Jeu multijoueur à la première personne (FPS) basé sur le code de Wolfenstein: Enemy Territory.
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Version
2.83.1
Mise à jour
Téléchargement Mac
Code Source
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')
2.82.1 - 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_homepath
to 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_depthbits
range to 0-24
Mod
General
- Fixed
class
command 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
+reload
before 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_Cabinet
when entity is setup incorrectly
Audio
- Fixed artillery bomb falling sound not always playing
- Removed
EV_GRENADE_BOUNCE
to 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
numericfield
keyhandler ignoring maxChars data - Fixed scoreboard and mapvote panels were displaying swapped
mapbias
team - 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
fireDelayTime
from100ms
to0ms
for 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
,mgs
whenfireDelayTime
is 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_TrimStr
causing 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-history
file and can stored up to2048
characters - 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_finalURL
line ending - Increased
CMD_BACKUP
to 128 via extension - Changed
com_maxfps
cvar up to 500
Server
- Added Trackbase statistic functionality
- Reworked server demos
- Enforced temporary ban on both GUID and IP
- Added
cleartempbans
command to clear temporary ban list - Fixed
Z_malloc
allocation 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_sdlDriver
cvar 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
viewDamage
buffer on demo rewind - Fixed negative total map vote on client disconnection
- Fixed
Last Played
count for not eligible map in map vote draw - Changed the next map loaded to random instead of
nextmap
inMAP VOTE
game type when no vote has been casted by players - Prevented dynamite to be trigger on sudden death for defenders
- Added
passvote
andcancelvote
commands - 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_teamVoiceChatsOnly
cvar for better chat filtering - Added
qsay
command to print message without prefix - Forced mapnames lowercase for
map
command - Fixed objective disappearing when a player carrying it is revived by using
revive
command - Fixed
forcetapout
command was possible while game in pause or player frozen - Fixed
kill
was possible when player was wounded while game in pause or player frozen - Removed
cg_shoutcastDrawPlayers
andcg_shoutcastDrawTeamNames
shoutcaster cvars - Removed
cg_drawReinforcementTime
cvar - Fixed shoutcast keycatcher event handling when limbo menu / HUD editor is showed or resolution has been changed
- Allowed
ref
andcallvote
commands in server console - Fixed intermission
impkd
stats showing only zeros for some players by splitting stats in two differents commandsimpkd0
andimpkd1
- 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
vsay
was truncated after first word - Fixed velocity was reset when landing on
nodamage
surface - Added
g_logTimestamp
cvar 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_maxLandmines
cvar value - Removed rank text from "You have been revived..." center print text
- Changed default secondary weapon selection to the best one
- Fixed
team
command 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_SHAKE
event 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_bloodPuff
to toggle showing blood puff effect when players are shot - Fixed FT icon display on enemies when sprites are disabled
- Added
.svg
version of simple items icons - Improved brass ejection position to ensure it doesn't obstruct view
UI
- Added missing shader for
Fire in the hole
icon - Fixed wrong computation of x coordinate for environment awareness when icons was behind the player
- Added
cg_drawEnvAwarenessScale
cvar for moving icons position relative to screen center - Added
cg_drawEnvAwarenessIconSize
cvar 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_numPopups
cvar - Improved bot flag readability
- Fixed chat button usage in shoutcaster mode
- Added
cg_commandMapTime
to control+mapexpand
animation speed - Fixed animation cut-off when expanding map as a spectator
- Fixed team map data position for players with
noclip
on - Fixed spectator freecam was not speclocked correctly
- Updated
huds.hud
file to json format - Fixed scoreboard tooltip show if alternative features are disabled
- Added
.svg
version of crosshairs - Added
cg_shoutcasterhud
cvar 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 draw
style option for compass to keep compass draw while map extend is displayed - Changed default component visibility to
0
for 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_drawCrosshairFade
cvar 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 Main
andColor Secondary
to modify bar color instead of background and border color - Changed
Background Color
andColor Border
to modify both background/border of comp and bar - Enable
Lerp Color
for bar comp - Added
Dynamic Color
style forhealthbar
andcrosshairbar
comp - Changed maximum popup message to be displayed in
popupmessage
from7
to32
, depending of componement free space. - Added multiline support to
popupmessage
component - Added
Scroll Down
style option topopupmessage
component, starting popup to draw from top instead of bottom - Added
popupmessage2
andpopupmessage3
comps which behave the same aspopupmessage
comp - Added
Colorless Name
,Status Color Row
andStatus Color Row
style to fireteam comp to show player status as color in ft and allow forced white names - Added
scPlayerListAxis
,scPlayerListAllies
,scTeamNamesAxis
,scTeamNamesAllies
shoutcaster componement - Added HUD 5
Shoutcaster HUD
- Replace
status
comp with shoutcaster player status - Enhanced
RoundTimer
comp to work with shoutcaster - Enhanced weapon icons in popup messages point towards the victim when
Swap V<->K
is toggle - Added
draw suffix
style option tohealthtext
,breathtext
,sprinttext
,chargeweapontext
andxptext
- HUD Editor
- Added a toggle for
noise generator
in HUD Editor (n
key) - 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 (
f
key) - 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
,c
andd
keys) - Added grid alignment option to force element when moved / rezised to be aligned with the grid depending of the grid scale (
a
key)
- Added a toggle for
- Debriefing
- Fixed
LAST
played 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
1000
to500
ms, 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
weapalt
will 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_drawGun
0
and2
- 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
50
ms to66
ms to match ETpro
Auteur(s)
Auteur
Rémy Marquis
rafal1137
jackeri
Aranud
ryzyk-krzysiek
Aciz