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 2.83.0 - Mom it's working!

Welcome to a new Point Release!

We've been hard at work on Bugfixing and Qualify of Life improvements over the last months and are excited for everyone to get their hands on this one!

Please note that the server of your choice will update on their own pace and please refer to them for their update schedule.

As always we welcome anyone to participate in our Discord Server and to join our collective efforts!

(PATCH 2.83.1 released due to server configs not being properly loaded. )

v2.83 Banner


Changelog Highlights

This list highlights a subset of changes, for the full changelog, please refer to this page.

General

1. Windows binaries are now signed with an official certification
2. ETLTV Improvements

ETLTV now supports LUA alongside with many other improvements.
See the full changelog here

It has been successfully used to broadcast Nations Cup 2024 matches.

(A huge thanks to Ryzyk for his amazing efforts on these matters!)

3. Added new 'video-pipe' command to pipe game footage to ffmpeg

Pipes game footage to ffmpeg for video recording.

If ffmpeg isn't part of your PATH environment variable, the executable must be placed next to the etl binary.

Gameplay

1. Fix Flamethrower damage being dependent on 'sv_fps'

Flamethrower damage was previously dependent on 'sv_fps' and would cause massively more damage beyond 'sv_fps 20'.

This is now fixed by making the Flamethrower damage independent of 'sv_fps'.

2. Smoke Bomb puffs are now deterministic

Smoke from the Smoke Bomb of Covert Ops would previously flow into random directions on each client, causing situations where the view would be blocked for one client, but not blocked for another client.

This is now fixed by making Smoke from the Smoke Bomb deterministic and thus equal among all clients.

3. Medic's passive heal is now deterministic

Medics at full health would previously have a random 0-1 second delay before receiving their first passive heal tick.

They now always receive their first passive heal tick after exactly 1 second, making it deterministic.

4. Diagonal medpack/ammopack throws are now possible without immediate self-pickup

Medics and Field Ops would previously automatically pick up their packs when they throw it at a 45° Angle around them.

This is now fixed by improved pickup collision detection.

5. MG42/Browning automatically attempts to prone on 'weapalt'

MG42/Browning would previously require proning manually before they could be deployed.

In order to bypass the need for this extra key action, which could've already been automated by a user binding, deploying an MG42/Browning now automatically tries to prone before deployment, saving a keystroke by default, similar to mortar.

To opt out set 'cg_weapAltMgAutoProne' to '0' (default: '1')

6. Play 'noAmmoSound' when trying to switch to an empty weapon

Attempting to switch to a weapon which is out of ammo would previously fail without any sound or visual cue.

The 'noAmmoSound' is now being played as a sound cue (local to the player only).

To opt out set 'cg_weapSwitchNoAmmoSounds' to '0' (default: '1')

7. Disambiguate weapon bank collisions

This change disambiguates some weapon bank collisions:

1. A Soldier with SMG Perk having both an SMG and a heavy weapon

For such cases '2' will now select the SMG, '3' will select the heavy weapon.

2. A Soldier with SMG Perk having 2 SMGs

For such cases '2' will now select your team's SMG, '3' will select the other team's SMG.

To opt out set 'cg_weapBankCollisions' to '1' (default: '0')

Visuals

1. Fixed gunFovOffset regression and add ETL Dynamic Fov Offset

We introduced a regression in a previous release, where first person weapon models accidentally ended up being put too low in relation to the player view.

We have fixed this regression and introduced a new default ETL Dynamic Fov Offset feature, which now ships defaults that aim to have consistent gun offsets across different 'cg_fov' values.

These new defaults also aim to ship good default first person weapon visibility and consistency between the same weapon kinds of the 2 teams, while staying true to the original weapon look.
(e.g. the MP40 now should roughly occupy the same screenspace as the Thompson when reloading)

This also brings back guns, like the Panzerfaust, more to the forefront when it was accidentally previously cut short, without significantly obstructing visibility.

To opt out set 'cg_gunFovOffset' to '75' to keep '2.82.1' behavior, or to '90' to go even further back to Vanilla ET behavior (default: '0')

2. Tweaked Character Animations

Character animations have been slightly tweaked and reframed, to better represent playerstate and playeractions and to increase visibility in some instances.

Death animations have been revamped to allow better visibility.

Reload animations now better fit the weapon reload duration.

Jump animations now are able to support animation transition, when they didn't before.

Deploying/Undeploying an MG42 now plays a character animation.

Firing animations don't persist despite the player having stopped firing.

Alongside other small changes.

3. Player Float Sprites now follow heads when downed

Player float sprites, like the revive icon that Medics see for their teammates, now track the head position instead of being placed immediately at a fixed height, which would clip inside the body during the first half of the death animation.

This new feature does not affect hitboxes and is purely visual.

To opt out set 'cg_spritesFollowHeads' to '0' (default: '1')

4. Tweaked First-Person Weapons

Weapon animations have been reframed to more accurately reflect the duration of the weaponstate in instances where animations like reload would be interrupted or transition to soon to the IDLE animation despite still reloading.

Weapon parts have been realigned to reduce graphical glitches, where parts would hover or flick around the screen due to unclean animation frames.

In some instances models like hands were extended to not reveal clipped length at widescreen or higher 'cg_fovs'.

5. Tweak muzzle flash sizes

Muzzles flashes have been frequently completely disabled (via 'cg_muzzleFlash 0') in the past, as they have been shipped dramatically oversized with little transparency and thus heavily obstructed visibility.

We now ship a revamped set of default values with much improved visibility so that players are not incentivized to disable them in order to gain an advantage.

To opt out set 'cg_muzzleFlashOld' to '1' (default: '0')

6. Changed 'Geometric Detail' from 'r_lodbias' to 'r_lodscale'

The 'Geometric Detail' menu option previously made little difference and on highest option still caused needless polygon pop-in on character models

The underlying CVAR has been changed to better reflect the available options.

HUD

1. Various HUD QoL improvement

Big thanks to the community for all the feedback!

See the full documentation for details.

2. Custom 'hud.dat' is now backed up when upgrading to a new version
3. Added Sharp Custom Crosshairs

A new set of "vectorized"/sharp crosshairs have been added.

They replace previous crosshair implementations via 'cg_customCrosshair 1-4' and are configurable via a set of 'cg_customCrosshair*' CVARs.

etl-custom-crosshairs.png

Depending on player feedback, we plan to further improve them and to eventually wrap a Crosshair Editor around them in the future.

Documentation on the CVARs

4. Hotkeys for navigating limbo

The limbo menu is now traversable via keyboard hotkeys:

Team Selection
1 - Team Axis
2 - Team Allied
3 - Spectator

Class Selection
e - Engineer
c - Covert Ops
f - Field Ops
m - Medic
s - Soldier

Weapon Selection
TAB - Switch between Primary and Secondary Weapon Panel
Spacebar - Toggle Weapon Panel
1-9 - When Weapon Panel is opened, select weapon matching weapon index

Confirming/Cancelling
y/z/Return - Confirm (OK)
Escape - Cancel

5. New HUD 'chargebar'/'healthbar' needle

Both 'chargebar' and 'healthbar' gained a new needle indicator.

For 'chargebar' the needle indicates how much of the bar will be consumed by a given weapon.

For 'healthbar' the needle indicates the HP bonus that is granted from the amount of medics in your team.

To opt out uncheck 'Needle' on 'weaponchargebar'/'healthbar' in HUD Editor

6. Add kill assist system to the 'xpgain' component
7. Class Limbo Selection now requires confirmation

Selecting a class in the Limbo menu would previously automatically confirm the loadout.

In order to be able to look up the availability of weapons (e.g. Panzerfaust) without automatically switching to the class, selecting a class now only takes effect when the loadout is confimed via OK (or one of the new Limbo hotkeys: y/z/Enter).

To opt out set 'cg_limboClassClickConfirm' to '0' (default: '1')

8. 'F7' by default now toggles the HUD Editor.

Download the latest Release here


written by Vorschreibung 1 week ago

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ET: Legacy 2.82.1 - Patches Again!

Hello everyone!

After the big ET: Legacy 2.82 release, we come back with the usual "hotfix", mostly adressing post-release issues.


The most notable are probably HUD fixes. Problems with their coversion should be fixed now.

There has also been more work done on ETLTV, supoporting 64+ players servers now, plus added chaining support.

We have been doing some futher fixes on the new crosshair versions, too - both in code and on their image files.

Mortar and Mobile MG jiggle effects have been reduced.

...and many more things!

Full Changelog at: CHANGELOG


DOWNLOAD Download ET: Legacy


etl2821


written by WuTangH 7 months ago

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ET: Legacy 2.81 - Incoming!

It's happening, everybody! We are kicking off the year 2023 with a massive release and there is so much MORE on the horizon!

20th Anniversary LAN

Initially released in 2003, we have the 20th anniversary of ET incoming in May. For a proper celebration, the wonderful folks of ET: Legacy Competitive are organising an on-site LAN event during the anniversary weekend based on ET: Legacy. After some showcase matches during the '2021 QuakeCon At Home' and several 'smaller' cups and tournaments, this is going to be the first 'major' e-sport appearance using ET: Legacy. For more information, please head over to the info channel in their Discord.

Release cycle

We are aware that we aimed for smaller quarterly releases and we are doing our best to get back to that! Nonetheless, we are even more happy to now bring you 8 months of hard work with this release. With the cooperation of the dev team and the comp scene admins growing closer and closer over the last few months and in preparation of this year's LAN event, there is a multitude of changes and features dedicated to improving the e-sports experience of ET: Legacy.

HUD Editor

One of the biggest features is the improved in-game HUD editor reachable by using the menu UI "Menu -> Options -> View -> HUD Editor" or by typing in console the /edithud command. For more information on this, please refer to this (WIP) page.

Changelog

You can find the comprehensive list of changes here, but we have compiled a list of the most notable changes in our Discord server, if you want to have a look. It's also the best place to give feedback, ask for support and discuss anything related to ET: Legacy (or ET/RTCW in general)


written by Kemon 1 year ago

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ET: Legacy 2.80.2

ET: Legacy 2.80.2 'Path Cleared! But like, for real this time!'

Two weeks ago we released the first hotfix 2.80.1 'Path Cleared!' for the initial ET: Legacy 2.80 'Clear the Path!' release another two weeks earlier. Backed by an absolutely amazing increase in activity following the recent Steam release of Wolfenstein: Enemy Territory, we are happy to bring another hotfix your way.

hotfix2.jpg

Given the age of the game, user-friendliness is not on the level of modern games. Given the recent influx in players, we improved the quality of error messages for debugging. On the other hand, we also fixed an issue crashing the game on start-up for some of you. Improving debugging is only a small part as we are also actively looking into UI customisations and improvements. (Again. But like for real this time!) Some improvements to the mod UI have already been included in this release with others still being ironed out.


PRIMARY CHANGES
  • Fixed double sound issue
  • Fixed voice chats on steam 2.60b client
  • Fixed game not running on Wayland on Linux
  • Prevented unintentional pushing by holding down +activate

-> full changelog


OTHER NEWS

ET: Legacy on Steam? We are still reaching out to the right people regarding the possibility of releasing ET: Legacy on Steam. Some progress has been made, but unfortunately we have no official news regarding this just yet.

ET: Legacy being flagged by Anti-Virus We have acquired an official license for a new Windows installer, which allows us to digitally sign the binaries. This will make antivirus software less trigger happy in the future. Unfortunately, migrating to the new installer is still a work in progress, so this hotfix is still using the old installer without signed binaries. The new installer should be available starting with release 2.81.


written by Kemon 2 years ago

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ET: Legacy 2.80.1 'Path Cleared!'

With the ET: Legacy 2.80 'Clear the Path!' and the breaking in of a brand new decimal two weeks ago, we leaped into unknown territories.

Unfortunately, it seems like the ET: Legacy 2.80 release wasn't entirely clean. Especially, judging by the compatibility reports from you that we have seen. We now have identified and solved the primary cause of your spleen. But enough chit-chat, you're surely wondering: 'What does this mean?' Well, the culprit has been identified, so let us lift the smoke-screen: Reason for this hotfix is restored vanilla ET behaviour for activatelean. 'What are you even talking about?!' is what some of you might currently scream. Historically in ET, if you press +activate and A/D, instead of moving sideways, you will lean. In 2.80, this was not the case anymore, so we fixed it.

ET: Legacy 2.80.1 'Path Cleared!'

Changelog

  • This hotfix comes with some further stability and performance improvements.
  • Compared to vanilla ET, the first airstrike bomb was delayed by 750ms, which has been adjusted.
  • The perceived shooting delay based on delayed firing sound on SDL2 audio backend has been addressed. This includes changed default settings as well as an additional cvar (s_sdlLevelSamps) you can set in the audio section in the in-game system options. NOTE: The actual delay of 100ms when shooting remains. This only addresses the perceived delay based on audio latency.

LAST NOTE: We are aware of a bug occasionally triggering a second firing sound when shooting. We can assure you, this is only 'cosmetic'. There is no second bullet actually being fired. However, we are still investigating this, so unfortunately, the bug remains.


written by Kemon 2 years ago

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