow you to go almost anywhere you desire but the downside is if you go up too high you will see much of the map invisible due to caulking.
    • I included the .map file in the pk3 if you want to see how anything is done. I thought, well if the original goldrush is going to be open source then why not SuperGoldrush? Feel free to use anything I made in it as long as you give me credit in your readme (like I am giving credit to people).
    Known Bugs:
    • There are a few spots in which the FPS rate drops low. I have tried everything possible and no matter what I do this is not fixed.  
    • In one of the hidden underground tunnels, there is a spot that has a hall-of-mirrors effect. I have no clue what the heck is causing it. There is nothing there at all except what should be there.
    • When the bank is flooding, if you are behind the bank and look up you can see the water rising into the air. LOL.
    • When you flood the bank the announcer says the bank is flooding TWICE. Don't know why it does this it should only play once.
    What was new in the previous version (SuperGoldrush2, the funner version):
    • That middle tower thing is now hollow on the inside and you can climb up it.
    • New spiral stairs in the bank
    • New air vent in bank
    • More tunnels with a few surprises ;)
    • A teleporter somewhere in the caves in a hard to get to spot that teleports your right behind the bank.
    • Many more rooms and paths
    • A few bugs fixed
    • New Lights in some of the darker rooms
    • An even more efficient map which will give you lower FPS then even the original goldrush :D
    • Better lighting even more then the original goldrush :)
    • Slightly more efficient scripting here and there
    • More realistic placing of the ambient music in the map (pvs)
    • Allies can dynamite a "back door" in the bank to get the crates and escape easier.
    • After truck reaches final spot game waits a few more seconds then normal before ending.
    • New sniping spots
    • You can get INSIDE the bridge and shoot from there.
    • Random decor here and there.
    • New underground tunnels
    • Even more stuff I can't think of right now :(
    What was new in the first version (SuperGoldrush, the fun version):
    • More rooms than original goldrush
    • Some clips removed
    • Better lighting
    • Some fun things like "you are an idiot."
    • New paths
    • Underground tunnels.
    Hints, Tips Tricks, and more:
    • The "Back Door" in the bank can be dynamited from the inside by allies. And the bank can be flooded by allies by pushing a button.
    • People say Oh great just what goldrush needs, more MGs for axis. This map maker is a moron. But little does this idiot know, the allies can use these MGs as well ;).  Infact the new MG near the original axis spawn is useful for raping the axis as they come out of their spawn. Also to stop axis from getting to the tank allowing allies to repair it.
    • Second balcony on bank does make getting the gold harder. This is why I made a back door the allies can dynamite to get the gold easier and escaping easier. Though some may argue dynamiting this door will even be harder then just grabbing the gold and running, what it does do is distracts the axis's attention from the gold. While they are disarming the dynamite, grab the gold, and vice versa.
    • The new up-high sniping ledges are there for a reason. Use them.
    • Crouch and get into a window and shoot from there. Chances are the enemy won't see you, and even if they do it will be too late.
    • Somewhere in the tunnels there is a teleporter that will teleport you right behind the bank. Though this does come at a cost as getting to that teleporter you will be injured. So Guess what, there is health and ammo cabinets right by the bank. Use them.
    • Explore the map before playing seriously. There are so many new camping spots like in the tall tower. It's there for a reason, use it!
    • MGs can be damaged with bullets and even a knife. Is that second MG making getting to the tank hard Shoot it (with the tank's turret) and make 'er smoke!
    • USE THE NEW PATHS!
    FAQ:

    Q Why did you make a SuperGoldrush map
    A Well I'm a big goldrush fan. I like the map. I really hated how you couldn't get on the second floor of the bank, and the  dev's putting clip brushes in dumb spots like on the middle tower thing. So I thought, hmm why not expand a few things.  Like more rooms, a few more MGs, more health cabinets where I think they are needed, and more. Originally this map was just a private map for my clan for us to play on (hence those posters in a few rooms which have members' names on them). I never expected it to be leaked to the public and submitted to various map sites!
    Q I really like the shaking effect your screen does in **EDITED** spot. How was this accomplished
    A With a  target_rumble. I included the .map file in the pk3 if you want to see how anything is done. .maps open with gtkradiant/qeradiant
    Thanks to
    • Drakir.tk for the healthammo cabinet prefab. Not that I couldn't make one myself, it's just much quicker to load a prefab rather then creating multiple trigger brushes and models ;)
    • Hummer for the gold bars prefab. Again not that it is hard to make square objects colored gold, it's just so much quicker with a few clicks of the mouse to load a prefab up. I really liked hummer's gold texture anyway. ;)
    • Bubba for the  Shiva (which I heavily modified)
    • SplashDamage/ID Software/Activision for the original goldrush in which I only modified and take no credit for.
     
     

    11 downloads

       (1 review)

    0 comments

    Updated

  4. base

    LightRay fixed the missing textures
    dFx's specials thanks goes to :
    _Dersaidin
    _Nerve
    _Gray Matters
    dFx's thanks goes to :
    _wolfensteinx and their tutorials.
    _Francesco <Nemo> Bancalà for his software known as easygen.
    _SplashDamage for their mapping documentation and their support in the forum.
    _Thanks to ID Software for their engine and their support in community.
    _whole epona team and satoshi for their support.
    "Axis must keep the decrypted documents until the reinforcement to arrive. First they must save the doors witch are very good protection.
    Secondary, they must keep control of the transmitter witch is the key of salvation."
    allied "Allies have to get back the decrypted documents to their brain trust in order to change the code and change their war plans. They must enforce this axis basement, begining by doors to get decripted documents back home."
    ....................
     
    final     :
        _adding some rocks
        _light bug fixing
        _texture bug fixing
    beta 2.2 :
        _adding 1 more axis way to go to the transmitter
        _light bug fixing
    beta 2.1 :
        _adding 1 more way to get back to transmitter
        _adding cameras for objs
        _modificating script file
        _ladder bug fixing
        _light intensity bug fixing
    beta 1.2 :
        _adding a new space in a wall.
        _adding wire on lights
        _adding a new sky texture
        _adding limbo picture
        _adding loading picture
        _adding some green liquid in water
        _modificating shaders
    beta 1.1 :
        _adding green liquid
        _adding barrels
        _adding lights
        _adding crates
        _adding some trickjumps
        _adding metal trim
        _removing glasses
        _changing brick wall texture
        _changing transmitter limbo's picture
        _changing brick wall limbo's picture
        _changing documents name
        _changing objectives texts

    33 downloads

       (0 reviews)

    0 comments

    Updated

  5. etl_frostbite_v13

    'Frostbite, by Moonkey'
     March 2021
     Cedric 'keMoN' E.
    http://www.etlegacy.com
     
    This map is an overhaul of the original Frostbite map created by Moonkey.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay even in a competitive environment.
    -----Changelog-----
    v13:
    * Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
    * Fixed missing tree shader. (Thank you woju and spyhawk for reporting)

    v12:
    * Moved flying lamp models to be attached to girder in Axis garage. (Thank you Aciz for reporting)
    * Adjusted player collision on cliff near transmitter to prevent glitching on the roof. (Thank you Aciz for reporting)
    * Improved lighting in balcony hallway at inner courtyard.
    * Fixed player collision on the Axis CP. (Thank you Aciz for reporting)
    * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)

    v11:
    * Adjusted lighting to increase performance.
    * Converted smaller brushwork to .ase models to reduce lightmap data and improve performance.
    * Increased supported playercount from 20vs20 to 32vs32.
    * Reduced volume of wind sounds to reduce distractions.
    * Further improved player collision at railings and doorways. (Thank you Aciz for reporting.)
    * Changed clips for barrels and couches for proper hit- and footstep sounds. (Thank you Aciz for reporting.)
    * Reduced weird shadows from the ceiling lamps in the office area. (Thank you Aciz for reporting.)
    * Fixed missing shader for bush model. (Thank you Aciz for reporting.)
    * Reverted collision on stairs down to garage to reenable a TJ. This also reintroduces bobbing effect. (Thank you Aciz for reporting.)

    v10:
    * Moved vent opening new side door for better alignment with surrounding textures
    * Changed terrain shader on snow patches in inner courtyard for proper snow behaviour
    * Caulked surfaces not visible to the player
    * Changed floodlight colour to uniform white
    * Made previously impossible TJ possible again
    * Further opened terrain and world to simplify spectator and shoutcaster movement
    * Improved player collision to simplify movement (doorways, ceiling and transmitter building)
    * Generally improved lighting
    v9:
    •    Removed rogue clip at office entrance.
    •    Changed catwalk in warehouse from `clipweapon` to `clip`. It is now permeable for weapons.
    •    Simplified collision of machines at side entrance.
    •    Added player clips to various shelves, pipes and doorways.
    •    Fixed one alarm speaker not being named correctly.
    •    Added a trickjump coming from warehouse, jumping onto box, onto truck into green passage. Disabled by default. Can be activated through mapscript. (deactivate line: setstate courtyard_TJ_box invisible)
    •    Removed collision of blackboards.
    •    Increased amount of shared files with other ET: Legacy overhauls to decrease filesize once they are shipped together.
    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.
    •    Structural mesh and VIS blocking has been improved
    •    Visual changes have been made
                            
    ALLIED OBJECTIVES:
    Primary: Steal the Supply Documents and transmit them back to Allied Command.
    Secondary: Destroy the Main Door into the Complex.
    Secondary: Breach the Storage Wall.
    Secondary: Dynamite the Service Door.
    Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building.
    Secondary: Establish a forward Command Post in the Upper Complex.
    AXIS OBJECTIVE:
    Primary: Stop the Allies from transmitting the Supply Documents.
    Secondary: Defend the Main Door.
    Secondary: Defend the Storage Wall from being breached.
    Secondary: Stop the Allies from destroying the Service Door.
    Secondary: Set up a Command Post inside the Transmitter Building.
    Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.

    10 downloads

       (0 reviews)

    0 comments

    Updated

  6. z_etc_race_b1c

    briefing        "Steel the Gold and take it to your Carpet, first Team that reach the finish has won"

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  7. fa_italy_b3_fixed

    Fixed some more stuckages with bots in FA Italy. Also added additional routing so bots will take the rear access to capture the flag (the access route requiring jumping over the crates and barrels).  ciontact us  for any bot issues on this map
    1 "The Marketgate! Dynamite it and drive through!"
    1 "The Marketgate! Defend it in order to stop the Jeep!"
    2 "Don't let them build another Jeep Barrier!"
    2 "Construct another Barrier!"
    3 "Last Barrier! Both stairs need a Ramp!"
    3 "Last Barrier! Prevent them from building both Ramps!"
    4 "Door Gets bombed away when Jeep is in position!*"
                       "Escort the Jeep near to the tower!"
    4 "Door Gets bombed away when Jeep is in position!"
                      "Stop the Jeep before it reaches the tower!"
    5 "A usual neutral Command Post*"
                      "with another Spawnpoint!"
    5 "A usual neutral Command Post*"
                      "with another Spawnpoint!"
    6 "Capturable Spawnpoint!"
    6 "Captureble Spawnpoint!"
    7 "Steal both Goldcrates!"
    7 "Don't let them steal both Goldcrates!"
    8 "Faster escaping would be made possible*"
                        "by a hole in this wall! Destroyable from inside only!"
    8 "Destroyable wall from the inside! Let's escape Allies*"
                     "easier from the Tower!"

    21 downloads

       (0 reviews)

    0 comments

    Submitted

  8. nitmod_2.3.1

    Installing/Updating
    Depending on how the mod package was created, it may contain all the required files inside a "nitmod" folder, or directly into the Zip root.
    Installing for the first time
    Stop your server
    Unzip the mod package.
    If the mod package doesn't contain a "nitmod" folder:
    Create a "nitmod" folder on your server, next to the "etmain" folder.
    Upload the content of the mod package to the folder you just created
    If the mod package contains a "nitmod" folder:
    Upload the "nitmod" folder to your server's root (near "etmain")
    Once the files are uploaded:
    Change your server's "fs_game" cvar to "nitmod" (either in your control panel for rented game servers, or in your startup command line if you're hosting it yourself)
    Start your server
    Updating
    Stop your server
    Delete the current mod pk3 file from your server's "nitmod" folder (usually nitmod_*.*.pk3)
    Unzip the mod package.
    If the mod package doesn't contain a "nitmod" folder:
    Upload the content of the mod package to your server's "nitmod" folder
    If the mod package contains a "nitmod" folder:
    Upload the content of the package's "nitmod" folder to your server's "nitmod" folder
    In both cases, you will probably have to confirm you want to replace qagame_mp_x86.dll (Windows servers) or qagame.mp.i386.so (Linux servers).
    Once the files are uploaded:
    Start your server
    Server configuration
    N!tmod releases come with a sample configuration file (nitmod.cfg).
    It contains every mod Cvars set to their default value, and a small description of what they're used for.
    For a complete description, visit our Cvar reference (link on the left menu of this page).
    Admin system configuration
    Setting up SQLite Database
    N!tmod includes a powerful Shrubbot like admin system, partially rewritten to use a SQLite database, extend features and provide higher performance.
    It allows you to modify/add/delete admin levels and manage every player who has connected to your server, even whey they are offline
    Admin system is disabled by default, because it requires you to set the path to where you want the SQLite database file to be saved, using the n_SQLiteDBPath Cvar.
    The database file will be automaticly created if the above cvar is set correctly, and the server process has read/write permissions on the specified path.
    If an invalid filename is provided, the mod will attempt to create a "NITMOD_DB.sqlite" database inside "fs_homepath"/nitmod directory.
    The SQLite database is also required for XPSave (see g_XPSave), Offline messaging (see n_userMail) and Map records (see n_mapRecords)
    Setting up admin levels
    To setup admin levels on your server, you must create a levels.db file inside nitmod folder
    sample:
    ********** name = panzerwaron message = ^1Enable Panzerwar? help = Enable Panzerwar cmd = !panzerwar 1 ********** name = panzerwaroff message = ^1Disable Panzerwar? help = Disable Panzerwar cmd = !panzerwar 0 ********** name = splata help = Splat (instagib) all players. cmd = Splata message = Splat (instagib) all players? DO NOT copy & paste level entries from another mod's 'shrubbot.cfg' file, it will NOT work!
     
    Here is 'levels.db' file structure description:
    **********  // Delimiter (10 *) Must IMPERATIVELY be placed BEFORE every level.
    level =     // Level Number
     
    name =      // Level Name
    flags =     // Flags
    gtext =     // Optional Greeting Text (user's greeting text overrides this value)
    gsound =    // Optional Greeting Sound (user's greeting sound overrides this value)
     
    This file can be edited ingame (or through rcon) using !levedit, !levadd and !levdelete commands.
    The file will automaticly be overwritten when using one of these commands.
    If you manually edit this file while the server is running, use !readconfig command to load modifications.
    Use !levlist and !levinfo commands to display informations about existing levels.
     
    Setting up custom commands
    N!tmod allows adding custom commands to the existing admin system commands set.
    To setup custom commands on your server, you must create a commands.db file inside nitmod folder (download sample here).
    DO NOT copy & paste custom commands from another mod's 'shrubbot.cfg' file, it will NOT work!
     
    Here is 'commands.db' file structure description:
    **********  // Delimiter (10 *) Must IMPERATIVELY be placed BEFORE every command.
    name =      // Command name (ex: "test")
    exec =      // Command sent to server (ex: chat "^3Test command")
    desc =      // Text displayed in !help cmdname (ex: "Test command")
    levels =    // Levels having access to this command, delimited by spaces (ex: 0 1 2)
     
    If you manually edit this file while the server is running, use !readconfig command to load modifications.
     
    Setting up custom votes
    Starting from version 2.2, server admins can create custom votes.
    To add custom votes, you must create a votes.db file inside nitmod folder
     
    Here is 'votes.db' file structure description (N!tmod 2.2):
    ********** // Delimiter (10 *) Must IMPERATIVELY be placed BEFORE every vote.
    name =     // max 20 chars vote name (to use with /callvote)
    cmd =      // max 100 chars command to execute on server side when vote passes
    message =  // max 256 chars message displayed on clients when vote is called
    download sample here
     
    Starting from N!tmod 2.3, the votes.db syntax has been modified, adding more flexibility.
    Here is 'votes.db' file structure description (N!tmod 2.3 and higher)
    **********  // Delimiter (10 *) Must IMPERATIVELY be placed BEFORE every vote.
    name =      // max 20 chars vote name (to use with /callvote)
    message =   // max 256 chars message displayed on clients when vote is called
    help =      // max 256 chars vote description (ex: /callvote *name* ?)
    exec =      // max 1024 chars command to execute on server side when vote passes
    passtext =  // max 256 chars message displayed on clients if vote passes
    levels =    // max 64 levels allowed to call this vote (if empty, vote is available for all levels)
    example:
    ********** name = panzerwaron message = "^2Enable Panzerwar?" help = "Enable Panzerwar" exec = !panzerwar 1 passtext = "^5Panzerwar ^7is now ^2Enabled^7!" levels = 1 2 ********** name = panzerwaron message = "^1Disable Panzerwar?" help = D"isable Panzerwar" exec = !panzerwar 0 passtext = "^5Panzerwar ^7is now ^1Disabled^7!" levels = 1 2  
    If you manually edit this file while the server is running, use !readconfig command to load modifications.
     
    To call one a custom vote, use the /callvote command in your console, followed by the custom vote name. Ex : /callvote mycustomvote.
    CK" instead of "SUSPICIOUS MEMORY MODULE".

    37 downloads

       (0 reviews)

    1 comment

    Updated

  9. nitmod_2.3.2_20210131

    Version 2.3.2 is in the making (when I have time...)
    Download
    You only need to replace the qagame .dll or.so and the pk3 files with the new ones to update your server.
    If you are installing for the first time, or updating from a version prior to 2.3, don't forget to check the Setup tutorial and the NxAC Setup tutorial.
    Changelog
    N!tmod 2.3.2 (Build 20210131) Added: g_disableComplaints flag 8 (Disable complaints for tripmines teamkills)
    Added: Some global awards
    Added: g_artilleryHints (0 - Disable | 1 - Enable team artillery zone hints)
    Added: cg_artilleryHints (0 - Disable | 1 - Display team artillery zone hints, if enabled on server)
    Added: 'nopm' admin flag - Disable private messages for levels or users with this flag
    Fixed: Global Backstabs stats were incremented when backstabing a teammate
    Fixed: Bug with mortar cam frame staying on screen during whole map
    Fixed: /team exploit allowing players to spawn with other classes weapons if g_pickAnyWeapon was enabled
    Fixed: HUD XP was no longer flashing yellow after increasing since recent builds
    Fixed: Players could walk with scoped weapons if global stats were displayed on screen
    Fixed: cg_autoaction demo recording sometimes not working
    Modified: HUD BS/HS stats now flash green for a short time when they increase
    Modified: Renamed some global awards
    Modified: Notifications popups (top right of the screen for awards, private messages...)
    Modified: Global stats window size and opacity
    Modified: Code optimizations
    Modified: Loading screen progress bar
    Removed: "globalstats" command is no longer bound to N key by default
    N!tmod 2.3.2 (Build 20201231) Fixed: Mod couldn't load on Linux/MacOS (MacOS Remains untested because I don't have a Mac at home...)
    Fixed: Something was wrong with shuffle by K/D Ratio
    N!tmod 2.3.2 (Build 20201228-1) Fixed: Self-stab bug with g_hitboxes enabled (Thanks to eG clan for help with debugging).
    Fixed: Announcer ("prepare to fight", etc) was sometimes corrupted
    Modified: Announcer font (kill assistance, etc...)
    Added: Objectives announces on screen (when planting, destroying, damaging, etc...)
    Fixed: Typo when tripmine was set
    Added: Intermission Awards 'emojis'
    Added: LUA et_obituary can now replace the default obituaries with it's return value (Request #54)
    Fixed: Typo when tripmine was set
    Fixed: BUG #73 Satchel bug where satchel would only damage players but not objectives around
    Fixed: Satchel bug where satchel wouldnt drop (related to BUG #73)
    Fixed: BUG #70 Medics couldn't pick Sten at all when g_pickAnyWeapon was enabled (except if g_weapons 512 flag was set)
    Modified: Avoid flooding client with server commands when arming/disarming dyna/mines
    Added: Objective hints, makes it easier to find objectives to construct/destroy (experimental)
    Added: cg_objectiveHints client cvar
    Added: 'cg_drawHUDStats' cvar (0/1): toggle drawing N!tmod's HUD stats
    Modified: Reworked some HUD text elements to make them easier to read on bright maps
    Added: 'cg_woundedNames' cvar (0/1): Draw names above wounded players when playing as a medic. Wounded players will also see nearby medics names.
    Added: 'cg_drawBanners' cvar (0/1): Allow disabling drawing of server banners (requested on Facebook and bug tracker).
    Added: !seen output now displas UserID (NGUID last 8 chars)
    N!tmod 2.3.1 (Changes since N!tmod 2.3 FINAL): Modified: Improved NxAC logging and adminchat reports
    Modified: Whole new NxAC Screenshot transfer code
    Fixed: NxAC screenshot queries had no effect on Linux/OSX clients
    Fixed: !showbans crash on linux servers when ban reason was too long
    Fixed: !splata not gibbing players
    Fixed: goomba not gibbing when it should
    N!tmod 2.3 FINAL (Changes since N!tmod 2.3 BETA 2):Added: Serverlist can now display N!tmod servers' NxAC status Added: Filter to show/hide NxAC protected servers in the serverlist
    Added: Serverlist can now show bot counts (ex: 10(+3)/32 means 10 real players, 3 bots, 32 clients max)
    Added: /cheaters command: Will display cheaters list (useful for servers where auto kick/ban is not enabled)
    Added: sv_NxAC serverstatus cvar, so game trackers can know the server's cheat protection status
    Added: n_NxAC cvar. 0: Warning only | 1 - Auto kick/ban | 2 - Auto screenshot + kick/ban
    Modified: Improved !showbans output (fixed layout and added UserID)
    Fixed: Some !commands output could be truncated, or simply not sent to clients.
    Added: Date and time are now logged into NxAC screenshot info files
    Added: Violation are now logged into NxAC screenshot info files in case of auto-screenshot
    Fixed: Freeze problem after map change/vid_restart should now be fixed
    Fixed: Potential NxAC crash
    Fixed: Satchel stats problem (http://bugs.etmods.net/index.php?do=details&task_id=67)
    Fixed: Merged some NxAC security and stability fixes from N!tmod 2.4's work in progress
    Fixed: Wounded players disappearing when gibbed by MOD_GOOMBA
    Fixed: n_standCrouchDelay cvar name typo
    Fixed: !mute and !unmute were not always working as expected
    Fixed: Erroneous "Player ended his own spree" when spectating another player and changing team
      N!tmod 2.3 BETA 2 (Changes since N!tmod 2.3 BETA 1):
    Fixed: When hitting a teammate on FF enabled servers and "Teamkill assistances" are not enabled, players were getting a "Kill assistance" Fixed: Adrenaline wouldn't drain charge sometimes when used by a non-medic class and depending on the server's chargetime settings
    Added: n_voteMaxTimelimit - Allow capping the maximum timelimit vote value
    Fixed: Round timer now supports higher timelimit and can display hours and, in extreme cases, days remaining.
    Added: n_classesMaxHP: Allow setting max HP for each class
    Fixed: NxAC was reporting players with suspicious memory modules as "GAMEHACK" instead of "SUSPICIOUS MEMORY MODULE".
    N!tmod 2.3 BETA 1 (Changes since N!tmod 2.2 Final): Fixed: Major memory leak in the Admin System
    Fixed: All the known crash/data loss issues in the SQLite/Admin System code
    Fixed: Prone bbox height
    Fixed: Some constructibles couldn't be built
    Fixed: Console prints if a dynamite is disarmed by owner or teammate
    Fixed: ETPro "delete" mapscript can now find entities by any key, not only by "origin"
    Fixed: "cvar" script action was not working correctly
    Fixed: wm_announce and wm_annonce_icon were not logged and could break compatibility with some LUA modules
    Fixed: "Modern Ammo Bar" bug
    Fixed: !shuffle was sometimes moving spectators into team
    Fixed: Sten damage did not match ETMain value (was 18, is now 14)
    Fixed: damage/splashdamage/splashradius values were hardcoded for some weapons, causing weapon scripts to have no effect
    Fixed: Some objectives couldn't be picked up if g_realbody was enabled
    Fixed: Slot number was sometimes invalid in !finger output
    Fixed: "Highest fragger" award is now given to the player with the least deaths if more than one players have the most kills
    Fixed: Some global stats were incremented when killing bots, or during warmup
    Fixed: Engineer's bomb damage and splash radius were too high
    Fixed: Max ammo was wrong for some weapons, which could result in players having 14 or 16 revive syringes, for example
    Fixed: g_landminetimeout and g_tripminetimeout were not working correctly (some mines were not removed)
    Fixed: Bots aim error after being revived
    Fixed: Players could sometimes respawn in tanks if they were killed while mounting it
    Fixed: "Dynamite planted" objective announces were sometimes awarded to the player who set the dynamite instead of the player who armed it
    Fixed: Sometimes censor would mute the wrong player, or mutes would disappear on client reconnect
    Fixed: level 5 medics always had 10 extra HP when picking a medpack. Now the 10 extra HP are only given if the medpack was dropped by a level 5 medic
    Fixed: Players who kill themselves with their own bomb used to get a new one after being revived
    Fixed: !nextmap now starts intermission and let players vote for next map (just like a "nextmap" vote) if g_mapVoteFlags flag 16 is set and gametype is Map Voting.
    Fixed: default "commands.db" file was corrupted
    Fixed: Don't !nade spectators
    Fixed: !delrecords DELETEALL was not working because of a SQLite syntax error
    Fixed: problems with high levels in commands.db
    Fixed: When dead and following another player, v6 (vsay player class) was wrong. Now, it will announce their latched class
    Fixed: crosshair names and class icon overlapping for disguised enemies
    Fixed: Missing crosshair hint value when arming/disarming landmine/dynamite
    Fixed: Do not play poison syringe hit sound on clients that we can't poison
    Fixed: Missing weaponstats for Poison gas landmine
    Fixed: Missing obituary message for MOD_POISONGASMINE
    Fixed: Landmines ammo count could be wrong when too many map mines were planted (on baserace for example)
    Fixed: Don't draw crosshair mine ID for map mines
    Fixed: Spree/Multikill announce position now changes when client receives a notification popup
    Fixed: Couldn't vote to enable friendly fire if other bitflags than 1 were set on g_friendlyFire
    Fixed: New gametypes were missing in votes menu
    Added: n_greetingPos
    Added: n_killAssistances
    Added: n_noSkillUpgrades
    Added: n_tankMountDelay
    Added: n_standCrouchDelay
    Added: n_crouchStandDelay
    Added: n_reviveSpreeOptions
    Added: n_minNameLength
    Added: n_crazyGravity
    Added: n_crazyGravityMin
    Added: n_crazyGravityMax
    Added: n_crazyGravityInterval
    Added: n_multiReviveTime
    Added: n_LogCurrentTime
    Added: g_DMOptions flag 16384: Enable intermission map voting
    Added: g_dualSMG flag 2: Drop both primary weapons when players go into limbo mode
    Added: g_poison flag 8: Can't cure poison with medpacks dropped by our poisoner (Requires g_poison flag 2 to be enabled)
    Added: omnibot_flags flag 65536: Bots will use Poison Gas Landmines (if enabled) rather than normal Landmines
    Added: g_hitboxes flag 16: Players can avoid bullet impacts when they are behind a player who has just been revived (Default ET behavior)
    Added: g_realbody flag 2: body hitbox height lowered to shoulders
    Added: g_realbody flag 4: Dead/Prone/Playdead hitboxes height lowered
    Added: g_realbody flag 8: Crouch hitbox lowered to shoulders (more than original ones)
    Added: cg_pmColor client cvar: Private messages color (Ex: cg_pmColor "1" will display red pm)
    Added: cg_noGreetingSounds cvar: Let clients disable greeting sounds if they don't want to hear them
    Added: ETPub style scoreboard double tap to sort players by XP or K/D
    Added: demo_wallHack client cvar, allow using "real" wallhack during demo playback
    Added: Global stats can be displayed in game using "globalstats" command (automaticly bound to "N" key if not bound to another key)
    Added: Client notification popups (First blood, incoming PM/Adminchat, warnings...)
    Added: cg_notificationFadeTime & cg_notificationTime cvars to customize notification popups
    Added: "minimize" command (windows only)
    Added: ETPro crosshairs (up to cg_drawCrosshair 15)
    Added: ETPro style Extended ASCII characters support
    Added: Player's hit regions stats during intermission
    Added: "Best Revive Spree" Award
    Added: "Best Engineer" Award: Most objectives planted/defused/destroyed/constructed
    Added: "Best CovertOps" Award: Most uniform steal, satchel kills, satchel destructions, landmines spotted
    Added: "Best FieldOps" Award: Most ammo given, most tank/trucks destroyed with arty/airstrike
    Added: True player count in the server browser (requires original .menu file, don't forget to update your custom pk3s with this new file if needed)
    Added: Adminchat window (similar to the normal chat box)
    Added: globalstats in N!tmod>Controls menu
    Added: adminchat window N!tmod>Controls menu
    Added: Backstabs & UniformSteal stats are now sent to the master server
    Added: Client game version is now displayed in !finger output
    Added: Custom commands tag will now be replaced by the player's slot number
    Added: Revive spree records are now stored in the SQLite database (inside "records" table, like other map records)
    Added: New map records are now announced during intermission, previous records are also announced for comparison
    Added: !crazygravity command: Toggle Crazy Gravity
    Modified: Shuffle is now based on player's Global + local KD Ratio (local KD ratio only if global stats were not retrieved from the master)
    Modified: Increased database max users from 32768 to 65536
    Modified: g_revenge: Revenges give +1xp
    Modified: Updated SQLite to version 3.8.5 (previous version: 3.7.6.2)
    Modified: Improved SQLite code to process queries faster
    Modified: Improved entities code (Should considerably reduce server CPU usage on maps with a lot of entities or servers with a lot of players)
    Modified: Artillery code now uses less entities
    Modified: New Inactivity code: Old one was buggy and used to add some useless delays
    Modified: Improved hit detection code for default hitboxes ( g_hitboxes 0)
    Modified: New "votes.db" syntax (see http://etmods.net/nitmod_install.php)
    Removed: n_SQLiteLogs cvar
    Removed:
    LUA API: Added: et_ReceivedGlobalStats(clientNum, statsBuffer) callback function
    It is called whenever server receives global stats for a player.
    'clientNum' is the clientNum of the client whose stats have been received
    'statsBuffer' contains space separated values:
    KILLS DEATHS TEAMKILLS TIME_PLAYED REVIVES TRIPMINE_KILLS GOOMBAS SCOPED_HEADSHOTS FLAMETHROWER_KILLS CONSTRUCTED_OBJS DESTROYED_OBJS ROUNDS_PLAYED SATCHEL_KILLS BACKSTABS STATS_UNIFORMSTEAL
    Added: LUA: ReadOnly access to sess.aWeaponStats
    Fixed: G_LuaHook_ConsoleCommand was missing
    Fixed: et_ClientBegin( clientNum ) callback is now only called once per map (ETPro behavior)
    Added: et.G_PlayerCount(type) function :
    t.G_PlayerCount(0) = Total number of connected players
    t.G_PlayerCount(et.TEAM_AXIS) = Total number of axis players
    t.G_PlayerCount(et.TEAM_ALLIES) = Total number of allied players
    t.G_PlayerCount(et.TEAM_SPECTATOR) = Total number of spectators
    Tripmine code has been completely reworked: Tripmines now need to be armed
    Once a tripmine is armed, it takes 1 second to become active (the beam is a little transparent when it's not active)
    If it's not armed, a tripmine will fade after 15 seconds
    It is impossible to arm an enemy tripmine
    Tripmines can be disarmed (they always did)
    Tripmines can be damaged (2 SMG shots) if g_damageweapons flag 32 is set (no big change here)
    Fixed: team tripmine counter was not adjusted if a player disconnected/changed team and n_tripmineTimeout was enabled
    Once a tripmine is placed, player will automatically switch to pliers to arm it
    NxAC:
    Added: Client Cvars Scanner Added: Client binary checksum verification
    Added: Cvar violations are now reported to ETMods.net master server
    Added: Cvar Scanner warnings (n_NxAC_CvarScanMaxWarnings) before kick
    Added: Active cheat detection (detected cheaters will be reported to adminchat and added to the server's NxAC violations log)
    Added: server side "getss" command: /getss [name|slot#] (JPEG Quality: min 10 max 100 default 70)
    Remote screenshots are now saved inside "nitmod/NxAC/screenshots" on server, player informations are saved in a .txt file near the screenshot file (names are the same, only the extension changes)
    If remote screenshot fails, a violation is triggered, logged, and reported to adminchat

    36 downloads

       (0 reviews)

    0 comments

    Updated

  10. fueldump_reverse_b3

    March 2021 (Yeah, we are still making ET maps )

     Title        : fueldump_reverse_b3      
    file Name    : fueldump_reverse_b3.bsp
    Version    : beta 1 (purely a test map)

    Author    : Teuthis
     email        : [email protected]
    changes from from _b1:
    - Depotfence now needs to be destroyed by dynamite
    - Depotfence construction crates disappear as soon as tank is captured
    - Depotarea where tank uis has now a teamdoor for axis
    - Depot has two new team doors into the tunnel
    - Tank spline issues have been fixed
    - Tank goes now 20% slower in the depot area
    ***tank issue fixed****

    Storyline
    The Axis are hiding a stolen allied tank in the Fueldump Fortress to get information on the allied tank technology and weapon strenghts. Allied headquarter is planning a massive airstrike to destroy the Fueldump area. Allies must steal the tank and escort it out of the area before the allied airstrike kicks in.
     Story short and punchy:
     Allies are trying to steal their tank back and to escort it out of the area
    ____
    Objectives:..
      Allies:..
        1:..Dynamite the Depotgate
        2:..Steal the tank
        3:..Destroy the Tunneldoor
        4:..Escort the tank over the bridge
        5:..Destroy the Escapedoor to leave the area
      Secondary objectives
      - Destroy the Depot side entrance
      - Built the command post
      - Destroy the Axis command post command post
        Allies:..
             1:..Prevent the Allies from destrocing the Depotgate
             2:..Prevent the Allies from stealing the tank
             3:..Prevent the Allies from destroying the Tunneldoor
             4:..Prevent the Allies from escort the tank over the bridge
             5:..Prevent the Allies from destroying the Escapedoor
           Secondary objectives
     
      - Prevent the Allies from destroying the side entrance   
      - Built the command post
      - Destroy Allied command post command post

    Miscellania:..
         :..build time   : a bit more than 3 weeks

    Credits
             :..most importantly teh folks making fueldump. great map!    
            :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
            :..for technical support Niger, Aciz, Kemon, Thunder, Mateos
            :..Motörhead from Wolffiles for the idea with stealing the tank (lovely idea)
     Noteworthy:…...

       :..There are some models in the map that carry TheWolfTeam (TWT) logo. It is important to understand that TWT is not a clan and that I'm not advertising a clan here. The reason I put the TWT logo in is because I want to encourage every person mapping for ET to join this team and to benefit from the help that is offered here. Without the help from TWT this map would not exist the way it is. So more mapper at TWT means more great maps for you all.

    Copyright  :..
               :..Copyright (c) 2021 by id software
              :..all laws from ID software and splash damage / activation that apply for enemy territory also apply to this map.

     Permissions:..You may not include or distribute this map in any sort of commercial product.
                :..distribution is only allowed without any charge for the recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map.

    Last note from Teuthis
              
            :..as with all maps from me, this map is free of Nazi symbols. The world is a better place without those symbols.
    so now fire it up and have fun. And giving me feedback is very welcome. Also if you have ideas for future maps, let me know
     

    21 downloads

       (1 review)

    0 comments

    Submitted

  11. citadel_obj

    Axis Objective Descriptions
    1    "Prevent Allied from building cannon ladder"
    2    "Protect cannon ammo"
    3    "Prevent Allied from firing the cannon"
    4    "Build wooden barrier"
    5    "Protect Axis ammo depot"
    6    "Build command post"
    Allied Objective Descriptions
    1    "Build cannon Ladder"
    2    "Steal cannon ammo"
    3    "Fire cannon"
    4    "Destroy wooden barrier"
    5    "Destroy ammo depot"
    6    "Build command post"

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  12. cortex_who_antifronted + music

    Modefiled by [aF]Vanhintn!? and [aF]StoerFaktor
    I wait so long of new version oF cortex_who but that never happens, so i have change the textur and sounds.
    I dont have change any think in the map
    Original map by
     
    masterkiller
    scorp
    woody
    cR4ZyB3n
    minus (mon frere)
    //Visit us//
    Visit us @ www.antifront.de
    ~cortex[AF]music-override in your mod folder
    for silent mod  i renamed it : z_cortex[AF]music-override.pk3
     

    84 downloads

       (0 reviews)

    1 comment

    Updated

  13. the_moskeeb1

    cause crash with that messages MAX_GAMESTATE CHARS exceeded
    24/06/07
    By Masterkiller(QC)
    Very special thanks to the following people.  Without them this would still just be a bad idea in my head.
    Lead-Mapper    -    i just pretend to map    -    masterkiller(QC)
    Testing/Ideas    -    tons of bugs/ideas    -    CED and his Brother,Tony,fred, tipou and more friend. (thanks guys)
    Help - pakalatak and psylopat (from easymapping)
    The goldrush source
    web ressource:  
    http://easymapping.free.fr/html/
    http://etmapping.goldzoneweb.info/tuto.php
    http://www.enemyterritory-stuff.com/
    http://www.drakir.tk/
    http://www.gamedesign-online.com
    http://www.splashdamage.com/forums/
    http://user.tninet.se/~fzo823r/
    http://www.pythononline.co.uk/et/tutorial.htm
    http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
    http://www.wolfensteinx.com/surface/tutorials.html
    http://hackerteam.free.fr/
    Any suggestions/bugs/thoughts/for the final version can be done in this topic
    http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1209&forum=4
    _____
    Axis Objective Descriptions
    1    "Primary Objective:**Stop the Allies from blowing the Axis Tank Door Garage."
    2    "Primary Objective:**Disable or obstruct the Allied Tank to prevent it reaching the Bank Courtyard."
    3    "Primary Objective:**Prevent the Allies from using the Tank to blow open the Back Moskee Doors."
    4    "Primary Objective:**Stop the Allies from stealing the Gold Bars from the Moskee Vault."
    5    "Primary Objective:**Stop the Allies from escaping with the Gold via a Boat in the sub_bunker."
    6    "Secondary Objective:**Set up a Command Post inside the sub_bunker to gain a respawn point. DONT BUILD IT TO FAST BECAUSE YOU WILL LOST THE TANK DEPOT RESPAWN!!!"
    7    "Secondary Objective:**Prevent the Allies from establishing a Command Post and build your from fortifying your position with a Command Post."
    // Allied Objective Descriptions
    1    "Primary Objective:**Blow The Tank Door to steal a Tank from the Axis garage."
    2    "Primary Objective:**Protect the Tank and escort it to the Moskee valley, clearing any obstructions along the route."
    3    "Primary Objective:**Escort the Tank into position to blow the Moskee Back Doors open to reach the 2 goldcrates."
    4    "Primary Objective:**Steal two crates of Gold from the Moskee Vault and escort it to the boat."
    5    "Primary Objective:**Escape with the crates of Gold using the Boat in the sub_bunker."
    6    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub_bunker ."
    7    "Secondary Objective:**Establish a Command Post at foward garage door."
     
     

    5 downloads

       (0 reviews)

    0 comments

    Updated

  14. md_bunker

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent Allies from Destroying the power generator."
    2    "Primary Objective:**Prevent the Allies from stealing and transmitting the secret access codes."
    3    "Primary Objective:**Prevent the Allies from destroying the top secret missile."
    4    "Secondary Objective:**Prevent the Allies from destroying the tunnel fences."
    5    "Secondary Objective:**Prevent the Allies from destroying the tower access door."
    6    "Secondary Objective:**Prevent the Allies from destroying the flak gun access door."
    7    "Secondary Objective:**Prevent the Allies from building the construction tower."
    8    "Secondary Objective:**Build the command post."

    // Allied Objective Descriptions
    1    "Primary Objective:**Destroy the power generator and unlock secured door."
    2    "Primary Objective:**Steal and transmit the secret access codes to permanently unlocl the code doors."
    3    "Primary Objective:**Destroy the top secret missile prototype in the missile bunker."
    4    "Secondary Objective:**Destroy the tunnel fences."
    5    "Secondary Objective:**Destroy the tower access door."
    6    "Secondary Objective:**Destroy the flak gun access door."
    7    "Secondary Objective:**Build the construction tower."
    8    "Secondary Objective:**Build the command post."

    18 downloads

       (0 reviews)

    0 comments

    Updated

  15. clavier

    Author            : Masterkiller(Qc)"
    Email address     : [email protected] or [email protected]
    Webpage forum     :
    http://easymapping.free.fr/html/modules/newbb/viewtopic.php?viewmode=flat&topic_id=1307&forum=4
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title       : Clavier
    Filename    : clavier.pk3
    Release date      : 2008-03-1
    Decription  : Axis have build a big trojan infection in all computer in America. Allied need to destroy the main computer to kill this trojan. Allied use "the Shrink-Gun2008 to shrink like a mouse to did the mission. Axis know Allied comming soon then use Shrink-Gun2008 to shrink too.
    Program           : Radiantgtk 1.4.0
                        Milkshape 3D
                        Jasc Paint Shop Pro 9
                        Fl Studio 5
    Build time : 3 weeks.
    Compile time      : 1 hours
    Compile machine   : AMD Athlon 2200, 1024mb
    Installation      : Place the clavier.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: /map clavier to start the small campaign. (clavier, goldrush,clavier,oasis)
    Textures    : 100 new in the pk3 file.
    Sounds            : 47 new sounds.
    Models            : 12 new model. 2 from me, 10 from internet.(see thanks below)
    Info!
    #. This is a "FUN" map for the spring. Winter is so long and i have nothing to do so i did this map. The map is intended to be fun playing but also at the same time being competive. So that it can be used as a war map between clans.
     Special thanks and Credits to:
    Friend and tester:
    Steven,Fred,Samuel,
    from easymapping
    psylopat,Brain-Storm,His-Infernal-Majesty
    Website:
    http://easymapping.free.fr/
    http://wikimapping.free.fr/
    http://www.enemyterritory-stuff.net/>>>https://ets-clan.com/
    http://www.spyjuice.com/tutorials_et.html
    http://www.heppler.com/shader/
    http://www.splashdamage.com
    Model:
    -Oak-tree Mapmodel (c)GrimReaper
    Krischan "GrimReaper" Makowka
    E-mail:  [email protected]
    -Alpine Assault misc_models
    -"Willy's" Jeep
    -dt_oblitz
    -Fire Fighting Accessory's
    Model and textures by Detoeni
    http://www.planetwolfenstein.com/detoeni
    ©Phil "Detoeni" Gresley 2005
    Detoeni.uk
    -GrandFather Clock MD3 model by rayban.
    -models of documents for wolf:et
    http://www.splashdamage.com/forums/viewtopic.php?t=17129
    frames: 16
    rayban ( [email protected] )
    -zp_m3_flakpanzer38
    -zpsm_m4_arado196 readme
    original concept design by Shaderman. project adopted by zenith-ply.
    technical name: Arado Ar 196
    codename: ardo
    contact: [email protected]
    http://www.surfacegroup.org/forums/
    © zenith-ply 2007
    -wp_190
    -wp_halftrack
    Model by MuffinMan,
    converted to md3 by Uberdave
    textured by Detoeni
    http://www.wolfproject.net/
    Prefab special thanks
    elevator:
    wezelkrozum
    Copyright © 2008 masterkiller(qc) all rights reserved
    This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state, MUST
    include this .txt file, and may NOT be modified IN
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.

    20 downloads

       (1 review)

    0 comments

    Updated

  16. ETL 2 76

    sources :https://www.etlegacy.com/
    https://www.etlegacy.com/download/release/list
    toutes versions Windows, Linux and Mac os
    1/etlegacy-v2.76-x86 windows + etl_pak0_patch+etl_2.76-silent-0.9.0-patch
    etl_pak0_patch:
    About This File
    This patch is for ETL 2.76 goes into the Mod Folder of the server it must be carried over to each server mod that includes so far Jaymod, Silent working on others atm
    using default map sounds errors to fix for ETLegacy 2.76 console errors
    Also using default sounds from Wolfenstein - Enemy Territory\etmain\pak0.pk3 unfound sounds will use a blank.wav
    this is for maps with errors listed below plus there was no issues with Battery or Railgun so far
    Fueldump
      Reveal hidden contents
    Goldrush
      Reveal hidden contents
    Wurzburg Radar
      Reveal hidden contents
    Siwa Oasis
    etl_pak0_patch.pk3 file size 244 kb
    Initializing Sound Scripts
    ...loading 'sound/scripts/vo_allies.sounds'
    ...loading 'sound/scripts/vo_axis.sounds'
    ...loading 'sound/scripts/goldrush.sounds'
    done.
    ERROR: sound file "sound/hitsounds/head.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/hitsounds/team.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/silent/firstblood.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/announces/revive3.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/announces/revive5.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/announces/revive10.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/announces/deaths10.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/announces/deaths20.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/announces/send.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/announces/sendtk.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/announces/sendsk.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/announces/sendenv.wav" does not exist or can't be read <----- Mod related fixed
    ERROR: sound file "sound/multiplayer/hurt_barbwire.wav" does not exist or can't be read <----- related fix here https://fearless-assassins.com/files/file/1866-etl_pak0_patchpk3/
    LOADING... graphics
    LOADING... maps/goldrush.bsp
    stitched 16 LoD cracks
    ...loaded 25320 faces, 573 meshes, 257 trisurfs, 0 flares, 0 foliages
    LOADING... entities
    LOADING... game media
    LOADING...  - textures
    LOADING...  - models
    LOADING...  - weapons
    LOADING...  - items
    LOADING...  - inline models
    LOADING...  - server models
    LOADING...  - particles
    LOADING...  - classes
    LOADING...  - game media done
    LOADING... flamechunks
    LOADING... clients
    *** You have been authorized "referee" status ***
    ---------------------------------
    2/ETL_Linux_64  64 bit Linux
    is NOT 2.60b compatible!
    64 bit mods only!
    3/ ETLegacy-v2.76-OSX 1.0.0
    Mac OS X
    No Omni-Bot server support!

    18 downloads

       (0 reviews)

    0 comments

    Updated

  17. ETL 2 77

    sources:https://www.etlegacy.com/download

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  18. 13jumps_b1

    The skybox is from opengameart.org
    https://opengameart.org/content/cloudy-skyboxes
    Shut Up Mom has released his first map after starting mapping just over a month ago

    47 downloads

       (0 reviews)

    0 comments

    Updated

  19. handbanger

    new map by @Scaffa

    12 downloads

       (0 reviews)

    0 comments

    Updated

  20. 13jumps2__final

    new map by @SHUT UP MOM 

    28 downloads

       (0 reviews)

    0 comments

    Updated

  21. falcon3_fixed + falcon2_texfix

    silent mod players crash a lot with that map ...

    axis_desc        1    "Primary Objective:**Stop the Allies from stealing the UFO radar component."
    allied_desc    1    "Primary Objective:**Steal the UFO radar component and bring it back to your HQ"
    axis_desc        2    "Primary Objective:**Stop the Allies from stealing the UFO radar command system."
    allied_desc    2    "Primary Objective:**Steal the UFO radar command system and bring it back to your HQ"
     
     

    35 downloads

       (0 reviews)

    0 comments

    Updated

  22. stonehalls_b3

    DJ map

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  23. donkeyslopes_b1

    DJ map

    19 downloads

       (0 reviews)

    0 comments

    Updated

  24. shorty_competition

    new map by @Scaffa /// Shorty Competition /// A short custom map that most players will be able to enjoy. The goal of the map is to climb the tower and reach the final pad. /// Event /// From release until the end of November 2020, players can set times on this map. When December hits, I will take a look at all the records been set on the |999| TrickJump! server. The top 10 fastest players will then be put in a "Trophy" room for the final version of the map. The reason behind the competition is to get more people engaged in speedrunning in ET. Since not everyone is able to do harder maps, or has the time and passion available to speedrun longer maps, this map is: 1. Easy; 2. Short. This way, you'll be able to master the map quickly and have many attempts at improving. Hope you all will enjoy this and set many records! - Scaffa

    19 downloads

       (0 reviews)

    0 comments

    Updated

  25. scorty_v2

    DJ map

    7 downloads

       (0 reviews)

    0 comments

    Submitted

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