Slashdot Mirror


Wolfenstein - Enemy Territory Public Source Released

DeadBugs writes "According to Blue's News: 'The public source code for Wolfenstein: Enemy Territory is now available from id Software, Activision, and Splash Damage (the developer working on Doom 3's multiplayer content), offering modification authors the resources to create mods for the free multiplayer shooter.' First they release a free game, and now free source code for it - there are download links at Splash Damage's files section."

60 comments

  1. First Post, and stuff.... by WFFS · · Score: 2, Interesting

    :p

    This just gets better and better. I ran a networked ET session for high school kids earlier this month, and it was a hit, but having the source just makes it better, as I can now get my students to play with it as well.

    1. Re:First Post, and stuff.... by DarthWufei · · Score: 1

      Ah, I was trying to do exactly this with my classmates in high school. I figured it'd be the perfect game as the "shoot em ups" like UT and Quake were getting tiresome. You can only do one thing, an dthat's never fun.

      ET provides you with missions that actually add some slight strategic play while keeping that "shoot em up" state. I just can't get enough of it, even those first 6 maps I still enjoy, it's always fun when both sides are competing equally.

      While, I never got the chance to finally install ET at school. I still give it out as my FPS of choice over all others. And I'm one who usually HATES FPSs, but this is quite enjoyable. I mean hey, it's free, it's fun, it's addictive. What else could you want?

  2. I don't get it by sirmikester · · Score: 4, Interesting

    While I'm all for releasing a game and its source for free, I don't see how a professional game studio can exist without selling anything. Maybe they are trying to prove themselves as a legitimate development house so that they can get paid projects later. Interesting strategy if that's the case, sort of like professional mod makers.

    --
    In linux libertas
    1. Re:I don't get it by rogueMonkey · · Score: 5, Insightful

      The way I understand it, they make their money by creating the multiplayer part of ID's games. That is where their money is. Now, giving away the source code to ET will only create great mods, great community feelings and positive publicity.

      The cost? An aging engine. They are working on DOOM 3... Unlikely that they (Splash) will be selling any more games based on the old engine. This is a win(the community)-win(splash for free publicity)-win(splash for possibly finding new talent in the community a la CounterStrike) situation.

    2. Re:I don't get it by Anonymous Coward · · Score: 5, Informative

      It is Activision giving the code away. Splashdamage got paid for Enemy Territory because they kept up their part of the contract. They are now working on at least some part of the multiplayer for DOOM 3.

      Background to ET:
      Enemy Territory was originally to be a retail expansion for Return to Castle Wolfenstein, including both singleplayer (by MadDog IIRC) and multiplayer, developed by Splashdamage. Increasing scope of ET led to it later being announced to be a full, standalone retail game. However, there was problems with the singleplayer portion - perceived within the Wolf communities to be due to the singleplayer supporting bot's AI. Left with no working singleplayer, but a working multiplayer, Activision decided to release it, presumably to at least gain some PR (for both Activision and Splashdamage) out of what they would have to pay for regardless.

    3. Re:I don't get it by Stormwatch · · Score: 1

      > giving away the source code to ET
      > will only create great mods

      Indeed... you can find some ROM hacks of ET on AtariAge [ http://www.atariage.com/ ]. But even those can never change the fact that it was one of the most awful games for good old 2600.

  3. Wow! by Chilltowner · · Score: 1

    ET is a really good game, lots of fun, great gameplay, nice graphics. Even an OSS zealot like me felt really happy when this came out as a free binary. Now the source, too? This is just fantastic. I eagerly await the amazing mods to come.

    1. Re:Wow! by Deraj+DeZine · · Score: 2, Informative

      Except this is only the source for making mods. The source that most games release shortly after the game is in stores. The game cannot be ported and the engine cannot be used for other projects.

      That headline's misleading and this isn't really news...

      --
      True story.
    2. Re:Wow! by Anonymous Coward · · Score: 0
      What part of "public source" did you find misleading? I suggest a "critical thinking" or "reading for content" course. It will help your analytical skills immensely.

      You are welcome.

    3. Re:Wow! by Deraj+DeZine · · Score: 1

      The headline at the time I posted was did not say "Public Source," it only said "Source," implying the source for the entire game. Also, judging by the number of people who misinterpreted the headline, there was a problem (with either the writer or the readers =)

      --
      True story.
    4. Re:Wow! by AvitarX · · Score: 1

      I would absolutly consider mods as a different project.

      Natural Selection can hardly be called the same project as half life. Or am I wrong here?

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
  4. What I'd really like to see .. by Anonymous Coward · · Score: 2, Informative

    .. is the source code for the original two Wolfenstein games, though I suppose that they were written in 6502 assembly. (For the kiddies: Castle Wolfenstein is over 20 years old.) I loved those games, but if I could change anything about them I would get rid of 1) the annoying flicker effect when you ran into the walls, which could get you killed/captured very easily and 2) the damn time that it took to open up all of the treasure chests! (Who the hell wants to wait 60 seconds to find a vat of sauerkraut?) :)

    1. Re:What I'd really like to see .. by thelasttemptation · · Score: 1

      Here ya go, stright from id's ftp server
      ftp://ftp.idsoftware.com/idstuff/source/wo lfsrc.tx t
      ftp://ftp.idsoftware.com/idstuff/source/wolfsrc .zi p

      It's only been there from 10/14/96...

      ohh, incase you look at that and maybe want the doom source or maybe some quake source, check out
      ftp://ftp.idsoftware.com/idstuff/source/

    2. Re:What I'd really like to see .. by Radius9 · · Score: 2, Informative

      He said the original Castle Wolfenstein. Castle Wolfenstein 3D by id is NOT the original Castle Wolfenstein. The original was a top down 2D game, and I know I played it on the Apple 2, but I don't know what other platforms it may have been available on.

    3. Re:What I'd really like to see .. by thelasttemptation · · Score: 1

      oops, my mistake :)

  5. Read closely, kids by AndyBusch · · Score: 4, Informative

    Ahem, the public source code was released, not the engine code (obviously, but...). This is just for modmakers. Really cool, but the engine's still viable business for id.

  6. Not too much of a surprise by darkjedi521 · · Score: 2, Interesting

    Considering the game was released for free, there isn't too much to gain by keeping the source locked up. It also shows the ID thinks the source is past its prime, as they tend to release their older engines when they have been replaced by the next big thing.

    1. Re:Not too much of a surprise by Deraj+DeZine · · Score: 1

      Except they didn't release the engine source. The headline is misleading. This is just the code for making mods (one cannot port the game or strip out the enginre, for example).

      --
      True story.
    2. Re:Not too much of a surprise by darkjedi521 · · Score: 1

      That is what i get for not reading the article and just reading the blurb/headline.

  7. Is the same source shared across platforms? by heffel · · Score: 1

    I only see an windows executable (.exe) file for download on the links. Is the same source code used for Windows and Linux?

    1. Re:Is the same source shared across platforms? by polyp2000 · · Score: 2, Informative

      It looks like it , there is a /src/unix directory in there ... although im still rummaging through

      --
      Electronic Music Made Using Linux http://soundcloud.com/polyp
  8. what can you do with a public source? by robot+captain · · Score: 1

    What makes a public source desireable then? What I mean is what can you do with a public source and what can you do with the engine source, the difference between them. For example since this isn't the engine source does that mean lets say you can't change the way the 3d animation system works? But you can say, add the ability to have a wider range of animations to choose from?

    1. Re:what can you do with a public source? by AndyBusch · · Score: 4, Informative

      The public source allows you to make game mods. For example, Quake Rally for Quake 3, or Counter-Strike for Half-Life. Or even something as simple as the mutators in Unreal Tournament. You can change game physics and make a new game within the engine, but can't change how the engine renders stuff.

  9. Wolf Fan say DejaVu by superpulpsicle · · Score: 3, Interesting

    Ok last time they released the source for the original RTCW, there were a ton of cheaters spawning out of nowhere. Then punkbuster and a million different patches came. It was DLL hell everytime.

    This time, wolf ET is a free game with no finanical backing or any development attention as a matter of fact. Some bored 15 year old is going to create new aimbots and player-kicker scripts using the source.

    As if activision isn't ignoring and neglecting this game enough.

    1. Re:Wolf Fan say DejaVu by Mike+Hawk · · Score: 4, Insightful

      As the wise Justin Timberlake once sang, "Cry me a river." They totally and 100% gave the game away. No charge. Gratis. If you are unhappy with the product please cease playing the game immediately, uninstall the application, and return it to you point of purchase for a full refund.

      Ungrateful bitch.

      P.S. Wolfenstein: Enemy Territory includes punkbuster so if cheating ever becomes a problem, use the methods outlined on Evenbalance.com to report your findings and complain to them. OR since the mod source is out, write your own anti-cheat. Or you know what, keep whining on random internet message boards, I'm sure that might help too and will definitely encourage other companies to give games away.

    2. Re:Wolf Fan say DejaVu by Anonymous Coward · · Score: 4, Informative

      Aimbots and wallhacks are made using OpenGL hacks, the source code is not at all necessary, and largely irrelevant. The actual engine code (different to source code, and not released) could be used for some fairly elaborate cheats. Sourcecode however cannot, at least not unless the cheat is installed on the server (in which case you can be amply screwed anyway).

      There has always been very little cheating in RTCW, verging upon nil since Punkbuster took effect. There are however many amazingly skilled players, perhaps you were... a little confused?

      ET however, has had plenty of cheats avilable, mainly aimbots, wallhacks, ESP, cham hacks and suchlike. Free games seem to attract kiddiez, you'll find the same with Americas Army (it's even worse there). According to the cheater forum I frequent to keep track, all of the ET cheats are currently detected by Punkbuster.

      That is, all the widely available ones. Cheaters who keep their hacks private are unlikely to ever be detected unless fingered with the PB screenshot facility.

      Releasing a game for free, then paying for Punkbuster, then releasing an update patch... "As if activision isn't ignoring and neglecting this game enough." Yeah, OK.

      - DG
      www.rtcw.co.uk

    3. Re:Wolf Fan say DejaVu by PainKilleR-CE · · Score: 2, Insightful

      That is, all the widely available ones. Cheaters who keep their hacks private are unlikely to ever be detected unless fingered with the PB screenshot facility.

      If Half-Life set any example for the cheating community, the cheaters will start (or already have) releasing the source to the cheats, which essentially puts a lot of custom cheats out there. Hopefully PB's adjusted their detection (and screenshot) methods significantly in the last couple of years to make it a lot harder for cheaters to bypass it.

      --
      -PainKilleR-[CE]
    4. Re:Wolf Fan say DejaVu by The+Analog+Kid · · Score: 1

      So, people created OpenGl hacks for Call of Duty with out the source.

    5. Re:Wolf Fan say DejaVu by digitalgiblet · · Score: 2, Interesting
      I've been playing a good bit of ET with punkbuster and have only seen a couple of times when I was sure someone was cheating. One was pretty funny because there was an axis character who would not die. Another allies player and I stood over him and shot him and shot him. He would fall down, then in a couple seconds he would come back to life as if a medic had revived him. We must have put him down 6-7 times before we just toasted him with grenades...

      On the other hand, I have been on several teams that were accused of cheating. Invariably the accusations came from new players who were dismayed that we won so quickly. I tried to explain to them that it's all about the objectives... Our team was simply focusing on the objectives while their team was playing Quake-style (run around and shoot anything that moves).

      Incidentally I've noticed that I've gone through different stages as a player of this game... First I was playing just to have fun, then playing to complete objectives, then playing to win ranks and awards. My most recent change was to switch from playing games without friendly fire to games with friendly fire. It's almost a different game. The strategy of shooting your teammates just in case they are an enemy covert in disguise just isn't as appealing (at least not to your teammates). You also can't unload a tommy-gun into one of your guys just to move him out of the way... ;-)

      I hope the result of releasing the public code is that we get lots of cool new mods and not lots of kewl new cheaters...

    6. Re:Wolf Fan say DejaVu by irc.goatse.cx+troll · · Score: 1

      Do it on lan then? While I don't play ET anymore (Fun game, but gets boring), I know for a fact it doesn't take the sourcecode to cheat. First off, its opengl so any asus wallhack would work, giving you transparent walls. Second off, its quake3 based so writing an aimbot is only as hard as adjusting a few things in one of the many q3 bots. The sourcecode won't change anything.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    7. Re:Wolf Fan say DejaVu by irc.goatse.cx+troll · · Score: 1

      "Cheaters who keep their hacks private are unlikely to ever be detected unless fingered with the PB screenshot facility."

      I'm suprised no ET/RTCW cheat has done what the most famous HL hack(OGC) does: hook screenshotting, and toggle all hacks off then back on. Its so fast you don't even notice, but its a lot easier on hl as server side is just execing the snapshot command, but I'm sure you could find a way to hook PB's screenshot in addition to the game.
      Also, I'm suprised there arn't any hacks based entirely on sound output? Something that plays a little beep every time you hit someone through a wall, an audible timer for games with respawning items, and all that stuff would be really helpful and hard to detect (screenshots would show nothing, you could even do it on lan and no one would know.)

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    8. Re:Wolf Fan say DejaVu by FroMan · · Score: 1

      Bah, who would ever play on non-FF servers?

      Anyways, look for servers with the shrub-mod. Usually (unless the admin is a complete idiot) they allow you to push characters with your action button (default 'F'). So, if you are in a choke point right after a spawn you just 'F' a couple times and they are out of the way.

      --
      Norris/Palin 2012
      Fact: We deserve leaders who can kick your ass and field dress your carcass.
    9. Re:Wolf Fan say DejaVu by Flunitrazepam · · Score: 1

      did someone kick your dog?

      --
      1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
    10. Re:Wolf Fan say DejaVu by Anonymous Coward · · Score: 0

      But preferably with Z axis pushing turned off.

      Also, I've switched my server to ETPro mod since shrub kept crashing out for some reason. Or maybe it was the custom maps I'd sometimes run (tc_base for example). Regardless, Bani's ETPro mod runs rock solid.

    11. Re:Wolf Fan say DejaVu by P-Nuts · · Score: 1

      RTCW was the last game I'm ever buying from id/activision, as the CD key never let me connect for multiplayer, and I emailed about it and never got a response.

      Sorry, just wanted to bitch.

    12. Re:Wolf Fan say DejaVu by sahala · · Score: 1
      I've been playing a good bit of ET with punkbuster and have only seen a couple of times when I was sure someone was cheating. One was pretty funny because there was an axis character who would not die. Another allies player and I stood over him and shot him and shot him. He would fall down, then in a couple seconds he would come back to life as if a medic had revived him. We must have put him down 6-7 times before we just toasted him with grenades...

      It's likely that he was cheating, but not in the way that you think. He could have very well been a server admin with access to commands. ShrubMod for instance has !revive, among other things. Admins can bind this to a key so self-reviving is instantaneous.

    13. Re:Wolf Fan say DejaVu by digitalgiblet · · Score: 1
      That's exactly what he was doing. I did see !revive in the chat area a couple of times...

      So I guess he was "legally" cheating... ;-)

      Realistically the best way to say it was that although he wasn't technically cheating, he wasn't playing fairly. Poor sportsmanship. Like spawn-killing. No rule against it, but not socially acceptable...

    14. Re:Wolf Fan say DejaVu by sahala · · Score: 1

      Like spawn-killing. No rule against it, but not socially acceptable... Spawnkilling is socially unacceptable? You have 3 seconds of invulnerability after spawn. If someone's spawncamping you should hunt him down and beat him :) But yeah admins probably shouldn't be doing !revive commands unless everyone knows they're fooling around. There are also a lot of other server-side admin commands for shrub...don't be surprised if you see admins flying around the map when bored :)

  10. Now about about some new maps? (Slightly offtopic) by MMaestro · · Score: 3, Interesting

    There are only 6 official maps and they get boring, very quickly. Why? Close quarters and open areas along with the ability to call in airstrikes/artillery and panzerfausts (for some reason the Allies use them too) means just two or three field ops or soldiers can bottleneck an entire team. Oh and I wouldn't recommend you stand around in your spawn for too long. Most players have figured out exactly where and at what angle to fire mortars into opposing spawn areas. Hopefully we'll see some more mods and maps which steer players away from this kind of spawn killing.

  11. The License seems a little restrictive. by polyp2000 · · Score: 5, Informative


    In particular I noticed these prohibited acts...

    section 2 (prohibitions)

    One may not --

    h. reproduce or copy the Software (except as permitted by section 3. hereinbelow);

    i. publicly display the Software;

    j. prepare or develop derivative works based upon the Software;

    you are allowed to distribute the software but
    section 3 which describes permitted uses;

    basically rules out everything except distributing the unaltered code without commercial gain.

    To me, it really doesnt seem worth looking at with these kinds of restrictions. And presumably the mere fact of looking at the code could potentially lead to IP Violations if you were to develop a similar game.

    I'll post the full licese as an AC after this message, but I'd like to here your views / interpretations of the license because it seems rather restrictive to me.

    --
    Electronic Music Made Using Linux http://soundcloud.com/polyp
  12. Full License by Anonymous Coward · · Score: 0

    LIMITED USE SOFTWARE LICENSE AGREEMENT Page PAGE 1
    Wolfenstein: Enemy Territory Game Source License ...)()()()()() LIMITED USE SOFTWARE LICENSE AGREEMENT

    This Limited Use Software License Agreement (this [[\'93]]Agreement[[\'94]]) is a legal agreement between you, the end-user, and Id Software, Inc. ([[\'93]]ID[[\'94]]). BY CONTINUING THE DOWNLOAD OR INSTALLATION OF THIS SOFTWARE (THE [[\'93]]SOFTWARE[[\'94]]), BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR OTHER STORAGE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS AGREEMENT. You agree that you are obtaining a copy of the Software via download only, and you acknowledge and agree that you shall not copy or retain the Software except as expressly permitted herein.

    1. Grant of License. Subject to the terms and provisions of this Agreement, ID grants to you the non-exclusive and limited right to use the Software only for the uses permitted in section 3. hereinbelow. The term [[\'93]]Software[[\'94]] includes all elements of the Software. You are not receiving any ownership or proprietary right, title or interest in or to the Software or the copyrights, trademarks, or other rights related thereto. For purposes of the first sentence of this section, [[\'93]]use[[\'94]] means loading the Software into RAM and/or onto computer hard drive, as well as installation of the Software on a hard disk or other storage device and means the uses permitted in section 3. hereinbelow. You agree that the Software will not be shipped, transferred or exported into any country in violation of the U.S. Export Administration Act (or any other law governing such matters) by you or anyone at your direction and that you will not utilize and will not authorize anyone to utilize, in any other manner, the Software in violation of any applicable law. The Software shall not be downloaded or otherwise exported or re-exported into (or to a national or resident of) any country to which the U.S. has embargoed goods or to anyone or into any country who/which are prohibited, by applicable law, from receiving such property.

    2. Prohibitions. You, whether directly or indirectly, shall not do any of the following acts:

    a. rent the Software;

    b. sell the Software;

    c. lease or lend the Software;

    d. distribute the Software (except as permitted by section 3. hereinbelow);

    e. in any other manner and through any medium whatsoever commercially exploit the Software or use the Software for any commercial purpose;

    f. disassemble, reverse engineer, decompile, modify (except as permitted by Section 3. hereinbelow) or alter the Software;

    g. translate the Software;

    h. reproduce or copy the Software (except as permitted by section 3. hereinbelow);

    i. publicly display the Software;

    j. prepare or develop derivative works based upon the Software;

    k. .remove or alter any legal notices or other markings or legends, such as trademark and copyright notices, affixed on or within the Software; or

    l. .remove, alter, modify, disable or reduce any of the anti-piracy measures or components contained in the WOLFENSTEIN[[\'99]]: ENEMY TERRITORY[[\'99]] game.

    3. .Permitted Uses.

    a. So long as this Agreement accompanies each copy you make of the Software, and so long as you fully comply, at all times, with this Agreement, ID grants to you the non-exclusive and limited right to distribute copies of the Software free of charge for non-commercial purposes by electronic means only and the non-exclusive and limited right to use the Software to create your own modifications (the [[\'93]]New Creations[[\'94]]) for operation only with the full version of the software game WOLFENSTEIN[[\'99]]: ENEMY TERRITORY[[\'99]]; provided, however, you shall not make any New Creations unless and until you have agreed to be bound by t

  13. use wine to decompress by Anonymous Coward · · Score: 0

    ps, you have to use wine to decompress it...

    1. Re:use wine to decompress by Dave2+Wickham · · Score: 1

      Info-ZIP's unzip works fine on it, no need for WINE.

  14. Finally some good mods for ET by freidog · · Score: 3, Informative

    ET is an excpetional game (arguably the best team based shooter around)
    but none of the vitals were scripted in the .pk3 files. Only cosmetic things like sounds and models can be changed.
    The actual game play stuff, rate of fire, damage, splash damage, weapon type and class, objective types, player classes ect were hard coded. Which pretty much prevented us from making and underlying changes to the actual play of the game.
    Hopefully this source will change that.

    1. Re:Finally some good mods for ET by Anonymous Coward · · Score: 0

      Why is this marked "4 informative" instead of "-1 ALREADY COMPLETELY OBVIOUS TO ANYONE WHO HAS EVER HEARD OF QUAKE"?

      God games.slashdot is like some sort of mecca for people who know diddly squat about games to get +mods for stating the obvious while the people who actually make intelligent insightful remarks are stuck at "1" because the people reading their comments are equally dense.

  15. This is not the source, and not Open Source by smcv · · Score: 4, Informative

    "Public source" seems to mean the header files to compile against, and the source code for the RTCW:ET-specific bits of the game (i.e. not the engine). This is the same sort of thing as the Half-Life SDK which the original (pre-commercial) Counterstrike was based on.

    (For Debian users: if this was in Debian, it'd be a binary package called something like rtcw-enemyterritory-dev :-)

    As for the licensing (Polyp2000: thanks for posting the text), many game SDKs have restrictive EULA-like licenses (presumably the publishers insist on them) which mean that the majority of distributed mods for those games are likely technically illegal, as are many activities which an average gamer would probably consider perfectly reasonable.

    In this case, among other things, the EULA asserts that you can't back up the SDK to a CD (only to "one (1)" hard disk), and that commercial distribution of a "New Creation" (mod) is not allowed (so magazines which distribute "RTCWstrike", or whatever the next big mod is called, on their cover CDs are potentially in trouble).

    This isn't Free Software, it's not Open Source, and indeed the "non-commercial distribution" stipulation probably means it wouldn't even make it into Debian's non-free section.

  16. OT:Doom 3 Multiplayer by Xenolith · · Score: 2, Interesting

    I remember someone from ID saying that the DOOM 3 multiplayer was going to be peer to peer instead of client/server. Is that still the case? Did I hear that wrong? Thanks

    --

    Journal
  17. Re:Now about about some new maps? (Slightly offtop by lactose_incarnate · · Score: 1

    There are plenty of servers set to prevent spawnkilling and limit powerful explosives. With the servers I play on, it's been awhile since I've seen things like that. Bottlenecking can still occur, but only when the teams are very uneven.

  18. x86_64 binary by T0t0r0_fan · · Score: 1

    ...is all I need for now to be happy :) Getting tired of various workarounds for 32bit OpenGL apps. Btw, I wonder how long it will take for the project to appear on icculus.org when the full sources will be actually released? :)

  19. is there a chance for an os x version? by m05 · · Score: 1

    i tried to compile the source on os x. hm.. there is a problem with gcc and some variables. as far as i know et was designed as addon for rtcw. could the code work as mod under rtcw if it compiles on os x?

  20. Re:Now about about some new maps? (Slightly offtop by MMaestro · · Score: 1
    Not really. On maps like Gold Rush, 2 or 3 fieldops on the Axis team can bottleneck the entire Allied team since they have to escort the tank literally less one coordinate away from the Axis spawn. I've seenen airstrikes called in by the Axis which take out 3 or 4 players all at once. Running away from it is not an option due to the tank's slow speed.

    Its the same with other maps. Rail Gun? 2 soldiers can completely stop the tug with a panzerfaust into the tug driving controls. Oasis? Airstrike the old city wall and set up MGs in the water tunnels. Seawall Fortress? I call it the Omaha Beach map :P. The last two can bottleneck the Allies with a few MG positions, none of which can be targetted easily from the outside.

  21. Look what shrub did for ET by British · · Score: 1

    From what I heard, Shrub had the full source to ET(prior to this story). They made some mods here and there, making it into a really fun game. The "push" option to get other players out of your way is very handy. Double jumping has made some maps more interesting(making sniping more fun).

    If it weren't for so many servers running Shrub(and more importantly, new maps), I wouldn't be playing ET for 2 hours every night.

    1. Re:Look what shrub did for ET by Anonymous Coward · · Score: 0

      If it weren't for shrub mod it would be much harder to avoid newbies like you by not playing on shrub servers.

  22. Re:Now about about some new maps? (Slightly offtop by lactose_incarnate · · Score: 1

    The servers I regularly play on have heavy weapons usually limited to one of each weapon per team, artie strikes weak enough that it can't realistically kill more than one or two until you have four ranks in it, and not enough planes to support more than two field ops per team.

    However, even when I play on public servers without those limits, that doesn't happen too often.
    On Gold Rush, serious bottlenecking of the Allied doesn't happen (except on the rare occassions when they can't move the tank at all) until the tank reaches the second tank barrier, and there are a few good tricks that engineers can pull to get past there.
    Yeah, Rail Gun can be a mess of a map if the Axis don't get the tug to the depot yard quick; the real bottlenecking occurs right past the Axis spawn in that level.
    I've never seen a really good bottleneck of Oasis like that, although an unbalanced Axis team can easiliy hold the Old City long enough that the Allies just can't make up for the lost time. The problem with setting up a defense like that is one good Rifle Grenade in the tunnels and you're scrambling to protect the South Gun. Actually, the most solid defense of Oasis might be when the South Gun (I might be getting my directions mixed; I mean the one farthest from Axis spawn) is destroyed and all the Axis are hanging around the other gun.
    Battery can be pretty sad, but I would say mostly because of high level covert ops on the Axis side. Build the ramp, die and have it destroyed. Build it again, destroyed again. Apparently, in the new ETPro patch they are enabling the Allies to dynamite the back entrance (although you can no longer spawn at the cp).

    I haven't really seen the Axis dominate the Allies completely when it wasn't a case of unbalanced teams.

  23. anyone compiled it under linux? by m05 · · Score: 1

    i tried to compile it under os x and linux x86. there are the same errors. did anyone get it to work? sh: line 1: /lib/libc.so.6: No such file or directory Enemy Territory version 2.56 cpu : x86 OS : Darwin libc: configured for debug build, in directory debug-x86-Darwin- CFLAGS: -pipe -fsigned-char -DMISSIONPACK -D_DEBUG -g -Wall -O sh: line 1: gcc-2.95: command not found Ignoring missing script "/Users/mz/WET_Source/src/extractfuncs/Conscript" (script::Build in Construct, line 334) at cons line 749. cons: error in file "Conscript-game" (cons: variable "CC" exported but not defined by file "Construct") cons: error in file "Conscript-cgame" (cons: variable "CC" exported but not defined by file "Construct") cons: error in file "Conscript-ui" (cons: variable "CC" exported but not defined by file "Construct") cons: script errors encountered: construction aborted

  24. formated question by m05 · · Score: 1

    i tried to compile it under os x and linux x86. there are the same errors. did anyone get it to work?

    sh: line 1: /lib/libc.so.6: No such file or directory
    Enemy Territory version 2.56
    cpu : x86
    OS : Darwin
    libc:
    configured for debug build, in directory debug-x86-Darwin-
    CFLAGS: -pipe -fsigned-char -DMISSIONPACK -D_DEBUG -g -Wall -O
    sh: line 1: gcc-2.95: command not found
    Ignoring missing script "/Users/mz/WET_Source/src/extractfuncs/Conscript" (script::Build in Construct, line 334) at cons line 749.
    cons: error in file "Conscript-game" (cons: variable "CC" exported but not defined by file "Construct")
    cons: error in file "Conscript-cgame" (cons: variable "CC" exported but not defined by file "Construct")
    cons: error in file "Conscript-ui" (cons: variable "CC" exported but not defined by file "Construct")
    cons: script errors encountered: construction aborted

  25. Re:Now about about some new maps? (Slightly offtop by Anonymous Coward · · Score: 0

    All spawn areas in ET should have been covered with a roof to prevent spankilling using mortars or air strikes. Some times it can get so bad that very few people make it out of the spawn area alive and then they face the enemy alone.

  26. Re:Now about about some new maps? (Slightly offtop by c4Ff3In3+4ddiC+ · · Score: 1
    Oh and I wouldn't recommend you stand around in your spawn for too long. Most players have figured out exactly where and at what angle to fire mortars into opposing spawn areas.
    Did you know that if you press 'G' when you launch a mortar, the map will pop up and a target will appear where the mortar hit? It makes it very easy to pinpoint the enemy spawn.
    --
    *twitch*
  27. Re:Now about about some new maps? (Slightly offtop by blaksaga · · Score: 0

    This is why I play on a server that limits arty and only allows one panzer per team. Also spawn killing/camping is a kickable offense and as I have admin powers...I can kick the little bitches that don't follow the rules. :)

  28. Re:Now about about some new maps? (Slightly offtop by sahala · · Score: 1
    There are only 6 official maps and they get boring, very quickly. Why? Close quarters and open areas along with the ability to call in airstrikes/artillery and panzerfausts (for some reason the Allies use them too) means just two or three field ops or soldiers can bottleneck an entire team. Oh and I wouldn't recommend you stand around in your spawn for too long. Most players have figured out exactly where and at what angle to fire mortars into opposing spawn areas. Hopefully we'll see some more mods and maps which steer players away from this kind of spawn killing.

    I recommend you improve your in-game skills and get out of spawn (you DO have invulnerability time), avoid strategic/bottleneck areas, and help coordinate your team to take out areas that the enemy has pinned down. There's a counter-attack to everything providing that there's a bit of teamwork.