Jeu multijoueur à la première personne (FPS) basé sur le code de Wolfenstein: Enemy Territory.
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          Version
              2.83.2
          Mise à jour
              Téléchargement Mac
              
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          Changelog
Changelog 
          2.83.0
General
- Windows binaries are now signed with an official certification
- 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!)
- 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
- 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'.
- 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.
- 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.
- 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.
- 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')
- 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')
- 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
- 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')
- 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.
- 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')
- 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'.
- 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')
- 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
- Various HUD QoL improvement
 Big thanks to the community for all the feedback!
 See the full documentation for details.
- Custom 'hud.dat' is now backed up when upgrading to a new version
- 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
- 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
- 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
- Add kill assist system to the 'xpgain' component
- 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')
2.83.1
Engine
- Removed the execandexecqcommandline prioritization since it broke server configs
2.83.2
Engine
- Fixed Q_ParseColornot setting Alpha by default to 1 when the value wasn't provided
- Fixed windows resolution at initialisation when DPI is handle at OS system
Android
- App no longer minimize when run in Fullscreen and System Bar is expanded
- Fixed backward compability with older versions of legacy mod
- Reworked Permisions for App
- Changed Downloaded Data Location to External Storage of the App so it acts like basepath
- Fixed issue with demos from external sources not showing up in Replay Menu
Client
- Fixed +strafeframerate dependency by normalizing all movement to 125FPS, som_forward/sidebehave the same regardless of framerate
General
- Fixed cg_autoswitch 1removing rifle grenade when picking up rifle ammo
- Fixed incorrect objective touch trigger was taking up item when out of range
- Fixed debriefing scoreboard was parsing incorect data set
- Prevented /killcommand when spawnshield is active (excluding revive)
Stability & Performance
- Fixed a crash where non-client trigering a door movement was playing a player animation
- Restored implicit linking of entities via createwithout reusing an existing bmodel, which is used in some mapscripts
- Improved Spectator aim-following trace computation
- Fixed incorrect return values for create/delete script action, causing map errors
Graphics
- Fixed tracers displaying incorrectly while spectating player
- Fixed various 1st person hand animation quirks
- Reduced z-fighting from 100 to 20 unit to handle some occurence on non-trivial distance
UI
- Fixed players name/health crosshair draw time instant fade out
- Added back version info to development builds loading panel
- Allowed cg_customCrosshairto be moved withcg_crosshairX/Ycvars
- Fixed cursorhinttext and bar was draw on entity without a valid value
- Fixed crosshair selection wasn't possible for some crosshair
- Fixed missing shader for some crosshair
- Fixed missing crosshair draw in menu option
- Removed CREDITSfrom ingame menu, as it is already available from main menu
Weapons
- Fixed flamethrower damage on different sv_fpsvalues where on some scenarios the dps gets effectively halved
- Fixed spread scale for scoped weapon was halved for scoped rifle and divided by almost 15 for FG42, decreasing too fast the spread recovery time
- Removed slowdown while being scoped
- Fixed scope / unscope switch time was twice too long
2.82.1 - Patches Again! (released 19/04/2024)
Engine
General
- Fixed the download cancellation state not being properly checked
- Added 64+ players server support to ETLTV
- Added chaining support to ETLTV
- Reverted removal of CL_GetTag
Android
- Touch Events generate Mouse Buttons Events only when released (does not affect Buttons on UI)
- Changed fs_homepathto ExternalStoragePublicDirectory() inside Documents Dir alike Beloko
- Added Permission Requests for reading/writing into external storgage for Android 12 and lower
Raspberry PI
MacOS
Unix
Windows
Client
- Fixed client being stuck on loading screen after kick
- Fixed dynamic shaders memory leak and crash on some systems
- Don't clear keystate when toggling console, this breaks any +commands and vstr scripts that use +commands whenever console is toggled
Server
Renderer
- Made sure the render commands are properly aligned in memory
- Forced r_depthbitsrange to 0-24
Mod
General
- Fixed classcommand 2nd weapon selection was always selecting best weapon
- Fixed HUD conversion from V2 to V3 could failed if V2 HUD is duplicated name or invalid parent
- Fixed reload getting out of sync between client<->server when client is holding +reloadbefore revived
- Increased objective XP reward- 3 -> 5 pts Taking objective item
- 5 -> 5 pts Returning objective item
- 8 -> 10 pts Capturing objective item
- 2 -> 5 pts Capturing spawn flag (flag pole / checkpoint)
- 3 -> 5 pts Killing objective carrier
- 2 -> 3 pts Killing near TOI
 
- Prevented gaining XP on self drop objective
- Fixed crosshair alignment from center screen
- Fixed crosshair blurrines effect when size was below 24px
Stability & Performance
- Fixed division by 0 in CG_Cabinetwhen entity is setup incorrectly
Audio
- Fixed artillery bomb falling sound not always playing
- Removed EV_GRENADE_BOUNCEto artillery marker bombs (no sound played on bounce)
Graphics
- Fixed blood flash alpha value overflowing normalized range
- Fixed issue with wrong calculation of fov for hiding coronas
- Used correct fov for corona frustum culling, which culled coronas at the sides of the screen too early on > 4:3 aspect ratio
UI
- Fixed numericfieldkeyhandler ignoring maxChars data
- Fixed scoreboard and mapvote panels were displaying swapped mapbiasteam
- Fix Shoutcaster Allies team name was using axis custom name
- Fixed Shoutcaster Axis and Allies reinforcement time swap
- Fixed various HUDs components size, position, colors, alignment ...
Weapons
- Changed fireDelayTimefrom100msto0msfor following weapons :- Flamethrower
- Scoped Garand
- Garand
- Scoped K43
- K43
- Mobile Browning set and unset
- Mobile MG42 set and unset
- FG42
- MP34
- Sten
- Akimbo Silenced Luger
- Akimbo Silenced Colt
- Akimbo Luger
- Akimbo Colt
- Silenced Luger
- Silenced Colt
- Colt
- Luger
- Thompson
- MP40
 
- Fixed animations of smgs,pistols,rifles,mgswhenfireDelayTimeis set to0
- Reduced mobile MG jiggle effect by half
- Reduced mortar jiggle effect by quarter + add fade effect
- Fixed FG42 1st person firing animation
2.82.0 - Better late than never (released 08/03/2024)
Engine
General
- Allowed sending some extra chars in messages, such as %,;or"
- Switched splash image to a svg version
- Fixed pointer issues with Q_TrimStrcausing access overflow
- Added custom entity loading (ETL only)
- Added ettv protocol support to etlded and add custom tvgame for ettv, see ETLTV
- Added possibility for etlded to act as a client (ettv)
Android
- Fix position of the Shoot Button dependant on the screen dimensions/dpi
- Updated SDL to 2.26.4
- Updated Java to 11
- When minimized/unforcused App is now storing its state resulting in no more relauching.
- Fixed USB Keyboard/Mouse Input not being recognized correctly
- Resized Shoot Button Layout to increase better accessibility
- Added support for x86 x86_64 Android Devices (only Legacy mod can be runned)
Raspberry PI
- Rename naming scheme to match arch64 linux (for more advanced users aarch64 is better term in recognisation that apply for all arch64 distros/cpus)
MacOS
- Added omnibot support
Unix
Windows
- Added DPI Awarness to detect System scaling and apply those to the Game Window
Client
General
- Added console history. The entries are saved in etl-historyfile and can stored up to2048characters
- Fixed issues where the keycather changes to console, ui or cgame and some keys or +/- actions bleed thrue
- Allowed console resizing while open. No need to close and open with a new size with key shortcut.
- Reworked/Better Support for Gamepads
- Prevented paste from clipboard using AltGr + V, which on some layouts causes problems when trying to type specifics characters suh as@
- Added previously removed ui_finalURL
- Fixed ui_finalURLline ending
- Increased CMD_BACKUPto 128 via extension
- Changed com_maxfpscvar up to 500
Server
- Added Trackbase statistic functionality
- Reworked server demos
- Enforced temporary ban on both GUID and IP
- Added cleartempbanscommand to clear temporary ban list
- Fixed Z_mallocallocation failure on download when netchan is already buffering too much block
Renderer
- Added automatic svg scaling
- Fixed garbage font where cached image were sharing the same hash values on registration
- Added back r_sdlDrivercvar for setting video driver (mainly useful on Linux OS)
- Fixed VRAM usage grows after continuous vid_restarts
Mod
General
- Fixed ref commands list not set on ref promote
- Improved vote by requiring more than threshold vote ammount
- Prevented pushing lagged out players
- Cleared viewDamagebuffer on demo rewind
- Fixed negative total map vote on client disconnection
- Fixed Last Playedcount for not eligible map in map vote draw
- Changed the next map loaded to random instead of nextmapinMAP VOTEgame type when no vote has been casted by players
- Prevented dynamite to be trigger on sudden death for defenders
- Added passvoteandcancelvotecommands
- Added XP Battle Sense reward on differents objectives condition :- 3pts Taking objective item
- 5pts Returning objective item
- 8pts Capturing objective item
- 2pts Capturing spawn flag (flag pole / checkpoint)
- 3pts Killing objective carrier
- 2pts Killing player on TOI (objective area)
 
- Added cg_teamVoiceChatsOnlycvar for better chat filtering
- Added qsaycommand to print message without prefix
- Forced mapnames lowercase for mapcommand
- Fixed objective disappearing when a player carrying it is revived by using revivecommand
- Fixed forcetapoutcommand was possible while game in pause or player frozen
- Fixed killwas possible when player was wounded while game in pause or player frozen
- Removed cg_shoutcastDrawPlayersandcg_shoutcastDrawTeamNamesshoutcaster cvars
- Removed cg_drawReinforcementTimecvar
- Fixed shoutcast keycatcher event handling when limbo menu / HUD editor is showed or resolution has been changed
- Allowed refandcallvotecommands in server console
- Fixed intermission impkdstats showing only zeros for some players by splitting stats in two differents commandsimpkd0andimpkd1
- Fixed Lua modules won't load if one has a syntax error during pre-compilation
- Improved vsay commands, clients can choose which variant of the vsay they want to play. Everyone hears the chosen variant.
- Fixed custom vsaywas truncated after first word
- Fixed velocity was reset when landing on nodamagesurface
- Added g_logTimestampcvar to control and keep add backward compatible log timestamp formats for parsers- 0 - no timestamp
- 1 - integer (ms)
- 2 - startup relative time (mmm:ss)
- 3 - vanilla ("hh:mm.ss")
 
- Updated HUD file version to v3, using HUD name as indentifier instead of index. Old HUD index are compatible as they are converted
- Protected Alternative HUD, Comp HUD and Shoutcaster against edition. They must be cloned first before modification
- Fixed landmine limit to prevent overflow when changing team_maxLandminescvar value
- Removed rank text from "You have been revived..." center print text
- Changed default secondary weapon selection to the best one
- Fixed teamcommand on swapping team was selecting default weapons in case of command flooding or first team join
- Fixed log stats when player disconnects from limbo were not written to the log file
- Fixed omni-bot mg42 goal names
- Enabled spawning when changing entity classname with "set" scriptaction
- Fixed dlights not updating if spawned after initial map load
Stability & Performance
- Removed send EV_SHAKEevent if out of range of the shake wave
- Added client prediction optimization (instead of iterating over whole CMD_BACKUP array every frame oldest valid cmd will be saved during snapshot transition frame as future starting point)
Audio
Graphics
- Added cg_bloodPuffto toggle showing blood puff effect when players are shot
- Fixed FT icon display on enemies when sprites are disabled
- Added .svgversion of simple items icons
- Improved brass ejection position to ensure it doesn't obstruct view
UI
- Added missing shader for Fire in the holeicon
- Fixed wrong computation of x coordinate for environment awareness when icons was behind the player
- Added cg_drawEnvAwarenessScalecvar for moving icons position relative to screen center
- Added cg_drawEnvAwarenessIconSizecvar to resize icons
- Fixed scope mask draw over scoreboard
- Added larges score abbreviation by thousands
- Enhanced server browser selection by retaining last selected server during server list load
- Added focus on connect to IP textBox when opened
- Removed cg_numPopupscvar
- Improved bot flag readability
- Fixed chat button usage in shoutcaster mode
- Added cg_commandMapTimeto control+mapexpandanimation speed
- Fixed animation cut-off when expanding map as a spectator
- Fixed team map data position for players with noclipon
- Fixed spectator freecam was not speclocked correctly
- Updated huds.hudfile to json format
- Fixed scoreboard tooltip show if alternative features are disabled
- Added .svgversion of crosshairs
- Added cg_shoutcasterhudcvar to toggle hud to selected from it when becoming shoutcaster
- Suppressed fireteam invites and proposals from ignored clients
- Fixed speaker editor handle drag and panels resolution / position on widescreen
- Fixed antiwarp lagometer
- HUD changes :- Fixed crosshair name revealing disguised enemy covert ops
- Fixed crosshair name in 3rd person
- Fixed Popup Messages alpha and fade effect
- Fixed objectives HUD icon scaling
- Added Always drawstyle option for compass to keep compass draw while map extend is displayed
- Changed default component visibility to 0for fps/ping/speed/lagometer/localtime on default HUD 0 (ETmain)
- Fixed no clip weapon dynamic color ammo count
- Adjusted icons and spacing on fireteam overlay
- Fixed unscaled spacing on fireteam overlay
- Added cg_drawCrosshairFadecvar to control delay before fading crosshair information
- Fixed crosshair name fade effect for dynamite and mines
- Adjusted icons size on follow text
- Added thin white border to the simple compass and smaller letters and lines
- Fixed weapon icon alignment and alpha color
- Fixed proposition/invitation vote text was not displayed
- Fixed vote text color
- Fixed warmup text color
- Added background and border for bar comp
- Changed Color MainandColor Secondaryto modify bar color instead of background and border color
- Changed Background ColorandColor Borderto modify both background/border of comp and bar
- Enable Lerp Colorfor bar comp
- Added Dynamic Colorstyle forhealthbarandcrosshairbarcomp
- Changed maximum popup message to be displayed in popupmessagefrom7to32, depending of componement free space.
- Added multiline support to popupmessagecomponent
- Added Scroll Downstyle option topopupmessagecomponent, starting popup to draw from top instead of bottom
- Added popupmessage2andpopupmessage3comps which behave the same aspopupmessagecomp
- Added Colorless Name,Status Color RowandStatus Color Rowstyle to fireteam comp to show player status as color in ft and allow forced white names
- Added scPlayerListAxis,scPlayerListAllies,scTeamNamesAxis,scTeamNamesAlliesshoutcaster componement
- Added HUD 5 Shoutcaster HUD
- Replace statuscomp with shoutcaster player status
- Enhanced RoundTimercomp to work with shoutcaster
- Enhanced weapon icons in popup messages point towards the victim when Swap V<->Kis toggle
- Added draw suffixstyle option tohealthtext,breathtext,sprinttext,chargeweapontextandxptext
 
- HUD Editor- Added a toggle for noise generatorin HUD Editor (nkey)
- Removed temporisation on save button from HUD Editor
- Added warning message about HUD 0 can't be modify from HUD Editor
- Added a toogle for fullscreen display in HUD editor (fkey)
- Added option to show visible component layout only
- Added blinking warning message on default HUDs as they can't be modified until cloned
- Changes HUD selection by name instead of index
- Added grid support for elements alignment (o,canddkeys)
- Added grid alignment option to force element when moved / rezised to be aligned with the grid depending of the grid scale (akey)
 
- Added a toggle for 
- Debriefing- Fixed LASTplayed map indicator index on map vote panel
- Fixed "Participation" percent on on map vote panel
- Enhanced map vote panel popularity score
- Fixed map bias on map vote panel
- Enhanced map bias by showing computed map bias for the team advantaged for the selected map on map vote panel
- Added panels windows with quick access buttons to each panels availables
- Added blinking effects for map vote button when the vote isn't casted
- Fixed campaign map list wasn't draw when at least 1 maps was missing localy
 
- Fixed 
- UI Menu- Added back crosshair cvar in option menu
- Added cg_dynamicIcons*cvars on Option View menu
- Improved server browser filter description
 
Weapons
- Fixed binocular switching multiple time while moving
- Added jiggle effect on mobile MG and tank MG
- Added spread visual crosshair to nested MG and tank MG
- Increased mines spotting update frequency from 1000to500ms, back to default vanilla value
- Fixed an issue where current weapon gets changed even if the removed weapon is not the one currently being held
- Fixed exploit by ensuring weapaltwill not be executed if binoc are used
- Fixed extra ammo gain for soldier SMG due to add secondary weapon again if it's already added as a primary
- Fixed flamethrower spawns too many flames with cg_drawGun0and2
- Fixed riflegrenade being equipped again if player shoots and dies right after
- Fixed altweapon state not being properly restored when revived
- Fixed riflegrenade grenade model disappearing if player dies and gets revived
- Improved flying nade effect fix when getting revived
- Improved weapon selection when player dies and upon revive has invalid weapon equipped
- Improved altweapon initialization on respawn (silenced pistols)
- Fixed pliers not working near TOI on some maps (such as fixed MG on Railgun / Radar or 1st barrier in Bremen)
- Changed satchel charge fade on player dead instead of wounded
- Changed mgs nested fire rate from 50ms to66ms to match ETpro
Auteur(s)
Auteur
          Rémy Marquis
          rafal1137
          jackeri
          Aranud
          ryzyk-krzysiek
          Aciz
               
       
 
 
 
 
 
 
 
