ET: Legacy

ET: Legacy - free open source multiplayer fps game
ET: Legacy - free open source multiplayer fps game
ET: Legacy - free open source multiplayer fps game

ET: Legacy Team Blog

ET: Legacy 2.78 released!

ET: Legacy 2.78 'Explore the Area!'

It's been an absolute journey, but even though we didn't quite make the initially planned release date, we are definitely on a good way! The release cycle has gotten significantly smaller, as we decided to be a bit more strict as to what topics we want to address each release. This version, among general fixes, has a clear focus on improving the competitive side of things. 278_teaser2.jpg


However, before we dive into those changes, we would like to thank two people in particular, Aciz and ryzyk. Those two lovely souls carried the brunt of the work in the recent months and we are happy to count them to the development team now. Please enjoy a complimentary banana!


First official release coming with Android support

This has been available for the more courageous among you through the dev snapshots, but now it's officially here! More information about this, its use cases and benefits will be featured in an individual blog post in the future. For now, just remember that only mods with Android support will work on your device. If you notice any issues with it as it's still rather fresh, please let us know.


Rework of on-screen blood effects

Now to slowly lead to the very juicy and core-game play related changes a notable mention in this release is the rework of the on-screen blood effects (cg_bloodDamageBlend and cg_bloodFlash cvars). These have always been among the first adjustments by players to maintain a clearer sight while slaying all those pesky enemies. The new implementation is a directional damage indicator on the border of the screen to give you a hint at where you are being shot from. The current implementation is simultaneously a less intrusive on-screen blood effect and also a more informative feature as well.* * *


Fundamental improvements to the game

  • Removed various frame rate dependency issues allowing players to play at 250FPS.
  • Fixed random crashes caused by the use of non-ASCII characters.
  • Fixed airstrike/artillery plane and explosion behaviour to match the timing of the vanilla implementation.
  • Improved the general game behaviour with higher sv_fps values by removing various frame rate dependencies. This will lead to a smoother game play experience with a more accurate collision and hit registration.
  • Operational server-side demo feature. It is a very nifty feature as it will allow for more frag movies in the future as all those epic moments are being recorded on the server directly.
  • Improved OpenAL sound system.

Primary changes to the more competitive side of things

  • Adjusted Z-velocity to emulate framerate-dependent behaviour in g_fixedPhysics
  • Adjusted the allowed FOV range to [75 - 160]
  • Fixed wounded players getting stuck in solids
  • Many improvements for the hitbox system with:
    • True hit region accuracy (shooting in the head now always counts as a headshot)
    • Body hitbox height is computed using the head hitbox low part to match the hitbox with the player animation (no more exploit with quick crouch / prone where the hitbox changes too fast prematurely)
    • More precise bullet tracing computation
  • Collision detection improvement:
    • Fixed prediction errors causing players to stick to each other
    • Addressed the prone rotation and transition to feel more natural

> Full changelog


scrims2.jpg Before we continue with the core game play mechanics, we would like to give a shout-out and thanks to the TeamMuppet and West Coast Grizzlies for long-standing support and also direct an absolutely massive thank you to the ET: Legacy Scrims community in particular!

Your continuous support is incredibly motivating and makes the shorter release cycles possible. Without the provided server infrastructure, suggestions, reports and general feedback ET: Legacy wouldn't have been able to evolve into what we are seeing today. The organisation of two cups (3v3 and 6v6) hosted by Momentum Gaming being played on Legacy allowed us to stress-test the competitive side of things.

Yes, there is room for improvement, but the simple fact the competitive community is finally moving over to ET: Legacy is very motivating and the feedback we could gather from it is incredibly helpful for improving ET: Legacy in the long run. So a huge thank you once again! If you are looking to join the more competitive experience of ET, please join the ET: Legacy Scrims Discord. There are already plans for future events, which we plan to support more actively as well so go have a look!


bar.jpg As mentioned, we are looking to implement a more frequent release cycle. If you would like to help with that, please let us know! The more the merrier and the quicker ET: Legacy can reach its full potential. The next release is planned for end of the year/beginning of next year. So 3-4 months. And yes, if you haven't noticed the Christmas decorations and snacks in stores yet....it's coming closer again...


written by Kemon 3 weeks ago

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#etlegacy IRC moved to Libera

We moved our IRC presence to the Libera.chat network, similarly to many other Free and Open Source projects due to recent events.

Discord stays the primary communication channel.


written by Spyhawk 4 months ago

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ET: Legacy Scrims

Any FPS game with e-sports ambitions requires a dedicated competitive scene, so for this blog post we want to thank the 'ET: Legacy scrims' community for their long-standing commitment. The 'ET: Legacy scrims' community was created and is organised by eMMiel, Bystry and n'papo?, is powered by TeamMuppet with dedicated server infrastructure and facilitated by Kimi with the Gathermaster bot, so all in all a wonderful example of community commitment. Therefore, we plan to officially support and integrate this community into the ET: Legacy Discord, making it easier for the interested players among you to join in and get to know the more competitive side of ET: Legacy. While this integration still has to be ironed out here and there, we are happy to already announce this partnership to help grow the emerging competitive scene on ET: Legacy. scrims.jpg The current format are daily matches for 3on3 or 6on6, depending on the amount of online members. There are no skill brackets for now. Everyone is welcome to join and play a few test matches to see whether it's a fit. For further information, please visit their #rules channel which contains extensive info regarding the organisation and gameplay of the played scrim matches.

Depending on the reception among you, the playerbase, future plans range from experimenting with other scrim formats to organising one-day-cups or tournaments as was successfully done in the past. All that's left to say is, go check out their Discord server and play a few matches to get accustomed!


written by Kemon 6 months ago

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Container System

You may have noticed that since a few weeks your main menu looks wonderfully clean. This is due to the container system which was initially introduced in ET: Legacy 2.77 and fixed in the 'Recapture the City!' 2.77.1 hotfix. In short, this system isolates all paks downloaded from an ET server and ensures your client looks clean and most importantly, remains usable on launch.

clean_menu.jpg

This is a major change addressing a long-standing issue, which we probably all are familiar with. After playing on a server the main menu has been tampered with in one form or another. This raises several issues for regular players. For example could it be that the main menu was translated by the previous server (quote6.png below), it also raises security concerns (quote7.png below) as those modifications to the game client happen without permission, but in general, it's probably simple annoyance (quote3.png below) by the constant alterations. Unfortunately, @stealth6 (quote2.png below) put it quite well, as the ET community lost the battle. However, Radegast, our founder, indicated plans to fix this issue (quote4.png below) once and for all and we finally did! 8 years later, but we got you Radegast! Your plans and vision for this project are in good hands. At least we hope so!

isolation.jpg

Short backstory

"Players. Admins. PK3s. Developers. Long ago, the four parties lived together in harmony. Then, everything changed when the Admins discovered the tilde ~. Only Radegast, founder of ET: Legacy, could stop them, but when the Players needed him most, he rightfully took a well-deserved retirement. Eight years passed and the current ET: Legacy dev team developed a new way to protect Players, the dlcache container system. And although our motives were good, we botched the early tilde block attempt in 2.76. But, We believe the dlcache container system can save the Players."

Long backstory

When connecting to a server, the pk3 get downloaded to your fs_homepath. Historically, all files from all the servers you connect to, get put either into etmain or the mod directory (e.g. legacy, silent,...), which are the same directories the game pulls the content from when launching the game. This enabled server admins to force players to download pk3 containing the aforementioned custom menu files, which the game then uses to initialise the main menu on launch. Because all the files from all the servers got put into the same respective directory, a war broke out between servers for who can put more Z or tilde ~ characters in front of their custom menu pk3. This was done because the game goes through the respective directory on launch alphabetically and overwrites previously loaded files with whatever comes after it. In other words, the game loads pak0.pk3 and finds a menu file. It then loads z_custom_menu.pk3 and finds a menu file which it uses to overwrite the one from pak0.pk3. Then zz_custom_menu.pk3 comes along and even after all the Zs the tilde (~~custom_menu.pk3) pk3 come along overwriting everything ones again. Hence, in 2.76 we tried to implement an early measure against all of that, by blocking the pk3 with the tilde ~ character from being downloaded. This, however, prompted righful backlash by our community as it also prevented you from joining those servers even if you understood and accepted the risk. Another solution was required and here we are.

Functionality

Now, pk3 get downloaded into a new sub-directory called dlcache rather than the base directories (e.g. etmain, legacy,...). This means that for example maps get downloaded into fs_homepath/etmain/dlcache instead of fs_homepath/etmain and server pk3 get downloaded into fs_homepath/legacy/dlcache instead of fs_homepath/legacy. These new sub-directories do not get initialised on game launch, which means that custom paks do not get loaded. This is different to the initial plan of the per-server container system described in the initial proposal here as that would have required players to always download all pk3 when connecting to a new server, because even maps would have been stored in each per-server container separately. That would have presented an immense inefficiency for your required disk space, which is why we are even more happy with the current implementation.

Things to keep in mind

  • Third-party mods Exception to this are third-party mods (e.g. silent, nq,...) as changing the folder structure is very likely going to break functionality of those mods. Therefore, it is recommended to keep legacy as the default mod on game launch (+set fs_game legacy).

  • Manual work-around The good news is that you can still manually install custom menu files for quick access to your favourite server. Simply check the pk3 from your favourite server or ask your server admins which of them contains the custom menu and move that to fs_homepath/etmain. Ideally, to minimise any risk, that pk3 should only include the necessary menu files, so please double check with your server admins if you have any concerns.

  • Local host When trying to host a game locally or when simply using /map or /devmap the contents of dlcache are not considered. You will have to manually pull those maps that you wish to test/play locally from fs_homepath/etmain/dlcache and put them into fs_homepath/etmain.


For further questions as well as if you, dear player, server admin, interested follower or else, are interested in contributing to this project, we are always looking for helping hands to speed things up, so please don't hesitate to reach out to us on Discord.


Quotes:


written by Kemon 6 months ago

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'Frostbite, by Moonkey' v13

Right, so 'Frostbite, by Moonkey' v12, unfortunately, was a complete blunder so the disaster below is what we had to endure. Apologies that it took so long to release a fix for it, but nonetheless, this version should get 'Frostbite, by Moonkey' back on track and playable on your servers. If you encounter other issues, please let us know, so they can be addressed in due time.

Download

Please find the download link and additional information here

Changelog

  • Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
  • Fixed missing tree shader. (Thank you woju and spyhawk for reporting)

shot0000.jpg


written by Kemon 6 months ago

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