ET: Legacy

ET: Legacy - free open source multiplayer fps game
ET: Legacy - free open source multiplayer fps game
ET: Legacy - free open source multiplayer fps game

ET: Legacy Team Blog

ET: Legacy Scrims

Any FPS game with e-sports ambitions requires a dedicated competitive scene, so for this blog post we want to thank the 'ET: Legacy scrims' community for their long-standing commitment. The 'ET: Legacy scrims' community was created and is organised by eMMiel, Bystry and n'papo?, is powered by TeamMuppet with dedicated server infrastructure and facilitated by Kimi with the Gathermaster bot, so all in all a wonderful example of community commitment. Therefore, we plan to officially support and integrate this community into the ET: Legacy Discord, making it easier for the interested players among you to join in and get to know the more competitive side of ET: Legacy. While this integration still has to be ironed out here and there, we are happy to already announce this partnership to help grow the emerging competitive scene on ET: Legacy. scrims.jpg The current format are daily matches for 3on3 or 6on6, depending on the amount of online members. There are no skill brackets for now. Everyone is welcome to join and play a few test matches to see whether it's a fit. For further information, please visit their #rules channel which contains extensive info regarding the organisation and gameplay of the played scrim matches.

Depending on the reception among you, the playerbase, future plans range from experimenting with other scrim formats to organising one-day-cups or tournaments as was successfully done in the past. All that's left to say is, go check out their Discord server and play a few matches to get accustomed!


written by Kemon 3 years ago

No comments

Container System

You may have noticed that since a few weeks your main menu looks wonderfully clean. This is due to the container system which was initially introduced in ET: Legacy 2.77 and fixed in the 'Recapture the City!' 2.77.1 hotfix. In short, this system isolates all paks downloaded from an ET server and ensures your client looks clean and most importantly, remains usable on launch.

clean_menu.jpg

This is a major change addressing a long-standing issue, which we probably all are familiar with. After playing on a server the main menu has been tampered with in one form or another. This raises several issues for regular players. For example could it be that the main menu was translated by the previous server (quote6.png below), it also raises security concerns (quote7.png below) as those modifications to the game client happen without permission, but in general, it's probably simple annoyance (quote3.png below) by the constant alterations. Unfortunately, @stealth6 (quote2.png below) put it quite well, as the ET community lost the battle. However, Radegast, our founder, indicated plans to fix this issue (quote4.png below) once and for all and we finally did! 8 years later, but we got you Radegast! Your plans and vision for this project are in good hands. At least we hope so!

isolation.jpg

Short backstory

"Players. Admins. PK3s. Developers. Long ago, the four parties lived together in harmony. Then, everything changed when the Admins discovered the tilde ~. Only Radegast, founder of ET: Legacy, could stop them, but when the Players needed him most, he rightfully took a well-deserved retirement. Eight years passed and the current ET: Legacy dev team developed a new way to protect Players, the dlcache container system. And although our motives were good, we botched the early tilde block attempt in 2.76. But, We believe the dlcache container system can save the Players."

Long backstory

When connecting to a server, the pk3 get downloaded to your fs_homepath. Historically, all files from all the servers you connect to, get put either into etmain or the mod directory (e.g. legacy, silent,...), which are the same directories the game pulls the content from when launching the game. This enabled server admins to force players to download pk3 containing the aforementioned custom menu files, which the game then uses to initialise the main menu on launch. Because all the files from all the servers got put into the same respective directory, a war broke out between servers for who can put more Z or tilde ~ characters in front of their custom menu pk3. This was done because the game goes through the respective directory on launch alphabetically and overwrites previously loaded files with whatever comes after it. In other words, the game loads pak0.pk3 and finds a menu file. It then loads z_custom_menu.pk3 and finds a menu file which it uses to overwrite the one from pak0.pk3. Then zz_custom_menu.pk3 comes along and even after all the Zs the tilde (~~custom_menu.pk3) pk3 come along overwriting everything ones again. Hence, in 2.76 we tried to implement an early measure against all of that, by blocking the pk3 with the tilde ~ character from being downloaded. This, however, prompted righful backlash by our community as it also prevented you from joining those servers even if you understood and accepted the risk. Another solution was required and here we are.

Functionality

Now, pk3 get downloaded into a new sub-directory called dlcache rather than the base directories (e.g. etmain, legacy,...). This means that for example maps get downloaded into fs_homepath/etmain/dlcache instead of fs_homepath/etmain and server pk3 get downloaded into fs_homepath/legacy/dlcache instead of fs_homepath/legacy. These new sub-directories do not get initialised on game launch, which means that custom paks do not get loaded. This is different to the initial plan of the per-server container system described in the initial proposal here as that would have required players to always download all pk3 when connecting to a new server, because even maps would have been stored in each per-server container separately. That would have presented an immense inefficiency for your required disk space, which is why we are even more happy with the current implementation.

Things to keep in mind

  • Third-party mods Exception to this are third-party mods (e.g. silent, nq,...) as changing the folder structure is very likely going to break functionality of those mods. Therefore, it is recommended to keep legacy as the default mod on game launch (+set fs_game legacy).

  • Manual work-around The good news is that you can still manually install custom menu files for quick access to your favourite server. Simply check the pk3 from your favourite server or ask your server admins which of them contains the custom menu and move that to fs_homepath/etmain. Ideally, to minimise any risk, that pk3 should only include the necessary menu files, so please double check with your server admins if you have any concerns.

  • Local host When trying to host a game locally or when simply using /map or /devmap the contents of dlcache are not considered. You will have to manually pull those maps that you wish to test/play locally from fs_homepath/etmain/dlcache and put them into fs_homepath/etmain.


For further questions as well as if you, dear player, server admin, interested follower or else, are interested in contributing to this project, we are always looking for helping hands to speed things up, so please don't hesitate to reach out to us on Discord.


Quotes:


written by Kemon 3 years ago

No comments

'Frostbite, by Moonkey' v13

Right, so 'Frostbite, by Moonkey' v12, unfortunately, was a complete blunder so the disaster below is what we had to endure. Apologies that it took so long to release a fix for it, but nonetheless, this version should get 'Frostbite, by Moonkey' back on track and playable on your servers. If you encounter other issues, please let us know, so they can be addressed in due time.

Download

Please find the download link and additional information here

Changelog

  • Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
  • Fixed missing tree shader. (Thank you woju and spyhawk for reporting)

shot0000.jpg


written by Kemon 3 years ago

No comments

Android support is here!

Android .apk has been added to the snapshot builds.

post.jpg From now on you can enjoy ET: Legacy on Android as well. The .apk is now available to download via our snapshot builds. Please report any issues you may find as this is a development build. More information about this will come soon in an extra blog post. Grab it fresh!


written by Kemon 3 years ago

2 comments

Recapture the City!

The 2.77 release is only a little over two weeks old and we are very happy to share the first proof of drastically shortened release cycles with you today. Unfortunately, with such a comprehensive changelog as the initial 2.77 had, a few issues sneaked in as well. However, we listened to your feedback and addressed the most prominent and crucial issues in the ET: Legacy 2.77.1 'Recapture the City!' hotfix. hotfix_release.jpg We would like to thank all of you for the fantastic feedback after 2.77. The number of downloads alone was inspiring, but the amount of activity on the ET: Legacy Discord has been quite astonishing to say the least. If you are not yet part of the largest ET related Discord community, please join us to always stay up-to-date on our development progress, but also on all things regarding Enemy Territory and Return to Castle Wolfenstein as well.

If you are interested in the development side of this project and are motivated to tackle an issue yourself then please don't hesitate to reach out to us on the Discord. Our development is a collaborative effort done in an open, transparent and friendly manner. Anyone is welcome to join our efforts! But we all know what you came here for, so without further ado, please find the full changelog of the hotfix below or on our wiki here.

Changelog

Engine:

  • Enhanced installer for all platforms
  • Added clipboard to console
  • Fixed compatibility with ETJump shared cvar
  • Fixed asset MD5 checksum failed pop-up during installation
  • Fixed load official pak file error when connecting to servers
  • Fixed infinite download loop when connecting to server
  • Fixed pack isolation with no pure servers
  • Added conversion for extended chars to utf-8 chars in output printing

Client:

  • Fixed Alt+Tab Minimiser doesn't work
  • Fixed console scrolling to bottom on map load working only on localhost
  • Fixed un-reset timeout after getinfo command was retrieved from server
  • Fixed issues with maximizing a window with a non desktop resolution

Renderer:

  • Fixed crash in RE_AddRefEntityToScene

Mod:

  • Fixed bouncing entity velocity was too high
  • Fixed ready status disappearing
  • Fixed entities stuck inside construction point (now, player are crushed and items deleted)
  • Fixed pushing players through solids
  • Fixed body and corpses hindered picking items
  • Fixed un-reset trace ignore cause trace issues
  • Fixed multi votes send on team change during intermission
  • Fixed shoving wounded players
  • Enhanced shoutcaster mod:
    • Added culling for player spawn counts on minimap (When zoomed the text was sometimes drawn outside of minimap)
    • Fixed icons being drawn over minimap border
    • Hided followed player overlay when topshots window is on

written by Jacker 3 years ago

No comments