After blaze lost more or less intrest in the mod, what I really really think is sad, since I had fun working with him, I am searching for a new guy to help out!
This guy doesnt have to be skilled code wise, but he should understand databases + php / css / html etc etc. You guessed right, I want you to
build up the Ranked stats Page. I have already built up a working backend, so it will more or less only be html + some basic php function call. The rest can be extracted from the database with my backend, so there is no need for you to care about this.
If you feel like helping, just write me a msg
here in the forums or send me a mail at uvhannes@gmail.com!
Thanks and have a nice evening,
Update: Application closed
-hannes
A few minutes ago I published the
0.6 Version of ETQWPro Mod.
This Mod merges Splashdamage's Competition Mod and the old version of ETQWPro.
The main goals were to keep vanilla commands and Competition Commands working. So all your Scripts from vanilla or compmod should also work in ETQWPro 0.6.
Also user experience was a high priority, so you will now get feedback on error messages and so on.
0.6 is also supporting its very own ranked server system. More Information on this will made public soon.
No more words from me, be sure to check the changelog
here and the complete Cvar list
here Mac users: I didnt forget you. I am still trying to find a way how to get binaries for you.
Windows server admins: Be sure to check the changelog. There is some info about Windows server binaries
I do suggest using the installer, since it cleans up your system!
Downloads:Installer:
download Zip:
downloadHello,
Im making good progress with the 0.6 version and since this will be a complete new mod, all promod functions have been rewritten, I am searching for 3 to 4 Teams to do some playtests.
Such Tests would include:
- Vehicle Restrictions
- Pause Features
- Not yet published Features
- Public Modifications
- All cvars
- All console commands
- Compatibility with SD comp mod
to just name a few!
Send your applications to uvhannes@gmail.com, or just pm me in #etqwpro @ Quakenet
Teams that dont help testing but got approved, will get removed instantly.
Note: This is not only for the competition scene, public clans are also welcome-Hannes
This update fixes some major issues that popped up in 0.55a.
The main issues I was trying to fix / smoothen out:TV was crashing on connect
Vehicle management, vehicles wont spawn into the map anymore, if they are not allowed
Headshots only mod
Demo recording
End of round screenshots
better useability (menu to adjust your ingame settings)
Weapon model tweaks (thanks to pie)
GPMG spread
Our scripts will work now also on custom maps!Serveradmins, be sure to adjust your server configs! The es_allowvehicles cvar has changed.
More Information about this can be found in the changelog and wiki!
We highly recommend updating your servers, also be sure to give any bugreport and feedback in our forums at
ETQWPro ForumsAlso Linux server admins, please give feedback about any server crashes, the binaries got compiled in a slightly diffrent way this time!
TestserversStopwatch : 91.194.84.128:27733
ETQW:TV : myhannes.info:27777 (no valid etqw key required to watch ETQW:TV)
Download:
MyHannes.infoChangelog:
Wiki PagesThis is a very small update this time. I only fixed the few bugs reported and adopted the autorecord from splashdamage.
This update now should and can be used for competition.
Report bugs to our forums please.
Download
here wiki
here Our Public server has been updated already: Official ETQWPro Public: 91.194.84.128 (custom content download enabled)
Changelog:
==Fixes==
* Fixed third person Crosshair not showing up anymore
* Fixed readyteam bug
* es_autorecord now stops at the end of round
==New Features==
* es_mod_grenade_count has been reworked. 0 = vanilla grenade count, 1 = etqwpro grenade count, 2 = 2 nades for every class, 3 = no nades
* now displaying the time that remains, until a locked vehicle is useable again!
* autorecording will now use Splashdamge's way of demo naming. (g_autoDemoNameFormat)
* Megatextures are now downloaded to the base directory, and not the mod directory
Splashdamage lead the way, and we are following!
Blaze and me worked over night to finish the last work on the Promod 0.55 Beta build. Please understand that this is a Beta version, and not the 0.6 version.
If you have the feeling that anything is wrong, or not working, please, report this in our forums at http://etqwpro.net
Now this release is a bugfixed 0.5 version with some intresting new features. The source has been cleaned up and we hope that the FPS drops are gone now.
Linux users, please report if you guys still experience immense drops.
Download:
here! Wiki:
Changelog Public test server running custom and competition maps (auto dl of ALL needed content is enabled! Dont fear the restarts)
91.194.84.128
Some of the key features in 0.55:
==Fixes==
* Fixed console being black on a high detail + enabled AA config
* possible FPS drop fix, because of new Spread Manager
* Fixed several bugs in local play mode, you should be able to actually play vs bots
* Bots wont call timeouts anymore
* Fixed the TV Chat issue
==Removed==
* removed es_debugspread
* removed the server TV Admin Backend.
* removed switchhud command
* removed the minhud
* removed ec_autoaction
==New Features==
* Panzerfaust and Oblitorator make more damage against vehicles
* Custom Maps Megatexture can be downloaded directly from the server. Be sure to have a look at the Custom Content Section
* added a non context way to switch weapons.
* added a new Console command for TV servers. (cpm "
")
prints a message on the server (currently in the chatarea).
Happy spamming! Viewers can disable those messages with (g_noTVChat)
* Made it possible to permit shooting in a vehicle at all (es_allowAttackFromVehicles)
* Made it possible to permit dropping stryobombs from an icarus (es_allowIcarusAttack)
* Added es_unlockSprint, enables the speed upgrade from the Battlesense Award
* Added es_maxMinesPerPlayer, give the constructor / engineer x mines at spawn
* Added es_mod_grenade_count to use a modified grenade count (set to 1, and strogg/gdf only get one grenade)
* Added es_mod_ammo_count to use a modified ammo count (set to 1 and gdf get more ammo)
* Changed es_headshotsOnly. 1 = Only headshots do damage, 2 = first headshot kills the enemy
A complete changelog is like always in the Wiki Pages at http://myhannes.info/wiki
The beta cvarlist has been updated as well, so you can build the new configs already.
We hope you enjoy this build, let us know if smth is wrong.
ETQWPro TeamIm very pleased to announce that the ETQWPro version is now live on our update servers and will get installed as soon as you start ETQWPro 0.4 the next time.
No, its not that easy but there is indeed some great change in the whole mod. While I was focusing on the whole GFX stuff to get you guys as much FPS as possible, I had blaze to work on the restrictions and NA / EU compatibility.
Blaze joined the ETQWPro team about one month ago, and I cant think of coding alone anymore.
So whats new, whats fixed where can I download it?
Update: Pub for you to test: 91.194.84.128:27755
The complete changelog is like always in the Documents folder, I will only cover intresting stuff here.
New Features:
Basic Camtrace 3D SupportScandemoTv Admin PortalHitsounds are localized nowETQW will be slightly more accurate!
es_fastSalvage - Adds a new spawn to the game.
if on --> last spawn 30 /20
if off --> last spawn 30 / 15
Fixes:
- Fixed a bug when selfkilling in a medium vehicle, the other medium vehicle stays locked!
- Fixed the issue that you couldnt move backwards while having sprint key pressed with es_sprintstyle 1
- Fixed the Fast unscope (lean) bug. You can now do all fancy stuff @ lean, but not shoot!
- Cvar renames for Badger -> Armadillo, Goliath -> Cyclops, Hornet -> Tormentor
- Fixed that weapons got applied the wrong spread issue
New / changed Cvars:
- Reamed all cvars to es_ for server cvars, and ec_ for client side cvars
- Added es_maxMines - defaults to -1, set to the max number of mines you want to allow for a team.
- Added es_allowCrosshair3rdPerson - defaults to disabled, set to 1 for a crosshair in 3rd person view
- Added es_allowRadar - defaults to disabled, set to 1 if you want to allow radar
Nes / changed Commands:
- Breaking news: we can use the horn under water!
- Reworked the weapon spread (its slightly more accurate, and we support the compmod spread now as es_aimstyle 2)
- speclock - lock your team from spectators
- specunlock - unlock your team from spectators
- specinvite - invite a player to spec your team
- specuninvite - remove a player from the invite List
- players - show all players and their IDs
- freecam - gets into ct3d Freecam Mode
- setFreecamPos - sets a ct3d Camera position
- getFreecamPos - gets a ct3d Camera position
- startTvAdmin - start the TV Admin
- stopTvAdmin - stop the TV Admin
ETQWTV:
- Made g_noTVChat also clientside available
- Added viewers command to get see who is spectating with you!
You can also have a look at the wiki changes fo a complete changelog.-> Wiki
DownloadPlease report bugs!
have a nice Monday
The team behind the most popular etqw mod to date have now recruited the creator of the etqw competition mod pigmod, no other than Blaze. The ETQWPro team expect Blaze to bring manners into the team and we see it as a happy bonus if he decides to include some features. Rumors say that Blaze was once an army sergeant in Vietnam and that he killed 10 boars with his fists.
Aside from that Blaze is a major asset on all fronts and has already made his mark on the mod, bringing in lots of experience from both modding and creating games. Blaze has previously worked on mods such as reaction quake for quake 3.
This means the coding team now consist of Hannes, SpaceCommander, th00ry and Blaze.
With the two most successful competition mods for etqw now working together you can hardly imagine any limits! Stay tuned for big updates to come!
You can visit ETQWPro at #etqwpro on quakenet.
The biggest ETQWPRO update to date has just been released featuring gameplay improvements, game fixes and some additions. The focus of fourth public release is to polish old features, work against full holds on certain maps and make the community rule set as automatic as possible, making it easier to follow. A lot of the features in the update were used in the CDC4 build of ETQWPro and at the people at the LAN seemed very happy with them.
And with this major update we hope that people that have quit ETQW will come back and try out the mod. Because we are getting closer and closer to ETQW as it should have been from a competitive perspective. And we have gone a long way in improving all sides of the gameplay. ETQWPro is a lot more about skill through precise aiming, more balance and less about spam / vehicle dominance. So if you ever tried ETQW and felt it was too spammy, aiming was off or that you felt the balance didn’t work in competition we recommend you try ETQWPro 0.4.
And as a teaser I can tell you that there are already some features ready to be implanted into ETQWPro as soon as they are balance tested properly. So you can look forward to more big ETQWPro updates this spring.
ETQWPro 0.4: http://etqwpro.net/misc/etqwpro040.zip
ETQWPro gathers
The gather channel #qw.gather on quakenet is running ETQWPro gathers around the clock in both 4on4 and 6on6. So if you just want to test out the mod this is an excellent option. Each week more than 120 gathers are played, that’s more than 15 gathers each day.
[readmore]
I grabbed hannes to ask him some question related to the release:
With 0.4 being a major release, how far do you feel ETQWPro is developed compared to what you want it to be?
Well if you compare 0.02 and 0.4 you cannot deny that we made an impressive step forward. At moment I am pretty happy with the development of ETQWPro and the ETQWPro server count is going up each day. (Editors note: passed 100 a couple of days ago) And coming from ET an aim based and tactical shooter, Quakewars vanilla was just too much spam. Now with some restrictions, important events and leagues have chosen to use ETQWPro over pigmod and SD comp mod. So as it is going this game gets more and more into an aim based shooter again. Due to our very own Spread Manager headshots feel right now and are not that random and the new heavy Vehicle rule helps turn down the amount of vehicle spam.
What are you looking into for the next release of ETQWPro, any specific things you can talk about?
Well the next release will be more into fixing any bugs which can popup in this release, statistics, HUD, and some minor not so important stuff. And of course, if Splashdamage releases its source, we still plan to re-build this mod on the SD comp mod.
Major additions/changes in 0.4:
- Fixed a big spread Issue when jumping and shooting, making the extra spread stay for a while
- Added a config, which should make it easier for you guys to create an own one!
- Weapon restrictions are added now
- Removed the scope effect from the strogg HUD
- If vehicles are forbidden on the last Objective stage, players will get ejected by the mod!
- Turret restrictions reworked and should work now
- Added clientside mapscripts!
- Implemented the vehicle rules! If the cvars are set, your team dont have to worry about using too many vehicles at the same time, the mod will either allow or not allow you to enter any vehicle.
- Added cvar for shooting in third person. (Switching positions is still allowed)
- Current ETQWPro version will also be available in the Server Info!
- Added an "announcement" whenever anyone connects on the server. (No sneaky specs anymore)
- g_noTVChat now also available to clients!
- Screenshots are now saved into the review folder
- Added a set timer command which can be your very own
stopwatch.
- Made respawnTimer yellow
- Stopwatch is red
Map changes:
-Strogg/GDF spawntimes on salvage are now 15/30, from 15/35 in 0.03.
-Added g_fastVolcano 1 as an option due to volcano being a very slow map and not being played at all in 6on6 in its current state. Now the map should be doable in around 10 minutes. g_fastVolcano 1 ends the map after 2nd stage (when generator is blown)
New cvars:
Client:
- g_skipPostProcess skip SDs PostProcess, for more FPS
- g_skipAtmosphericEffects only change before loading map, removes skips rain, snow etc
- g_disableTracers show tracers?
- g_useMapScripts execs a cfg on every teamchange! mapscripts/Server:
- g_fastVolcano ends volcano after second objective
- si_limitHog Only allow one hog at the same time
- si_limitDesecrator Only allow one Descrator at the same time
- si_limitCyclobs Only allow one Cyclob at the same time
- si_limitTrojan Only allow one Trojan / APC at the same time
- si_limitTitan Only allow one Titan at the same time
- si_heavyUseDelay Time in seconds after a killed or decay'd heavy vehicle is useable again
- si_allowTimerset Allow the clientside ETQWPRo timer
- si_allowLastObjectiveTitan Allow titan in the last objective
- si_allowLastObjectiveDesecrator Allow Desecrator in the last objective
- si_allowLastObjectiveCyclobs Allow Cyclobs in the last objective
- si_sprintStyle 0 default, 1 allow reload while sprinting
- si_AutoLockTeams Auto lock teams at startup
- si_aimstyle 1 = ETQWPRO Spread Settings, 2 = W:ET Spread Settings
- si_allowFastGib - allow or not allow faster gib
- si_gibScale - scale the damage a player gets when he get gibbed
- si_gibCenterDistance - how near do players have to be to instant gib players with knifes
Links:
Newspost on crossfire with the new Community rules CFG: http://www.crossfire.nu/?x=news&mode=item&id=2637
ETQWPro wiki: http://myhannes.info/wiki/index.php/
http://etqwpro.net/misc/etqwpro003.zipChanges:
- Fixed Screenshots being black at the end of the round
- Fixed a message Overflow (caused client crashes)
- Fixed spawn Select
- Fixed class selection (see later)
- Fixed ready Team (there may still be some issues)
- Removed player class (weapon) restriction (broken)
- Demos are now named like "date_time_map"
- Demos will start when countdown starts
- Demos will end as soon as the map ends or @ a match reset
- FireTeams now show Members HP
- latched Classes
- Hitsounds are really hearable now
- weapons spread adjusted
- Introduced Pause function.
Every team has 3 Pauses which can last 2 minutes.
Only Team Members and admins can unpause
Unpause will have a delay of 5 seconds
- Introduced setSpawnPoint / setspawnpt
setspawnpoint will print all available spawns!
setspawnpoint
will let u spawn at the chose spawnpoint
setspawnpoint -1 will let u spawn at the Frontline!
- Introduced class Command
class - ClientClass reverted back to normal
clientClass