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Enemy Territory: Quake Wars [PC]

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Enemy Territory: Quake Wars [PC]

Postby Crayon » Wed Oct 24, 2007 1:00 pm

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Quake Wars is the spiritual successor to the game Wolfenstein: Enemy Territory. The game is a classed based tactical shooter. You should be playing this game because it is awesome. I have been playing this for the past couple weeks (since it came out) and I can honestly say that not one game has been exactly the same as another. Quake Wars has so much depth that you will be tearing away to find all the hidden things in the game.

This is the thinking mans FPS, you can't play this game mindless, you have to be thinking about 10 things at once.

If you've tried to play Quake Wars and you just think it's not the game for you, tough it out. Quake Wars starts of with a very steep learning curve, but once you get the basics down oh man is it rewarding. Here is a site that may help you, veterans should read over this site too it has good information.
http://4newbies.planetwolfenstein.gamespy.com/ETQW/

Maps:

Africa
Refinery
Slipgate
Island

North America
Valley
Outskirts
Area 22

North Europe
Ark
Quarry
Salvage

Pacific
Canyon
Sewer
Volcano

The Console:
The console is a useful tool for tweaking the game. Most of the commands I will tell you about are best used in a custom config file so they execute everytime you start up your game. Press CTRL+ALT+~ to access your console.

com_allowConsole 1 (allows the console to be accessed from just the "~" key)
g_skipintro 1 (this skips the intro so you don't have to watch it everytime)
com_unlockFPS 1 (this unlocks the FPS which are default to 30)
com_unlock_timingMethod 0 (this changes how the game draws frames, mess with it, some people have better luck 0, 1 or 2. The default is 2)
com_useFastVidRestart 1 (this allows you to hit alt+enter to go to windowed mode, then you can alt+tab to your hearts content)
com_showFPS 1 (shows your fps, change to 0 to hide fps)

Here is my config, it sets timingmethod to 0, unlocks the fps, hides the intro, and lets you hit alt+enter to go to windowed mode. If you want to use this place it in your C:\Documents and Settings\Wade\My Documents\id Software\Enemy Territory - QUAKE Wars\sdnet\<your_username>\base folder.

Key Binding:
C:\Documents and Settings\Wade\My Documents\id Software\Enemy Territory - QUAKE Wars\sdnet\<your_username>\base folder contains bindings.cfg, you can edit this to add more advanced binds. Binds work in a pretty cool way in Quake Wars. They look like this:

bind "w" "_forward" "" "default"

or

bind "KEY" "ACTION" "MODIFIER KEY" "CONTEXT"

One of the easiest and obvious key binds is:

bind "MOUSE4" "_weapon0" "" "vehicle"

This makes it so you don't have to reach over and press one for decoys, and it only changes mouse4 to decoys while in a vehicle, AMAZING! Mess around with your own binds, if you find have any cool ideas post em here.

People that play:
Nvader
Impaler656
Slayer_
Servo56
Cobret
CRAYON (APoC)

Where we play:
We actually play wherever, recently though I was given admin rights to a ranked server so I would be happy if you guys started playing there more. The guys that play on the server ([LLJK]) are fun to play with and generally know what they are doing. (CAF)Dragline owns the server so be nice to him.

HOW DO I SHOT STROYENT? 216.246.109.151
Last edited by Crayon on Wed Oct 24, 2007 4:52 pm, edited 1 time in total.
This is not similation.
Get ready to destoroy the enemy.
Target for the weak points of f__kin' machine.
Do your best you have ever done.
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Postby Crayon » Wed Oct 24, 2007 4:34 pm

New patch coming soon! http://community.enemyterritory.com/?q=node/188

Things to note:
Voice Chat, people can stop bitching about hearing the voice commands
Medic XP revamp
Fireteams stay throughout campaign
UI Tweaks like headshot hitsounds, and improved IM functions
Server browser updates, people shouldnt have problem seeing entire list
Ranked server private slots
Ability to disable the complaint pop-up
Shotgun and Nailgun shoot faster (might be useful now)
This is not similation.
Get ready to destoroy the enemy.
Target for the weak points of f__kin' machine.
Do your best you have ever done.
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thnx

Postby Nvader » Wed Oct 24, 2007 5:48 pm

Thanks for all the info. It will prove to be useful.
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Postby Slayer » Wed Oct 24, 2007 10:44 pm

Other Things to note:
Native 7.1 surround support (for my new Sound Blaster.)
You can select the input and output devices independently of your speakers which allows you to use dedicated headsets and microphones. Which should mean you can have game sound from your Surround sound speakers and the voice in your headset.
SDK in patch 1.3.
Improved mouse input with RAW API support.

Anyone who attended the last LAN and installed the slayfest001.pk4 campaign file should DELETE it. I made an error when creating the file which can cause issues when playing online. I have made a new file that you can install at the next LAN if pk4 downloading isn't implemented this patch. I want to see auto pk4 downloading in patch 1.2 or 1.3. This will make it easier to use our custom campaign file at LAN parties.

Great job on the new thread. Its long overdue. I locked the old one and made a link to the new one on the last post.
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Postby Crayon » Tue Oct 30, 2007 5:43 pm

The patch has been released! I <3 Splash Damage.
This is not similation.
Get ready to destoroy the enemy.
Target for the weak points of f__kin' machine.
Do your best you have ever done.
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Postby NPC » Wed Oct 31, 2007 8:14 am

so what did they change balance-wise?
I'm a leaf on the wind... Watch me soar.
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Postby Crayon » Wed Oct 31, 2007 1:35 pm

Changelog:
* Added voice over IP (VoIP). A new menu has been added to the settings menu that will allow this to be configured. The PC must have a microphone configured properly via the Windows Control Panel in order for it to work in game.
* Comprehensive bot improvements
* Medic revive/health drop XP bonus (20%).
* Light weapons xp bonus (10%) (reduce the cost for each upgrade by 10%, not increasing the actual xp given).
* Threaded renderer: enable via r_useThreadedRenderer 2, when from console in main menu, can not enable in game.
* further optimization of pre-generated shadows, across all maps.
* Alternative mouse input method (enabled by default) using the Raw Input API. Disabled by setting m_rawInput 0.
* Fixed high DPI mice dropping input in certain situations.
* Added support for quadraphonic and 7.1 speaker setups.
* Made vehicle wheels appearing to clip through the ground less common.
* Fixed Titan engine shutdown sound getting cut off when switching seats.
* Spectators come to a complete stop instead of infinitely drifting slowly up or down.
* Vehicle horn sounds don't play when the vehicle is underwater.
* Fixed respawning player being visible in a standing pose over their corpse briefly when they respawn when unlockFPS is enabled.
* Sniper rifle & railgun tracers appear no matter how far away you are from the firer.
* Technician can now switch to other tools while sprinting after changing to his stroyent tool.
* Fireteams are saved across map transitions.
* Fade in vehicle panel/fireteam dialogs.
* Added tool tip explaining the time limit functionality in the play computer shell.
* Remember the chosen class when the admin forces a player to the other team.
* Added EMP effect for all deployables/vehicles while they are disabled.
* Added total XP tool tip for the different proficiency types when mousing over them in the overview tab in the stats.
* Gray out quick chat item "I'm disguised" when not in disguise.
* Lighting Pistol: Fixed not overheating at the same rate if tapping the fire key instead of holding it down.
* Fixed not graying out drop down button in admin menu when "Add bot" is disabled.
* Hide friend/foe indicators while going through the Slipgate teleporter.
* Fixed occasionally seeing a spectator's command map icon if there was a radar deployed.
* Health Packs and Stroyent Cells now have separate uses count on the stats page.
* Fixed treating mining laser objective as a destroy objective instead of construct objective with regards to stats.
* Fixed not resetting radial timer on deployable notify icon when the icon is created.
* Send a tool tip instead of a chat message when a fireteam is disbanded.
* Fixed players seeing the enter vehicle icon on the MCP when it is deployed at an outpost when another player is occupying the gunner seat.
* Fixed driver not getting a tool tip when he is kicked for driving in the wrong direction.
* Grenade Launcher: Always display "Grenade Launcher" obituary even if using bullets.
* Plasma Launcher: Always display "Plasma Launcher" obituary even if using Lacerator.
* Fixed when a Strogg player delivers an Energy Cell back to the Strogg ship, the objective icon next to his name in the scoreboard does not disappear until he dies.
* Fixed not resetting decoy charge bar when switching from driver to another vehicle seat.
* Notify client when client has been muted/unmated from text chat or VOIP.
* Joining a game in progress displays "Warm up(Waiting for more players to ready up)" in the in game scoreboard.
* If a spectator switches to spectate a player firing a one-shot per charge bar vehicle weapon the charge bar will not update properly.
* Now hides energy segments when holding the landmine.
* Fixed the charge notify icon disappearing for someone who has planted a charge, that is dead and spectating someone else while the spectatee charge explodes.
* Fixed charge notify icon not disappearing if you arm a charge you are not the owner of.
* Added option to save account password.
* Added a message history to friends/clan chats.
* Added an option to keep the message friend/clan member window open after sending a message.
* Added a Favorites source, similar to History.
* Added Time/Date information to the Replay page.
* Added Delete button to the Replay page.
* Added option to disable the Complaint popup after you are team killed.
* Added built in support for 1280x960 and 1400x1050 video modes.
* Fixed the server list getting a new list every time Play Online was entered.
* Fixed the server list getting a new list every time a filter changes.
* Fixed display of servers with < and > in their names.
* Changed bot filter to filter out a server only if it's completely full of bots.
* Changed obituary and chat text to a smaller font size.
* Changed menu transitions to make it more obvious that there were new choices when entering the options menu.
* Adjusted energy cell drop-pod rubble in Quarry so players can't clip through it.
* Added EMP sparks and effects to "disabled" vehicles and deployables.
* Added unique hit sound for headshots.
* Slight increase in damage distance falloff for all Lacerator variants.
* Reduced damage distance falloff start point to 25% of weapon range for the Sniper Rifle and Railgun.
* Slight reduction in maximum spread for standing and crouching stances for standard Lacerator and Plasma Launcher variant.
* Reduced firing rate for Grenade Launcher variant to match the Scoped Assault Rifle.
* Reduced firing rate for Plasma Launcher variant to match the Accurised Lacerator.
* Improved initial accuracy for Pistol and Blaster.
* Slight increase to fire rate for both Shotgun and Nailgun.
* Anansi and Tormentor take longer to repair.
* Constructing the mining laser should count as a primary objective for stats purposes now.
* Outskirts: removed two deploy squares that were directly below Strogg spawns.
* Slipgate: fixed fogging on decals on the Antarctic-side structures.
* Valley: raised flight ceiling to allow aircraft to navigate more of the map.
* Volcano: fixed a number of holes in the terrain and missing faces on geometry.
* Roughly 1/3 Drop in Light Weapons and Battle Sense requirements for each level unlock from:

Level 1 10
Level 2 20
Level 3 40
Level 4 80

To

Level 1 8
Level 2 16
Level 3 32
Level 4 64
* Roughly 1/4 drop in all class requirements for unlocks. This means that Soldier, Medic, Engineer, Covert Ops, Field Ops and Strogg equivalents would change from:

Level 1 15
Level 2 30
Level 3 60
Level 4 120

To

Level 1 12
Level 2 24
Level 3 48
Level 4 96
This is not similation.
Get ready to destoroy the enemy.
Target for the weak points of f__kin' machine.
Do your best you have ever done.
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Postby Slayer » Wed Dec 12, 2007 5:47 pm

Enemy Territory: QUAKE Wars 1.4 Update - Coming Soon!

-UI improvements
-Basic Training
-Auto-Downloading for maps, mods, and campaign files
-ETQW:TV
-Further Gameplay Balance Improvements
    - MCP will auto-deploy in the green zone
    - MCP repairs are less lemming like as it wont take damage until its repaired
    - Hacking turrets twice does damage.
    - Head-shots are much more accurately detected

- networking improvements
- bug fixes
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Postby Crayon » Wed Dec 12, 2007 8:56 pm

Awesome, the hacking damage and headshot accuracy will probably improve the game quite a bit.
This is not similation.
Get ready to destoroy the enemy.
Target for the weak points of f__kin' machine.
Do your best you have ever done.
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Postby Slayer » Tue Jan 15, 2008 1:57 pm

ETQW 1.4 Update Released!

Enemy Territory: QUAKE Wars 1.4 Changelog

Front End
    * Hot Servers listing added to the server browser (includes listing of number of players considering joining the server)
    * Server browser now updates player count the instant somebody chooses to connect to it
    * Added panel to the server browser screen that displays the users stats and awards progress
    * Ticker on server browser screen now links to external web sites
    * New options available on Play Computer screen
    * Additional option on the Game Settings screen (Advanced HUD, Respawn Text, Draw Fireteam List etc)

Play Computer
    * New Tutorial mode with pre-set bot skill levels
    * Key tooltips now briefly pause the game in tutorial mode to help lead the player
    * Tooltips played in tutorial mode now highlight corresponding HUD elements where appropriate
    * Additional new tooltips
    * Updated bot AI for Tutorial mode: bots play less aggressive, assist more and pace the completion of objectives

General
    * Head hitbox for player models adjusted, damage now scales better based on accuracy
    * New VO added for tooltips
    * Subtle Motivators added - When players achieve various records in-game they are told so via a pop-up message
    * Vehicles at the main base of either side are now immune to damage after spawning, immunity is lost when used by a player
    * Spawning vehicles are now static until used by a player to avoid exploiting
    * Mines are now highlighted by green or red dots on the HUD
    * Fireteam leaders are now displayed with White player arrows, fireteams with Yellow arrows and friends with Cyan arrows
    * Vampire Strike beacon smoke effect has been updated
    * Revive missions for Medics/Technicians are now Tasks
    * Matches can now be paused mid-game via 'pausegame' or 'admin pause/unpause'
    * Player models on the limbo menu now rotate 360 degrees when a class is first selected
    * Buttons added to mute limbo menu voice tutorial
    * End game stats screen has been updated with new stats info (Next Award, Rewards gained this campaign, Personal Bests, Mouse over info on map awards like Best Engineer)
    * Advanced HUD option (moves text, reduces space used by obituaries and moves subtle motivator pop-ups)
    * Deployables now display the owner's name on Crosshair info
    * New HUD icons for parachuting/air-shield and Third Eye Camera
    * Reduced decoy fire rate on Tormentor and Anansi
    * Reload time increased on Anansi Rockets and Tormentor Plasma Cannon
    * Reduced damage done to deployables by Anansi Rockets and Tormentor Plasma Cannon
    * Re-balanced Anansi and Tormentor XP
    * Basic hacking has had its time reduced and can now also cause damage when hacking an already disabled deployable
    * Slightly updated effects on Violator
    * Sniper Rifle and Railgun trails are now more obvious/longer duration
    * Stroybomb reload time increased slightly
    * Adjusted the point at which the attacking team gets a reduced spawn time
    * Progress decay on some objectives has been adjusted
    * Player's now receive a warning when a turret is targeting them or when they have triggered a mine
    * Added more support for loading mods
    * A message is printed on the HUD when someone finishes hacking a shield generator
    * The game running in fullscreen no longer forcefully captures the mouse, resulting in better multitask behaviour
    * 'vstr' now evaluates immediately, rather than adding its output to the end of the command buffer
    * Workaround for certain ISPs filtering out legitimate authentication and match making packets
    * Multiplayer stereo sound separation algorithm alternative from Quake 4 added, s_earSeperationAlgo 1 to enable (Default and legacy is 0) two additional cvars for control: s_esa1_minVolume (sound never drops below this fraction for either ear), s_esa1_maxWindow (window size in which volume is maxed, fraction of full range)
    * Text declarations now take priority over binary ones to make mod development easier
    * WriteJumpStartDemo now overwrites existing files
    * Added local stats tracking for offline play
    * Increased XP reward for players picking up your Health Packs, Ammo Packs and Stroyent Cells
    * Added green repair indicators if someone repairs your vehicle.
    * The icarus is now more forgiving to lock on to
    * The MCP auto-deploys when it has been in the deploy zone for half a second, deploy text on HUD removed.
    * MCP does not take damage unless it can move
    * MCP driver can now remain inside the MCP when it is disabled
    * MCP driver MG cannot be used when the MCP is disabled
    * Shotgun pellet count reduced and fire rate increased
    * Assault Rifle and Lacerator base weapon accuracy increased
    * Sprinting will now pull you out of sighted/scoped mode
    * APT turrets now have a 1.5 second delay before it starts turning towards the player.
ETQW:TV
    * Added support for spawning repeater server on dedicated server, net_spawnRepeater 1 to enable
    * Added support for connecting repeater relay servers to other repeater servers, net_spawnRepeater 1 to enable
    * The port the repeater will use can be controlled by net_repeaterPort, the default is 27833 is no port is specified
    * Use ri_maxViewers to control viewer slot limit for repeater servers
    * Access to the repeater can be limited by the use of ri_useViewerPass, g_viewerPassword, g_repeaterPassword, ri_privateViewers and g_privateViewerPassword
    * Repeater server name can be controlled by ri_name
    * Viewers may chat to other viewers on the same repeater server, this can be disabled with g_noTVChat
    * Viewers may cycle through player views by pressing the attack key, and free fly using the alt attack key
    * Broadcasting can be delayed by changing net_clientRepeaterDelay, this is only supported on repeater relays
    * Repeaters can be set up to auto-download required content by setting net_clientRepeaterAutoDownload to 1
    * For additional information on the ETQW TV feature, please see the ETQW TV Readme file.
Bug Fixes
    * Fixed saving some passwords causing the local account to be corrupted
    * Fixed typing quickly scrambling user input
    * Fixed typing while holding down Shift sometimes causing text overwrites
    * Fixed low apparent texture quality if texture quality settings were below the baseline
    * Fixed an intermittent crash on startup during the "Loading UI..." stage
    * Fixed crash when loading a map on ATI brand cards
    * Fixed serverInfo command incorrectly reporting server status
    * Fixed filters being applied to History and Favorites list
    * Fixed auto-updater being used when running from the Steam version of the game
    * Fixed ServerLauncher not reloading the last opened profile
    * Fixed ServerLauncher not properly setting the mod
    * Fixed being able to corrupt user chat history
    * Fixed a crash when deleting the last item in the replay list
    * Fixed sometimes being able to send empty messages when chatting
    * Fixed jittery bots & vehicles when playing against the computer with unlockFPS on
    * Fixed clipping through ceiling when getting out of the Husky in specific locations
    * Fixed Player.cpp bad floating point dump-to-console error
    * Fixed GDF deployable "jerk" on landing
    * Fixed servers having incorrect antilag tuning - antilag tuning CVars are now read-only
    * Fixed infiltrator being able to teleport without having full charge
    * Fixed bugs with accurized lacerator/scoped assault rifle scoping & unscoping
    * Prevented vehicle view FOV issues - FOV limited to 90 when in vehicles
    * Fixed loading screen sometimes showing previous server's information
    * Fixed relative directory name detection incorrectly marking certain paths as relative, resulting in problems when attempting to create directories or files
    * Fixed offline friends in the friends list incorrectly appearing as if they were on a server
    * Fixed 5.1 and 7.1 audio not working in certain surround configurations
    * Fixed mouse buttons not being swapped correctly when the raw input api was used
    * Fixed autocompletion not working in certain situations for files that exist in PK4s
    * Fixed bindings.cfg able to be being executed multiple times in a frame due to input language switches, potentially resulting in keys not being bound
    * Fixed projection matrix jittering being applied in cases where it shouldn't (for example, waypoint icon coordinate calculation)
    * Fixed not always clearing the fireteam name edit box before opening it.
    * Fixed 'create' on fireteam menu when trying to create more than 8 fireteams.
    * Fixed playing OOB tooltip even though player was dead.
    * Fixed inverted "blocked you"/"unlbocked you" tooltips in the friends list.
    * Fixed campaign tab being fullscreen when restarting map and going straight to the vote tab.
    * Fixed seeing the action icon on enemy mines even though disarming was impossible from that distance.
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Postby Crayon » Tue Jan 15, 2008 6:56 pm

That sounds like it will be an entirely different game, can't wait to fire it up later.
This is not similation.
Get ready to destoroy the enemy.
Target for the weak points of f__kin' machine.
Do your best you have ever done.
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Postby Crayon » Wed Apr 23, 2008 1:51 am

With the console versions surfacing soon, a trailer emerges:

http://www.gametrailers.com/player/3293 ... mments_top

OUTER SPACE!
This is not similation.
Get ready to destoroy the enemy.
Target for the weak points of f__kin' machine.
Do your best you have ever done.
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Postby Slayer » Wed Apr 23, 2008 3:39 am

APoC wrote:With the console versions surfacing soon, a trailer emerges:

http://www.gametrailers.com/player/3293 ... mments_top

OUTER SPACE!


ALIEN WEAPONS!!!

I saw this trailer last week. Its like the Monster Truck Rally announcer. I thought i shared it in google reader.
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Postby Slayer » Mon Jun 30, 2008 6:12 pm

Wolfenstein: ET Map Source Files

Word is that these maps can also be used in Enemy Territory: QUAKE Wars: "On a side note, for those of you wanting to import the maps into Enemy Territory: QUAKE Wars, jRAD and Torchy assure me that this is indeed possible as EditWorld will happily import *.map files. Keep in mind that it will require some of the obvious texture path replacements and entity work, though.


So how long before the original 6 maps from WolfET are imported into Quake Wars?
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