December 17th, 2009
QWTA v0.3.3 Hotfix 2 is released.
This hotfix corrects an issue that was discovered with the Anansi's LAW missiles not having any splash damage.
Downloads are in the downloads section.
December 12th, 2009
ETQW Config Importer v0.1 released.
Because ETQW by default does not import configs from BaseETQW to mods, and the directory where configs are stored is somewhat hidden away...
ETQW Config Importer simply makes importing your BaseETQW configs as simple and painless as possible, short of doing it from within ETQW.
(Which is a problem that's being worked on as well.)
Downloads in the download section as usual.
December 11th, 2009
Advance notice: The QWTA site will be going down sometime around December 20th - December 23rd most likely, for another move.
(It's not a 100% for sure thing, at this point. But it's likely what's going to happen.)
The QWTA site will likely stay down over the christmas holidays, and may or may not come up soon after that.
Updates will be posted to the
QWTA v0.3.3 release thread on the official ETQW Community forums, if the QWTA site is still down at that point.
Hopefully, there won't be any issues involved in the move this time, and I'll be triple or quadruple backing up all the QWTA data.
Depending on how things go, QWTA v0.4.0 development may be put on hold for a while, too. Or it may resume as if nothing's going on.
Anyhow, happy holidays.
December 9th, 2009
Seems there was a problem compiling the scripts for the Mac binaries of QWTA v0.3.3 the other day, and basically the compiled scripts for the mac version of QWTA are invalid.
You can work around this with g_useCompiledScript 0, but there's a better alternative:
Downloads for a fixed version of the Mac binaries are in the downloads section, and the invalid files have been taken down. Thanks again Orange.
Enjoy. :)
December 8th, 2009
QWTA v0.3.3 Hotfix 1 is released.
This hotfix disables the QWTA tab on the Limbo Menu as a workaround for a problem that interferes with the proper operation of the Limbo Menu in general.
Downloads are in the downloads section.
2nd Update today!
QWTA v0.3.3 Mac OS binaries released!
Downloads are in the downloads section, thanks again Orange!
December 6th, 2009
Well, it's been a while, but... QWTA v0.3.3 is released!
Currently just compatible with win32/linux, still waiting for the mac binaries to be built...
As well as fixing some issues with QWTA v0.3.2, this release heralds some new mechanics for QWTA's guns:
Most of the GDF weapons now behave more like their real-world counterparts(Details in the Features section.), and instead
of making the accuracy of weapons
worse when unaimed, they've been returned to their BaseETQW accuracies, and instead
the aimed accuracies of most weapons have been
improved. This is both a result of player requests, and a shift to the
more realistic take on the guns QWTA now has. Realistic weapons no longer means damage buffs alone. The Strogg weapons have also received some tweaks. (Including nerfs to the Quake 4 Hyperblaster based on player feedback.)
The
Abaddon Hovertank is included with this release, although it's not completely finished.
(Notably, the Flamethrower is more simplistic than I'd like.) And the
Jupiter Assault Tank has received a few nerfs as a result of player feedback.
(Details again on the Features page.)
Something Quake 2/4 fans will enjoy, is the QWTA Railgun now can be fired through multiple targets. Once again you can score multiple kills per shot.
A feature that will appeal to fans of realism, most crosshairs are removed by default. And vehicles now use ammunition for their weapons. (Although no way of reloading them has yet been implemented short of getting a new vehicle.)
Additionally, for advanced console users, the Jupiter and Abaddon both have their own vehicle contexts, and are part of the general vehicle context group.
Furthermore, "gdf" and "strogg" bind contexts for each team have been setup by default. See the changelog for details.
QWTA v0.3.3:
==========
CHANGES:
* Main menu now displays QWTA logo.
* Abaddon hovertank added. (WIP)
+ This is a specialized version of the Desecrator, mounting two new weapons.
+ Uses g_advancedVehicleDrops bitflag of 8192.
+ Costs 100 FE to request a drop of.
* Plasma Beam added. (Vehicle weapon only for now.)
+ A continuous-fire energy beam used by the Strogg for mining.
+ While highly damaging to vehicles and deployables, its effectiveness
against living targets is low.
* Flamethrower added. (Vehicle weapon only for now.)
+ Spews a cone of flaming plasma across multiple targets, showering the
ground beneath with sticky flamelets. Vehicles and deployables are
immune to flame.
+ Be advised due to QWTA v0.3.3 being kind of a rush-patch, the flamethrower
has significant issues(damage cone and flame graphics are desynchronized,
water will not extinguish flames, and flame -graphics- penetrate
forcefields). The QWTA v0.4.0 flamethrower will correct these issues and
introduce more realistic flame physics.
* Players can now be lit on fire, burning and suffering damage.
* Cvar g_useQuake4Railgun added.
+ Default 1.
+ Controls whether the Railgun has penetration properties, allowing it to
be fired through multiple targets(players and corpses only), or not.
* Cvar g_disableVehicleRespawns added.
+ Default 0.
+ Allows or disallows vehicles respawning after they're destroyed.
* Cvar g_useShieldAbsorber added.
+ Default 1.
+ Allows the use of the Tactical Shield's altfire, which re-absorbs
shields that have been deployed.
* Matched the Quake4-style Hyperblaster's damages to the BaseETQW
Hyperblaster's in response to player feedback. Changed the realistic
damages for the Quake4-style Hyperblaster to be double for the splash
damage, rather than triple.
* Improvements to the BFG10k's visual effects.
* The BFG10k is now charged manually.
+ Hold down fire to charge the BFG. If you release too early, the
BFG energies fizzle out impotently and you must wait for the weapon to
cool down and reload before trying to fire it again.
+ If you charge the BFG10k too much, its energies will overload in a
massive internal detonation, destroying the Jupiter tank.
+ Charging the BFG properly takes practice. The difference between a
properly charged projectile and an overload detonation is a
narrow window of opportunity.
+ Bots are kind of retarded with this new behaviour so far.
* Cvar pm_realisticMovement has had a setting added.
+ pm_realisticMovement may now be set to 2, as well.
+ pm_realisticMovement 2 is now the QWTA default setting.
+ This setting applies realistic movement physics to players, but not bots.
This setting is a workaround for a flaw in ETQW's bot AAS pathing design
that requires maps to be recompiled to support certain changes in movement
physics. While bots can use realistic physics too, their AI doesn't
recognize it, leading to them doing very stupid things when trying to get
from point A to point B. This setting works around that flaw.
* Cvar g_allowCrosshairs added.
+ Default 0.
+ Controls whether most(not all, notably Strogg scopes, sniper weapons'
scopes, and most vehicles) crosshairs ingame are disabled.
This is largely intended for realism purposes, as its assumed crosshairs
for weapons aren't painted onto the personal HUDs GDF soldiers have,
and in the case of the Strogg, that the crosshairs are not displayed
unless the Strogg is looking through what's assumed to be a biotech
interface for a gun camera. Ironsights are of course still available.
* Cvar g_allowHitBeep added.
+ Default 0.
+ Controls whether the hit feedback beep and flash are permitted.
* Cvar g_useBaseETQW12SniperTrail added.
+ Default 1.
+ Sets QWTA to use the BaseETQW 1.2 Sniper Rifle trail/tracer effect.
This effect is more subtle than the BaseETQW 1.5 effect, and harder
to spot.
* Blood and gore effects improved considerably.
* Cvar g_realisticDamage removed.
* Cvar g_realisticSpread removed.
* Cvar g_useRealisticWeapons added.
+ Default 1.
+ Consolidates g_realisticDamage and g_realisticSpread as well as other new
features into one cvar. Generally, GDF weapons have a higher rate of fire
than in BaseETQW. Realistic damages for these weapons lowered slightly,
to make up for the ability to put more lead on target. Strogg weapons
remain slow-firing and higher-damage, but their accuracies have also
improved.
* Bind contexts for Jupiter, Abaddon, Strogg team, and GDF team, added.
+ Jupiter: "g_bind_context_jupiter"
+ Abaddon: "g_bind_context_abaddon"
+ Strogg: "strogg" (Includes all the Strogg classes.)
+ GDF: "gdf" (Includes all the GDF classes.)
+ Jupiter and Abaddon are included as part of the bind context "vehicle" too
* Cvar g_useVehicleAmmo added,
+ Default 1.
+ Controls whether vehicle weapons consume depletable ammunition or if they
have an infinite supply of munitions.
* Script memory limits generally doubled from BaseETQW.
* Tweaked the FE Prerequisites of the Hog and Desecrator in response to player
feedback.
+ Hog: 30FE -> 25FE
+ Desecrator: 40FE -> 45FE
BUG FIXES:
* Fixed Quake4-style Hyperblaster's projectiles doing triple damage to
vehicles and deployables.
* Adjusted the sound shaders of the BFG10k and the DMC to more appropriate
volumes and distances.
* Fixed a bug with class limit autoadjuster using GDF values for Strogg team.
* Fixed a bug which was causing Flyer Drones to emit warning messages.
* Some rudimentary fixes to vehicle drop permissions for land/sea deployments.
Downloads are of course, in the downloads section. Users using the prerelease version of QWTA v0.3.3 will want to download the full release; there've been several changes.
November 6th, 2009
A change of plans...
Some recent issues have been popping up with QWTA v0.3.2, especially as its come into more widespread
usage, and its starting to look like the best course of action would be putting some of the QWTA v0.4.0 features on hold temporarily,
and release another patch, dubbed QWTA v0.3.3, to address these issues.
So, that's essentially what I'll be doing... QWTA v0.3.3 should be out somewhat sooner than QWTA v0.4.0, and should include the
Abaddon hovertank(Which is currently undergoing some changes to the flamethrower physics, to make them more realistic and accurate.).
October 25th, 2009
QWTA v0.3.2 now Mac OS compatible!
A big thanks goes out to Orange for compiling QWTA v0.3.2 into Mac-compatible binaries!
Now all you Mac players should be able to play QWTA. :)
To install, just unzip into your QWTA directory. Servers should also install this, so that Mac players can autodownload compatible binaries from your server.
Download links, are, as usual, in the downloads section.
Thanks Orange!
October 24th, 2009
Still going. Still have no idea when release will be.
October 2nd, 2009
A small status update. QWTA's in heavy development at the moment, but QWTA v0.4.0 is starting to look like its shaping up to be
the most feature-rich release of QWTA to date, including a HUD overhaul geared to realism(Crosshairs? What crosshairs?), the Abaddon
hovertank sporting two new weapons, gameplay balance tweaks, a railgun that punches through GDF like paper, bot AI improvements,
audio-visual enhancements, and even a whole new gametype to play QWTA in, one well-suited to players having a single life per round.
And more...
Not sure when release will be at the moment, but due to the complexity of some of the new features, it'll likely be at least
a few weeks.
September 13th, 2009
As may be apparent to those who've visited the QWTA site before, we've been doing a little redesign. More importantly,
Quake Wars: Tactical Assault now has something somewhat reminiscent of a manual. See the
Features page.
A minor status update too, QWTA v0.4.0 will most likely bring the ETQW Railgun up to par with the Quake 2 or Quake 4 railguns...
That is, it'll be once again shooting through multiple people per shot, as it sadly doesn't do in BaseETQW.
September 10th, 2009
Well, it's been an interesting week. Moved, PSUs on all my computers(Including the QWTA server computer.) mysteriously died, all sorts of fun stuff.
Fortunately, there's been no data loss as a result, and there's even been some progress on QWTA as the machines have slowly been repaired.
Behold a very early version of the Abaddon hovertank, slated to appear in QWTA v0.4.0:
August 27th, 2009
Just a little reminder, the QWTA site will be down for a relocation, probably around August 31st - September 1st.
In other news, work on the new Tactical gametype has started, as well as a Strogg super-vehicle to compete with the Jupiter. Expect to see the Abaddon hovertank, sporting a Plasma Beam(From Quake 2's expansion pack, Ground Zero.) and a Flamethrower(Which, while having no basis for use in the Quake universe, seems to always be a favourite toy.), in QWTA v0.4.0, as well as QWTA's new gametype.
I'll see about getting a video of the Abaddon in action sometime in September. :)
August 9th, 2009
QWTA version 0.3.2 has been released!
The main focus of this release is to let BaseETQW be played using QWTA. Server administrators can now pick and choose which QWTA features they'd like to use on their server. Not a fan of realism? Not a problem, you can disable that aspect of QWTA while retaining things like the BFG10k!
As usual, download links are in the downloads section. Changelog is as follows:
QWTA v0.3.2:
==========
CHANGES:
* Cvar g_useBaseETQW12Shotguns added.
+ Default 1.
+ Controls whether shotguns have a basic behaviour that follows the
BaseETQW 1.2 behaviour model, or the BaseETQW 1.5 behaviour model.
+ Enable for BaseETQW 1.2 behaviour, disable for BaseETQW 1.5 behaviour.
+ Works in conjunction with g_realisticSpread and g_realisticDamage,
so a variety of weapon behaviour combinations are possible.
+ Examples:
Default QWTA Shotguns:
g_useBaseETQW12Shotguns 1; g_realisticDamage 1; g_realisticSpread 1
BaseETQW 1.5 Shotguns:
g_useBaseETQW12Shotguns 0; g_realisticDamage 0; g_realisticSpread 0
BaseETQW 1.2 Shotguns:
g_useBaseETQW12Shotguns 1; g_realisticDamage 0; g_realisticSpread 0
* g_disableVehicleSpawns readded and redefaulted to 1.
* Cvar g_artilleryWarning added.
+ Default 0.
+ Enables or disables the printed warning text onscreen when the Hammer or
Dark Matter Cannon is fired.
* Cvar g_useQuake4DarkMatter added.
+ Default 1.
+ Controls whether the Dark Matter Cannon fires ETQW-style Dark Matter
projectiles, or Quake 4-style Dark Matter projectiles.
* Cvar g_useDeathFading added.
+ Default 1.
+ Controls whether fading effects are used when players are unconscious
or killed.
* Vampire and Violator now have an alt fire. Instead of the airstrike
proceeding from left to right from the thrower's position, the airstrike
instead moves right to left, when alt fire is used.
* Cvar g_useReverseAirstrikes added.
+ Default 1.
+ Controls whether Vampire/Violator alt fire is permitted.
* Jupiter tank's minigun is no longer usable.
* Jupiter tank can no longer accelerate using overdrive.
* Added tooltip upon entering the Jupiter tank.
* Force Escalation is now rounded down.
* Cvar g_useNuclearHammer added.
+ Default 1.
+ Controls whether the Hammer and SSM missiles behave more like tactical
nukes. At the moment, this is just their EMP effects.
* Bots are now aware(only somewhat on easy difficulties) that shooting at
heavy vehicles with light weapons does not accomplish much, when realistic
damages are enabled.
* Cvar g_useQuake4Hyperblaster added.
+ Default 1.
+ Controls whether the Hyperblaster fires ETQW-style hitscan bullets, or
Quake 4-Nailgun-style mini-plasma shells that explode on impact.
+ Works in conjunction with g_realisticSpread and g_realisticDamage.
* Hyperblaster's homing abilities changed to be more corrective to aim,
less predictive.
* Cvar g_advancedVehicleDrops added.
+ Default: -1
+ A bitfield value that controls which vehicles may be dropped.
Setting to a negative number enables all vehicle drops. Setting to
zero disables all vehicle drops. Individual vehicles can be enabled
as follows:
Husky: 1 Platypus: 2
Armadillo: 4 Trojan: 8
Bumblebee: 16 Titan: 32
Anansi: 64 Icarus: 128
Hog: 256 Desecrator: 512
Cyclops: 1024 Tormentor: 2048
Jupiter: 4096
+ Bitfields, for the uninitiated, can be combined by adding the numbers
corresponding to the desired values. For example:
Husky(1) + Icarus(128) = 129
Husky(1) + Icarus(128) + Platypus(2) + Armadillo(4) + Hog(256) = 391
Anansi(64) + Tormentor(2048) = 2112
All vehicles except Jupiter = 4031
* Cvar g_useSpecificRadar added.
+ Default 1.
+ Controls whether radar is prevented from detecting players.
+ 3rd Eye Camera, the MCP radar, and command-post radar are considered
to include Infrared detection equipment, so are exempt from this setting.
* Cvar g_vehicleDropsUseFE added.
+ Default 1.
+ Controls whether Force Escalation is used as a requirement of
vehicle drops. It's recommended to leave this on when heavier vehicles
are allowed to be dropped.
* Cvar g_useBaseETQWVehicleCredits added.
+ Default 0.
+ Controls whether the Husky and Icarus's BaseETQW vehicle credit costs
are used, or the more expensive QWTA defaults.
* Cvar g_useBaseETQWProficiencies added.
+ Default 0.
+ Prevents players from being given free Vehicle Drop rewards.
* Cvar g_useBaseETQWVehicleCharge added.
+ Default 0.
+ Controls whether the vehicle credit charge timer uses BaseETQW timing.
* Cvar bot_useVehicleDrops redefaulted to 1.
+ The Island crash bug appears to be fixed. Bots now use vehicle drops.
* Hyperblaster effects changed to make their explosive nature more apparent.
* Improved blood and gore effects slightly.
* Cvar g_vehicleSpawnsUseFE added.
+ Default 1.
+ Controls if regular vehicle spawning restricts which vehicles spawn,
when, based upon Force Escalation.
* Cvar g_ignorePersistentRanks redefaulted to 0.
BUG FIXES:
* Jupiter tank no longer shows up as a Titan in obituaries when roadkilling.
* Optimized loading of vehicle drops.
This incidentally appears to fix the Island crash bug.
* Removed an unneccessary attempt at minimizing vehicle bounce when dropped.
Was causing crashes some some cases.
The QWTA site and servers will be having some scheduled downtime towards the end of august/early september, due to a physical relocation.
July 29th, 2009
Got some IRL concerns at the moment that are eating into QWTA development time. Looking for work, and a new apartment, and the related issues that go along with that.
Still doing a bit now and then though; in terms of features, v0.3.2 is nearly complete.
I noticed that the QWTA official server has often been down, so I stuck an auto-restart script on it; that should help things out.
July 4th, 2009
Still going. :)
QWTA's development is still going slow at the moment, although it may be picking up some speed soon, as I've shifted my style of development slightly to help keep things interesting for myself. (Making QWTA more compatible with BaseETQW is difficult, and BORING. But worth it in the end, I think...)
Just thought I'd share a bit more info about v0.3.2:
When I say BaseETQW compatible, I'm mostly meaning that you'll be able to play QWTA with BaseETQW's gameplay(Or of course, you can play QWTA as its intended.), optionally using which QWTA features appeal to you.
For example, in the work-in-progress version of QWTA v0.3.2 I'm working on, you can currently choose if you wish to use BaseETQW Dark Matter artillery, or QWTA's Quake 4-style Dark Matter artillery.
Picture BaseETQW with blood, megatexture autodownload functionality, and a
Jupiter tank, and you'll have some idea of what I'm working on for QWTA v0.3.2.
QWTA itself isn't being neglected, mind you. There are a couple new features that have crept into v0.3.2, including improved bot AI, an alt fire for the Vampire and Violator airstrikes, and tweaks to the Jupiter tank.
May 1st, 2009
ETQW Old Wipe v0.2 has been released.
This small Windows utility is intended to assist ETQW mappers, players, and server admins in making sure they have the latest version of maps for ETQW, as easily and painlessly as possible.
MD5 hashes are used to compare a given file against an existing hash, to determine if they're identical or not. While this can be done with any run of the mill md5sum application, ETQW Old Wipe seeks to make this a simpler process.
It's available in the downloads section.
QWTA development is ongoing, although in a bit of a slow period at the moment.
For the most part, what's being worked on for v0.3.2 is greater (optional) compatibility with BaseETQW.
April 15th, 2009
Version 0.3.1 has been released!
As usual, download links are in the downloads section.
Changelog is as follows:
QWTA v0.3.1:
==========
CHANGES:
* Cvar g_showPlayerArrows redefaulted to 2.
* Made some changes/improvements to the realistic damage fallback code.
* Player respawn timers reverted to be identical to BaseETQW.
+ Player feedback indicates BaseETQW gametypes are incompatible with
+ long respawn timers. A single-life last-man-standing gametype is planned
+ for a future QWTA release.
* Cvar g_useGibKills added.
+ Default 1.
+ Allows certain attacks(Currently only Covert/Infiltrator backstabs)
+ that don't normally instagib, to instagib so victims can't be revived.
* Cvar bot_useVehicleDrops added.
+ Default 0.
+ Enables/disables bots to attempt to call down new vehicles.
+ WARNING: See "Known Issues" section of the readme before enabling!
* Some technical changes to how the Jupiter is implemented.
* Cvar g_useClassLimits added.
+ Default 1.
+ Enables/disables the use of class limits.
* Force Escalation introduced as a concept.
+ Vehicles no longer have Rank requirements to be called in.
+ Force Escalation is an average XP count of all players on a server.
+ Vehicle Drops now use Force Escalation to determine when each vehicle
+ can be called in. Force Escalation reflects ongoing conflict in a battle,
+ and as it becomes more pitched, FE rises as central command takes further
+ notice of the hotspot, and lends more aid.
* Class limits will now dynamically adjust according to critical classes.
* Players using temporary class limit increases will be kicked out of their
class upon death, after the temporary increase is removed.
* Cvar g_modVersion added. Reports the version of QWTA that is in use.
* Current version of QWTA is now displayed in the lower-left of the main menu.
BUG FIXES:
* Fixed Dark Matter Cannon having zero range blast radius in realistic mode.
* Fixed a variety of GDF GPMG and Gatling Gun vehicle weapon damage issues.
* Fixed negativePush flag not being copied over to inherited damageDefs.
* Fixed an unlikely potential crash by returning a BS value from a method.
* Fixed some minor Limbo GUI issues.
* Fixed issue with class limiter that was preventing bots from
giving up their spot to a human player when on a dedicated server.
* Fixed issue with the class limiter that was allowing players to bypass it
by switching teams.
A significant new development is the use of Force Escalation to control when vehicles are available.
Force Escalation(or "FE"), is an average of all the XP of all players on a server.
To call in a vehicle drop, you have to meet the FE prerequisite in order to call it in, as well
as the actual drop-charge cost(visible on the context menu for now).
FE prerequisites are as follows:
GDF Vehicle FE Prerequisites:
- Husky: 10FE
- Platypus: 15FE
- Armadillo: 20FE
- Trojan: 40FE
- Bumblebee: 50FE
- Titan: 60FE
- Anansi: 90FE
- Jupiter: 120FE
Strogg Vehicle FE Prerequisites:
- Icarus: 15FE
- Hog: 30FE
- Desecrator: 40FE
- Cyclops: 60FE
- Tormentor: 80FE
Something not readily apparent to some is that the Icarus and Husky use half your vehicle
drop charge, while all other vehicles use the full charge.
Enjoy!
April 4th, 2009
Version 0.3 has been released!
Download links are available in the downloads section.
QWTA is now fully compatible with ETQW v1.5, and supports both Windows and Linux.
QWTA Official server is located at: qwta.servequake.com:27733
(Please be advised, this server is hosted on a tiny 50/1000 Cable connection, on a linux machine next to my desk, in western Canada.
It'll probably lag a fair bit, and may go up or down for unspecified periods of time without any notice. :D)
March 30th, 2009
Getting pretty near a release of QWTA v0.3.
Found a few last-minute bugs that need fixing before I let it out into the wild.
Got exams(and a project for school that I've been avoiding doing well past when I should have been working on it)
over the next few days though, so it'll probably be after that, hopefully towards the end of this week.
For now, here's what the QWTA v0.3 changelog is likely going to be:
QWTA v0.3:
==========
CHANGES:
* Threw out all previous changes and restarted QWTA development from scratch.
* Previous versions of QWTA: v0.21, v0.2, v0.11, and v0.1 not built off of.
* QWTA is now compatible with ETQW v1.5.
* Spectator controls improved.
+ Attack: Next player.
+ AltAttack: Previous player.
+ Jump: Freefly spectator.
* Dark Matter Cannon now has Quake 4 Singleplayer-style Dark Matter Gun
visual/audio effects and gravity pull behavior.
+ Projectile pulls nearby objects(players, vehicles) towards it.
+ Projectile deals damage to nearby objects slowly.
+ Projectile hurls nearby objects away from detonation point when exploding.
+ Gravitational effects penetrate walls and other cover.
* Hammer has a limited EMP effect upon exploding.
* Hammer and Dark Matter Cannon warning text upon firing removed.
* Player respawns now take twice the length of time they do in BaseETQW.
* Vehicles no longer spawn into the map, they must be called in by players
via vehicle drop. (Use the quickchat menu->vehicles->vehicle drops.)
* The ability to use vehicle drops is given freely to all players, however:
* Vehicle drop charging now begins at zero and charges up from there.
* Vehicle drops take longer to charge than in BaseETQW.
* Vehicle drops have a campaign rank prerequisite before they can be dropped.
+ Generally, the more powerful the vehicle, the higher the rank required.
* Vehicle drops make use multiple types of deployment transport:
+ Jotun drops via parachute.
+ Magog drops via cable.
+ Strogg drops via orbital reentry.
+ Strogg drops via teleport.
* Bots have a rudimentary understanding of vehicle drops now.
+ They're pretty stupid about it, but they do call for vehicles sometimes.
* Jupiter Assault Tank added.
+ This is a heavy GDF tank that uses the BFG10k as a main cannon.
* BFG10k added. (Vehicle weapon only for now.)
+ Delay on firing.
+ Projectile fires energy beams at nearby targets(Up to 8).
+ Projectile detonates with high damage upon impact.
+ BFG Effect operates upon targets(Up to 8) that have line of sight
between the detonation point, and the Jupiter tank, 0.5 seconds later.
* Hyperblaster now behaves more like the Quake 4 Singleplayer-style weapon.
+ Projectiles do not hit instantly.
+ Hyperblaster ROF is slower.
+ Splash damage occurs upon projectile impact.
+ Hyperblaster damage raised, but can no longer do headshots.
+ Hyperblaster scope can get rapid target locks upon any enemy unit.
+ Hyperblaster does not cause a lockon warning on target.
+ Hyperblaster projectiles cannot be decoyed away with flares.
* Shotgun and Nailgun core behavior returned to ETQW v1.2 style behavior:
+ ROF slower.
+ More pellets per shot.
+ Smaller spread.
+ More damage.
+ Damage falls off less over distance.
* Blood spurt effects occur when players or corpses are shot or stabbed.
* Class number limits added.
+ Class numbers restricted based upon class, and player count on server.
+ Bots understand class number limits.
* Screen fades to red when unconscious.
* Screen fades to black when fully killed.
+ This intentionally blocks the vision of the dead.
* Radar split into two distinct types: Radar and Infrared.
+ Radar cannot detect infantry.
+ Infrared can only detect infantry.
* Psi Radar/GDF Radar use only normal Radar.
* 3rd Eye Camera, MCP, and command centers, use both radar and infrared.
* Mxyzptlk's megatexture autodownload added.
* Cvar pm_realisticMovement added.
+ Default 1.
+ Enables/disables "realistic movement".
+ Enables/disables strafejumping.
* Cvar g_realisticDamage added.
+ Default 1.
+ Enables/disables higher, "more realistic" weapon damages.
+ GENERALLY, bullets do 3x normal damage and explosions do 2x normal,
when firing upon infantry.
+ GENERALLY, vehicles take reduced damage from small arms fire.
* Cvar g_realisticSpread added.
+ Default 1.
+ Enables/disables "more realistic" weapon spreads.
+ GENERALLY, firing without aiming a weapon first is much more inaccurate.
+ Bots are aware of this, and will aim more often when enabled.
* Cvar bot_useStrafeJump redefaulted to 0.
+ For use with pm_realisticMovement. Bots will not attempt to strafejump.
* Cvar g_allowMineIcons redefaulted to 0.
+ Disables minedots by default, serverside.
* Cvar g_allowMineTriggerWarning added.
+ Default 0.
+ Enables/disables mine trigger warnings, serverside.
* Cvar g_allowAPTWarning added.
+ Default 0.
+ Enables/disables APT and BDT(APT mode only) HUD warnings, serverside.
* Autodetects the gametype other QWTA servers are using, hides the gametype
of other mods, including BaseETQW. (Easier to see on the server list.)
BUG FIXES:
* Fixed BaseETQW bug: Corpses are now considered "flesh".
+ BaseETQW doesn't consider corpses to be flesh, so they wouldn't bleed.
* Fixed BaseETQW bug: 3rd Eye Camera now updates its radar origin when moved.
+ BaseETQW doesn't update the 3rd Eye's radar origin, making attaching it
to vehicles or other moving objects, effectively useless for radar
purposes. (The commandmap radar area would move, but the actual radar
detection area would not.)
* Fixed BaseETQW bug: Removed cause of a console error message with Magogs.
+ A $null_entity item wasn't being checked for in some circumstances,
causing error messages to sometimes be printed to console.
* Fixed BaseETQW bug: The "Volcano-Icarus Map Exploit" no longer works.
+ A serious exploit exists in BaseETQW 1.5, that has been fixed in QWTA.
+ Variations on maps other than Volcano are also addressed by this fix.
March 7th, 2009
The pain of harddrive failures...
The machine this website and most of QWTA's development files is hosted from, lost its harddrive(Yes, yes, no RAID.) the other day.
No data's been lost, but I've been busy restoring my poor little home server to working order.
February 24th, 2009
For when the Hammer just isn't a big enough gun...
A little revival from the Quake 2 era, the BFG10k returns in QWTA as a prototype GDF weapon, mounted upon the Jupiter Tank. :)
Yep, this has the full BFG10k weapon behavior implemented:
- The BFG Ball fires laser beams/death rays(take your pick of terminology!) at nearby targets while it flies through the air.
- The BFG Ball explodes upon impacting a target, dealing out a lot of suffering.
- Finally, the famous "BFG Effect" goes off, and inflicts further damage upon anyone unlucky enough to be in line of sight to both the BFG Ball's detonation point, and the tank that fired the BFG.
You may have noticed that QWTA seems to be turning out a lot of developmental work oriented towards Quake 2 or Quake 4 features, and not much in the realism department...
That's not strictly true; QWTA does remain a realism-oriented mod(In the sense that an alien invasion can be considered "realistic".), but it's also meant to help bring
some of the well-known highlights of the Quake universe(The Strogg portion of it, anyhow. Quake 1 and 3 have no place here.), to this realistic setting. After all, what fun are
alien invaders without truly alien weapons, or the last-ditch human efforts to beat back the Strogg?
BaseETQW's Dark Matter Cannon didn't quite measure up to the Quake 4 Dark Matter Gun. QWTA seeks to corect this.
BaseETQW's Hyperblaster didn't really feel much like the Quake 2 Hyperblaster or Quake 4 Nailgun. QWTA seeks to correct this.
BaseETQW has no mention of the pride and joy of human weapons design, the BFG10k... Guess what else is making it into QWTA? :)
The DMC/DMG and Hyperblaster are fairly obvious how they've been converted, thematically... Some might wonder what place the Jupiter Tank, with its BFG10k main gun, has, though?
Essentially, I've rationalized it like so: ETQW takes place before Quake 2 or Quake 4. The BFG appears to be a human-designed weapon(Drawing a bit from Doom here.),
yet the GDF in ETQW appear to be below the general technological level needed to develop such a weapon. Sooooo.... The BFG10k in QWTA/ETQW is a prototype developmental version of the
handheld weapon seen in Quake 2. It hasn't been miniaturized for production yet, so needs a whole main battle tank to carrry it around on the battlefield. :)
So there's the general reasoning behind why QWTA's picked up some exotic features.
Back to the realism! QWTA's in-development version currently has blood effects(As did earlier versions of QWTA.), and has the beginnings of a class-number-restriction system:
[
Images removed due to image host going down permanently. That'll teach me to try to save on bandwidth on my own site!]
You might've also noticed how QWTA doesn't have vehicles laying around maps anymore. Instead, they're called in from central command, to be airdropped.
The exact mechanics of that are still up in the air, but it seems like there's good hope in making vehicles a rare, powerful commodity in QWTA.
QWTA's more realistic damages and radar changes of old should be being re-implemented sometime soon too. :)
February 17th, 2009
A little Dark Matter goes a long way...
Still tweaking the behavior of the Dark Matter Cannon to get something more interesting working with the gravitational effects,
but it's coming along nicely. Vehicle drops with all vehicles are available now, and they'll likely be tied in future to
campaign ranks(the unranked version of ranks) in some way. In-map vehicles are probably going to get taken out entirely, which
would make vehicle drops the only source of vehicles, which should let them be well-earned and powerfully tide-turning in some cases.
Also starting to delve back into QWTA's original radar changes now(Remember, QWTA was started over from scratch. The original radar plans included
infantry being invisible on most radar.), beginning with fixing the fact that in BaseETQW the 3rd eye camera's radar doesn't update when you move it.
So, now you can stick it on a vehicle to have portable radar. :)
January 31st, 2009
Something a little different for QWTA's future.
(Note the core goal of QWTA remains a "realism" mod, but it's also taking further initial steps to differentiate from BaseETQW.)
Still an early version here, but what I've essentially got ingame is this(All this applies to both infantry and vehicle hyperblasters):
Hyperblaster uses projectiles instead of (instant-hit) hitscan traces.
Hyperblaster ROF slowed to Quake 4 Nailgun levels.
Damage upped. (Low-velocity+Low-ROF weapons have issues competing with instant-hit weapons otherwise.)
Small explosions on impact of each hyperblaster bolt. (No new effects for those yet, but you can actually kill stuff with splash damage. XD)
Hyperblaster now able to lock on and home in on players, vehicles, deployables, etc.
Hyperblaster bolts can't be decoyed away with flares. (Although their range is smaller than other lockon weapons, so you can run away out of range.)
January 14th, 2009
Alright, I'm a raging liar. :D
I've gotten drawn back into playing ETQW a bit--less than I used to be, and the urge to do QWTA things has arisen again.
More or less, QWTA's development has been picked up again. I think I'm actually going to scrap the old QWTA and start again(Won't take long.), with a slightly different design philosophy and approach.
We'll see how it works out...
July 14th, 2008
Well, it pains me to say it, but:
QWTA is dead.
1. I haven't played ETQW in around 6 months. Sorry, much fun as it might be to play the game--Despite the Enemy Territory: Wolfensten influences, and the "pro gamer" influences--
there's only so much enjoyment one can squeeze out of the same 12 maps over that sort've timeframe.
Maybe if Splash Damage had ever bothered to release anything new to the game but gameplay nerfs and bugfixes...
(Like a mappack? tbh it would have been time better spent in my books than providing modding tech support for the game.)
2. I'm an SVN noob apparently, and I've been quite frustrated with trying to teach myself how to do branches and merges properly to keep up with ETQW's SDK patches.
3. I despise working with ETQW's code and scripting. It's just plain not fun. Modding something shouldn't require one to:
a) Search through 15 different folders to find the correct 3 files to edit.
b) Discover that because of inheritance scripting you have to look again to find the file that has the right data in it because even though it's NAMED logically it actually doesn't have what you want in it.
c) Play hide and seek with 50 different dependency files for the scripting of the game, all of which will crash the game if you forget to include one evne though they have nothing whatsoever to do with your mod.
d) Compile the game code 2 different ways, one of which is optional. And lament the third way of compiling your scripts that Splash Damage-even though they use it themselves--tells everyone else not to use.
e) Discover that a typo in one of the script files of the game causes crashes when its executed, because the game doesn't check its script files on load, no... It waits until you're in the middle of the game and the code is needed, before trying it. Good luck debugging what's wrong when you have to debug through the game's script parser. This is why compiled code is good and scripting is bad.
Bottom line? I'm not having fun making QWTA, and from the ....zero servers who I've ever seen run it, the ETQW community has little interest in it either, which, while not a driving force behind my decision, doesn't give much incentive to bother if I don't feel like it.
Maybe I'll pick up QWTA again at some point in the future, but I doubt it. ETQW's just too annoying to mod. I'd rather mod something I can have fun with, rather than treat as a chore.
The QWTA site will stay up a while, and then be taken down.
May 25th, 2008
QWTA v0.21 and earlier is not compatible with ETQW v1.5. I'll see what I can do to get an interim update out
soonish. Bit busy with Real Life lately; work, school, trying to redevelop a social life, etc.
Not much exciting planned for QWTA v0.22 other than v1.5 compatibility, as QWTA's development has been stalled
for a while due to preoccupation with
other pursuits that I work on in the modding world.
Hopefully that'll get sorted out and released soon so I can turn my full attention to QWTA development again.
Expect QWTA v0.22 sometime this week or early next, whenever I can find the time to sort it out.
February 23rd, 2008
QWTA development is still going, but more slowly, due to Real Life constraints(Work has me on a lousy schedule for
having free time when I'm in the mood to program anything.) and other, more interesting, modding projects. (Simple-to-edit ETQW's scripting might be, it isn't exactly a
learning experience in anything other than "Where has Splash Damage hidden THAT function now?")
January 27th, 2008
Version 0.21 has been released!
This is merely a fix for two problems that were discovered after the 0.2 release of QWTA.
Download links are available in the downloads section.
January 24th, 2008
Version 0.2 has been released!
Download links are available in the downloads section.
Test server is located at: qwta.servequake.com:27733
(Please be advised, this server is hosted on a tiny 50/500 Cable connection, on a linux machine next to my desk, in western Canada.
It'll probably lag a fair bit, and may go up or down for unspecified periods of time without any notice. :D)
January 15th, 2008
Well, ETQW v1.4 has been released, so just waiting on the 1.4-compatible SDK before putting the next version of QWTA out the door.
January 2nd, 2008
Version 0.2 is coming along nicely...
December 16th, 2007
Version 0.11 has been released.
This is a patch for a crashing problem discovered with QWTA 0.1 under Linux.
Windows installations of QWTA do not require this patch to operate.
Download links are available in the downloads section.
December 14th, 2007
Version 0.1 has been released!
Download links are available in the downloads section.
Test server is located at: qwta.servequake.com:27733
(Please be advised, this server is hosted on a tiny 50/500 Cable connection, on a linux machine next to my desk, in western Canada.
It'll probably lag a fair bit, and may go up or down for unspecified periods of time without any notice. :D)
December 9th, 2007
Coming along nicely for an initial version.
About half of the core/fundamental(Read: The subset of planned changes that'll make gameplay very different. Not the nice fancy stuff yet.) changes for QWTA have been done, and the remaining ones should be following sometime in the near future(Between work, xmas shopping(argh, forgot), and
MBII, it's a little tricky to work time in to learn how ETQW's code and script works and apply it, heh.).
Also will need to do some quickie testing with a few people (and bots! XD) to ensure the core changes don't horribly, horribly break things.
After that, I should be able to toss an initial v0.1 release out the door for people to try out. I'm HOPING that that'll end up being before christmas.
November 21st, 2007
Whee, the Beta SDK 1.2 has been released! QWTA development has begun!
(Well, in the form of reading over the source and trying to figure out where everything is, anyhow. XD)
November 8th, 2007
*sigh* One of the Splash Damage developers has mentioned that the SDK will be delayed
some more for some reason or other... Hard to start a mod without access to sourcecode. >.>
October 28th, 2007
Well, the site's up anyhow. :D
Might go up and down, and do strange things as I do work on it over the next little while...