ETQWPro takes a giant step, from 0.03 to 0.4
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9 Mar 2008, 22:39
•
News
The biggest ETQWPRO update to date has just been released featuring gameplay improvements, game fixes and some additions. The focus of fourth public release is to polish old features, work against full holds on certain maps and make the community rule set as automatic as possible, making it easier to follow. A lot of the features in the update were used in the CDC4 build of ETQWPro and at the people at the LAN seemed very happy with them.
And with this major update we hope that people that have quit ETQW will come back and try out the mod. Because we are getting closer and closer to ETQW as it should have been from a competitive perspective. And we have gone a long way in improving all sides of the gameplay. ETQWPro is a lot more about skill through precise aiming, more balance and less about spam / vehicle dominance. So if you ever tried ETQW and felt it was too spammy, aiming was off or that you felt the balance didn’t work in competition we recommend you try ETQWPro 0.4.
And as a teaser I can tell you that there are already some features ready to be implanted into ETQWPro as soon as they are balance tested properly. So you can look forward to more big ETQWPro updates this spring.
ETQWPro 0.4: http://etqwpro.net/misc/etqwpro040.zip
ETQWPro wiki: http://myhannes.info/wiki/index.php
ETQWPro gathers
The gather channel #qw.gather on quakenet is running ETQWPro gathers around the clock in both 4on4 and 6on6. So if you just want to test out the mod this is an excellent option. Each week more than 120 gathers are played, that’s more than 15 gathers each day.
I grabbed hannes to ask him some question related to the release:
With 0.4 being a major release, how far do you feel ETQWPro is developed compared to what you want it to be?
Well if you compare 0.02 and 0.4 you cannot deny that we made an impressive step forward. At moment I am pretty happy with the development of ETQWPro and the ETQWPro server count is going up each day. (Editors note: passed 100 a couple of days ago) And coming from ET an aim based and tactical shooter, Quakewars vanilla was just too much spam. Now with some restrictions, important events and leagues have chosen to use ETQWPro over pigmod and SD comp mod. So as it is going this game gets more and more into an aim based shooter again. Due to our very own Spread Manager headshots feel right now and are not that random and the new heavy Vehicle rule helps turn down the amount of vehicle spam.
What are you looking into for the next release of ETQWPro, any specific things you can talk about?
Well the next release will be more into fixing any bugs which can popup in this release, statistics, HUD, and some minor not so important stuff. And of course, if Splashdamage releases its source, we still plan to re-build this mod on the SD comp mod.
Major additions/changes in 0.4:
- Fixed a big spread Issue when jumping and shooting, making the extra spread stay for a while
- Added a config, which should make it easier for you guys to create an own one!
- Weapon restrictions are added now
- Removed the scope effect from the strogg HUD
- If vehicles are forbidden on the last Objective stage, players will get ejected by the mod!
- Turret restrictions reworked and should work now
- Added clientside mapscripts!
- Implemented the vehicle rules! If the cvars are set, your team dont have to worry about using too many vehicles at the same time, the mod will either allow or not allow you to enter any vehicle.
- Added cvar for shooting in third person. (Switching positions is still allowed)
- Current ETQWPro version will also be available in the Server Info!
- Added an "announcement" whenever anyone connects on the server. (No sneaky specs anymore)
- g_noTVChat now also available to clients!
- Screenshots are now saved into the review folder
- Added a set timer command which can be your very own
stopwatch.
- Made respawnTimer yellow
- Stopwatch is red
Map changes:
-Strogg/GDF spawntimes on salvage are now 15/30, from 15/35 in 0.03.
-Added g_fastVolcano 1 as an option due to volcano being a very slow map and not being played at all in 6on6 in its current state. Now the map should be doable in around 10 minutes. g_fastVolcano 1 ends the map after 2nd stage (when generator is blown)
New cvars:
Client:
- g_skipPostProcess skip SDs PostProcess, for more FPS
- g_skipAtmosphericEffects only change before loading map, removes skips rain, snow etc
- g_disableTracers show tracers?
- g_useMapScripts execs a cfg on every teamchange! mapscripts/<mapname_teamname>
Server:
- g_fastVolcano ends volcano after second objective
- si_limitHog Only allow one hog at the same time
- si_limitDesecrator Only allow one Descrator at the same time
- si_limitCyclobs Only allow one Cyclob at the same time
- si_limitTrojan Only allow one Trojan / APC at the same time
- si_limitTitan Only allow one Titan at the same time
- si_heavyUseDelay Time in seconds after a killed or decay'd heavy vehicle is useable again
- si_allowTimerset Allow the clientside ETQWPRo timer
- si_allowLastObjectiveTitan Allow titan in the last objective
- si_allowLastObjectiveDesecrator Allow Desecrator in the last objective
- si_allowLastObjectiveCyclobs Allow Cyclobs in the last objective
- si_sprintStyle 0 default, 1 allow reload while sprinting
- si_AutoLockTeams Auto lock teams at startup
- si_aimstyle 1 = ETQWPRO Spread Settings, 2 = W:ET Spread Settings
- si_allowFastGib - allow or not allow faster gib
- si_gibScale - scale the damage a player gets when he get gibbed
- si_gibCenterDistance - how near do players have to be to instant gib players with knifes
To everyone that attended CDC4: if you want to watch CDC4 demos you will need the CDC build of ETQWPro as 0.4 have new features that makes it unable to play CDC4 demos. You can download the CDC4 build here: http://etqwpro.net/misc/etqwpro004nonpublic3.zip
And with this major update we hope that people that have quit ETQW will come back and try out the mod. Because we are getting closer and closer to ETQW as it should have been from a competitive perspective. And we have gone a long way in improving all sides of the gameplay. ETQWPro is a lot more about skill through precise aiming, more balance and less about spam / vehicle dominance. So if you ever tried ETQW and felt it was too spammy, aiming was off or that you felt the balance didn’t work in competition we recommend you try ETQWPro 0.4.
And as a teaser I can tell you that there are already some features ready to be implanted into ETQWPro as soon as they are balance tested properly. So you can look forward to more big ETQWPro updates this spring.
ETQWPro 0.4: http://etqwpro.net/misc/etqwpro040.zip
ETQWPro wiki: http://myhannes.info/wiki/index.php
ETQWPro gathers
The gather channel #qw.gather on quakenet is running ETQWPro gathers around the clock in both 4on4 and 6on6. So if you just want to test out the mod this is an excellent option. Each week more than 120 gathers are played, that’s more than 15 gathers each day.
I grabbed hannes to ask him some question related to the release:
With 0.4 being a major release, how far do you feel ETQWPro is developed compared to what you want it to be?
Well if you compare 0.02 and 0.4 you cannot deny that we made an impressive step forward. At moment I am pretty happy with the development of ETQWPro and the ETQWPro server count is going up each day. (Editors note: passed 100 a couple of days ago) And coming from ET an aim based and tactical shooter, Quakewars vanilla was just too much spam. Now with some restrictions, important events and leagues have chosen to use ETQWPro over pigmod and SD comp mod. So as it is going this game gets more and more into an aim based shooter again. Due to our very own Spread Manager headshots feel right now and are not that random and the new heavy Vehicle rule helps turn down the amount of vehicle spam.
What are you looking into for the next release of ETQWPro, any specific things you can talk about?
Well the next release will be more into fixing any bugs which can popup in this release, statistics, HUD, and some minor not so important stuff. And of course, if Splashdamage releases its source, we still plan to re-build this mod on the SD comp mod.
Major additions/changes in 0.4:
- Fixed a big spread Issue when jumping and shooting, making the extra spread stay for a while
- Added a config, which should make it easier for you guys to create an own one!
- Weapon restrictions are added now
- Removed the scope effect from the strogg HUD
- If vehicles are forbidden on the last Objective stage, players will get ejected by the mod!
- Turret restrictions reworked and should work now
- Added clientside mapscripts!
- Implemented the vehicle rules! If the cvars are set, your team dont have to worry about using too many vehicles at the same time, the mod will either allow or not allow you to enter any vehicle.
- Added cvar for shooting in third person. (Switching positions is still allowed)
- Current ETQWPro version will also be available in the Server Info!
- Added an "announcement" whenever anyone connects on the server. (No sneaky specs anymore)
- g_noTVChat now also available to clients!
- Screenshots are now saved into the review folder
- Added a set timer command which can be your very own
stopwatch.
- Made respawnTimer yellow
- Stopwatch is red
Map changes:
-Strogg/GDF spawntimes on salvage are now 15/30, from 15/35 in 0.03.
-Added g_fastVolcano 1 as an option due to volcano being a very slow map and not being played at all in 6on6 in its current state. Now the map should be doable in around 10 minutes. g_fastVolcano 1 ends the map after 2nd stage (when generator is blown)
New cvars:
Client:
- g_skipPostProcess skip SDs PostProcess, for more FPS
- g_skipAtmosphericEffects only change before loading map, removes skips rain, snow etc
- g_disableTracers show tracers?
- g_useMapScripts execs a cfg on every teamchange! mapscripts/<mapname_teamname>
Server:
- g_fastVolcano ends volcano after second objective
- si_limitHog Only allow one hog at the same time
- si_limitDesecrator Only allow one Descrator at the same time
- si_limitCyclobs Only allow one Cyclob at the same time
- si_limitTrojan Only allow one Trojan / APC at the same time
- si_limitTitan Only allow one Titan at the same time
- si_heavyUseDelay Time in seconds after a killed or decay'd heavy vehicle is useable again
- si_allowTimerset Allow the clientside ETQWPRo timer
- si_allowLastObjectiveTitan Allow titan in the last objective
- si_allowLastObjectiveDesecrator Allow Desecrator in the last objective
- si_allowLastObjectiveCyclobs Allow Cyclobs in the last objective
- si_sprintStyle 0 default, 1 allow reload while sprinting
- si_AutoLockTeams Auto lock teams at startup
- si_aimstyle 1 = ETQWPRO Spread Settings, 2 = W:ET Spread Settings
- si_allowFastGib - allow or not allow faster gib
- si_gibScale - scale the damage a player gets when he get gibbed
- si_gibCenterDistance - how near do players have to be to instant gib players with knifes
To everyone that attended CDC4: if you want to watch CDC4 demos you will need the CDC build of ETQWPro as 0.4 have new features that makes it unable to play CDC4 demos. You can download the CDC4 build here: http://etqwpro.net/misc/etqwpro004nonpublic3.zip
and when i saw "turrets" ... i remembered how boring this game was
might be a time to test this game
also noticable are...
si_heavyUseDelay 60 ~ means you can now take any heavy vehicle from any spawn, but once destroyed all other heavy vehicles are locked for 60 seconds. The old rule of worrying which spawn to take from or only using one type of heavy vehicle goes out of the window.
seta si_allowAttack3rdPerson 1 ~ means vehicles can still shoot in 3rd person (my personal opinion is they should not be able too. At least now the cvar is there for future changes to rules if deemed appropriate).
seta g_fastVolcano 1 ~ volcano is now 2 map objective instead of 3 map objective according to community ruleset above. fair enough tbh imo.
yay
Would be cool that there will be like 5maps without any tanks and flying shit around. Only infeltry.
Smaller maps would be cool too. SupplyDepot to QW!
And ETQWPro plan to try to mod refinery so it will be almost inf only. (If it works out good)
Thinking of quiting ET coz of all the cheaters around. Now lio and alexllll could not belive my fucking eyes/ears
Tested and v.good so far (pretty much finished).
Gotta say that this indeed is one damn big step for ETQWPro!
a list of all etqwpro servers is here:
http://etqw.splatterladder.com/?mod=serverlist&gamemod=etqwpro-1
Edit: Nvm, all empty... :[
now we need hardcore mappers to make some infantrybased maps to get over the ET ppl to ETQW !
I start to like ETQW more and more thanks to this mod.
gj hannes and mod team.
and n1 taken for making news n shit ^^
http://www.rakaka.se/images/digitagamesscreenbig.jpg
Keep up the good work!
Owned! :D
<3
" :'( "
i'd rather have them to cutback the number of grenades the technicians have. Been playing some scrims yesterday where you just died 5 times in a row by grenades.
My opinion is this should be changed to '0' i.e. allow 3rd person in vehicle for looking/moving, but do not allow shooting in 3rd person. I believe this has been voted upon, by the 10 cdc clans & admins responsible for the community ruleset. However I think it should be reconsidered if enough people want the change.
Vote on ET:QW Forums: http://community.enemyterritory.com/forums/showthread.php?t=24179
(Would be good to see a vote on crossfire too)
#etqw.community and soon community-ruleset.com :)
tested and enjoyed it
shoot's feeling is way better now, seems to play with old id games :)
now, better jumps and faster moves, (like sd competition mod ) would be the goal!
thank u hannes & co.