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Une pluie de mod.

Posté : 24 févr. 2004
par [Yep]Shazam
Depuis le code source mis à jour, de nombreux mods pour E.T. fleurissent par-ci, par-là.
Je vais tenté de faire un résumé des petits nouveaux (que l'on retrouve sur le forum de Splash Damage, le forum des créateur d'E.T. http://www.splashdamage.com) :

1. Bacon mod, par un gars qui plonge pour la 1ère fois son nez dans le code.

FIXES
-------
- Better shuffle algorithm (thanks to pack).
- Fixed the bug where wounded players could fly by and capture the flag.
- Oversize server commands fix (thanks to bani/rain).
- Akimbo weapons now can lose XP on teamkills.
- Lower light weapon spread now at level3, not level4.
- Engineer needs only 33% energy (the correct amount) for landmines at level3.
- Garand can now reload mid-clip.
- Mobile MG42 can now reload mid-clip.
- Level0 Field Ops now uses lt charge instead of medic charge.
- Players cannot have names with ^^ in it (thanks to Leff).
- Smokescreen can now lose XP on teamkills.
- Medics can use syringe and medpacks underwater.
- Field Ops can use ammo packs underwater.
- Fixed the instagib bug that would crash the client on environment damage.
- Tweaked the regeneration feature. Now medics regenerate at twice the rate of other classes.
- Fixed the knife bug where everybody could kill on one stab.


ADDITIONS
--------------
- All players regenerate health (when crouching) upto a given amount, the default is 75 (cvars: b_regenerate, b_regRate, b_regStop).
- Medics cannot give themselves health.
- Headshot Mode (cvar: b_headshot).
- Instagib Mode (cvar: b_instagib).
- Admins can specify the number of landmines per team (cvars: b_redLandmines, b_blueLandmines).
- Increased the medpack/ammopack throw range (cvars: b_medicThrowDist, b_foThrowDist).
- Increased the damage done by the sniper rifles to 150HP on headshots.
- Medics/Field Ops drop medpacks/ammopacks based on thier skill level when they die.
- Admins can disable the use of /kill (cvar: b_nokill).
- Level4 Covert Ops can now kill anybody from anywhere with one stab from a knife.
- Added impact-exploding grenades (cvar: b_grenade).
- Panzerfaust rockets are now 3/5 of their original speed.
- Admins/referees can print centred text (command: bcp).
- Added sticky grenades (cvar: b_grenade = 2), causes landmines to disappear though.

- Tweaked the regeneration feature. Now medics regenerate at twice the rate of other classes.
- Fixed the knife bug where everybody could kill on one stab.
- Players now receive 2XP for every 100 damage they give, currently it gives it to light weapons.
- Medics cannot use thompsons or MP40s.
- Added poison needles.
- Added 5 types of medic reactions to reviving teammates, they can be turned off (cvar: b_medDamage).
- Added player shoving, still a little buggy (cvar: b_shove).
- Added new regeneration method (cvar: b_regenerate = 2).
- Added weapon recoil (cvar: b_recoil).
- Added player stealing (cvar: b_steal).



Forums: http://s4.invisionfree.com/baconet/

Donc, mode qui vient de sortir (21/02/04)

:arrow: Dernière version : http://baconet.250free.com/baconetv02.zip
:arrow: Version Linux : http://baconet.250free.com/baconetv02-nix.zip

__________________________


2. Powerball

Un mod où il y a une balle au milieu de la map. Le but est de la ramener dans son camps. Note : quand tu as la balle, tu ne peux plus tirer (grenades, gun..).
Le tout est d'avoir des map speciales mod Powerball. :? (il en existe une pour l'instant : un remake de CFTSilly, en prepa ET Footy de Fidel...)

Le mod est en constante évolution ...
:arrow: Dernière version : http://www.et-scene.de/downloads.php?file_id=145

Image

http://www.rtcw-tf.co.uk/gib/temp/hud.jpg

____________________

3. Realistic Weapons Addon By CaptainBob1944 (09/02/04)
http://www.clanrw.fr.st/

Complete List of Changes in 1.0
-------------------------------
- Soldiers equiped with rifles, not smgs
- Max number of rifle grenades and rockets lowered
- Weapon specific run speeds adjusted
- Reloads enabled while leaning
- Syringe, ammo cans, and pliers useable underwater
- Panzerfaust fires instantly
- Most primary weapons create kickback that lessens with higher skill
- Gravity increased
- MG42 and Browning do 34 damage
- Flamethrower does 2x damage
- Falling no longer gibs the player
- Medics receive only pistols, no primaries
- Headshots instantly incapacitate player
- Weapon spreads adjusted
- Grenades are thrown slightly further
- Altered death messages
- Panzerfaust, knife, and flamethrower firstperson view adjusted
- Grenade trails removed
- Added barrel smoke to various weapons
- Sten MKII doesn't overheat
- Weapons have accurate rates of fire

DAMAGES TABLE:

WEAPON OLD DAMAGE NEW DAMAGE
Knife 10 20
Sten MKII 14 20
Garand 34 80
Silenced Garand 34 50
K43 34 90
Silenced K43 34 60
FG42 15 60
Luger 18 25
Silenced Luger 18 20
Dual Lugers 18 25
Dual Silenced Lugers 18 20
Colt 18 34
Silenced Colt 18 20
Dual Colts 18 34
Dual Silenced Colts 18 20
Thompson 18 34
MP40 18 25
Mobile MG42 18 34
FG42 Scope 30 60
Scoped Garand 50 50
Scoped K43 50 60

*Although American weapons are more destructive, they are less accurate and harder to control.

:arrow:

Il existe un autre mod realiste (vrais sons....) en gestation : ET LIVE FIRE (mais je doute de son aboutissement)

________________________

4. Profrag (beta 4) par Messiah (23/02/04)

Gameplay Additions

-When a player re-names theirself, a message is displayed showing which team had a player re-name themself.
-When a player disconnects, a message is displayed showing which team lost a player.
-Global MG42 repair message is sent also displaying the team who had fixed their MG42.
-When a team has as many landmines placed as possible a global message is sent.
-Global dynamite armed message (if dynamite was not near an objective) is sent also displaying the team who has planted a dynamite.
-When an engineer plants a dynamite near a team construction or objective, 3 points are deducted from their score, if in LMS.
-Grenades are thrown much further.
-Dynamite/landmines/satchel charges are thrown at a smaller distance.
-When a player makes a global chat message, it displays which team they're chatting from.

-----------------------------------------

Admin Additions

-Deadly needles are enabled by default and take 70 health from a player after being stabbed once.
-Players can spawn with extra clips of ammo if the admin enables extra ammo.
-Players may not be able to kill themself through console if admin enables "pf_noKill".
-An admin has the ability to change the time a dynamite takes to explode through the "pf_dynaTime" command.
-Field Ops may spawn with an added Sten sub-machine gun if the admin enables "pf_foSten".
-Soldiers may spawn with akimbo pistols with no need for a higher skill level if the admin enables "pf_solAkimbo".
-Players may not drop weapons/items if the admin enables "pf_noDrop".
-Death/kill messages may be disabled if the admin enables "pf_noObit".
-The time it takes for an engineer to disarm a dynamite after one arms the dynamite may differ depending on the admin's setting, default is 5 seconds.
-Grenades may stick to players/objects before exploding if the admin enables "pf_stickyGrenades".
-The time it takes for a panzerfaust rocket to explode after being launched may differ depending on the admin's setting, default is 20 seconds.
-Landmines may be disabled if the admin enables "pf_noLandmines".
-If cheats are enabled on the server, the admin may allow all players to spawn with unlimited grenades through "pf_unlimitedGrenades".
-The admin may disable global chatting altogether through the use of the command "pf_noChat".
-The admin may enable headshot instagib mode, which all players spawn with a K43 with unlimited ammo, and a knife.
Headshots take every drop of health from a player through the use of "pf_instagib".

:arrow: http://www.rtcwfiles.com/file.info?ID=23878

___________________________________

ET Squad (v0.9.8)

:-: Server/Client Cvars
: Client : e_drawflash :: hide/show [0/1] your weapon flash with this cvar. (good for people who wanna play with cg_drawgun)
: Client : e_drawmuzzle :: hide/show [0/1] weapon muzzle with this cvar. (good for people who wanna play with cg_drawgun)
: Client : cg_drawobjtimer :: hide/show-flash/show-solid [0/1/2] a special timer which indicates when an obj is going to blow. (suggestion by taiko)
: Server : g_selfkilldelay :: disable/enable [0/1] a one second delay on selfkills (delayed selfkills also lock weapons for that second). (turned off for competition settings by default)
: Default : Cvar g_disableComplaints (serverside), is now set to disable mines complaints as default. (can still be changed as ussual by the admin)


:-: Misc Server/Client
: Server : stats are saved upon reconnection. (xp,kills,etc)
: Client : spectators can now see the names of the clients they are targetting. (in free mode)
: Client : Limbo flags are now present in the normal chat.

:-: Classes & Skills :
: Disguised Headicons1 : Disguised coverts get headicons above their head, seen by other teammates. (to minimize unneccesary teamdamage)
: Disguised Headicons2 : Disguised enemy coverts get fireteam icons which acts as if they were in the fireteam. (it only shows if they are selected, etc ...)
: Dummy Weapons : Coverts are able to pick other classes weapons and store them seperatly. (like mp40 soldier). They serve as dummy (unshootable) weapons, picking a new dummy weapon will drop the current dummy one.
: Field-ops : Get xp when giving ammo to other field-ops.
: Medic Balance issue : Medics can only pick self medkits once in 5 seconds, have normal max_health (but still get and give medic team bonuses), and get xp for giving medkits to other medics.
: Mine Detection - Coverts gain better mine detection in level 1 (50% faster than original), and level 2 (100% faster than original).
: Soldier - get's an additional spawn clip for MG42 at lvl 2 heavy-weapons. (the max ammo stays the same though)

:-: Weapons :
: Sten shoots 10% faster, tweaked warming so it still warms up after 16 shots.
: Garand Stats equal k43, reloadable. (they reload slightly slower than the original garand, for balance)
: Knife does 2.5x instead of 2x damage with coverts. (29 damage instead of 22)
: Assassin skill doubles frontal damage. (around 60 damage)
: Other classes get 1.8x damage from front. (20 damage instead of 12)
: K43 (both covert's and eng's) and garand both reload a little slower. (1.8 seconds).
: MG42 is now reloadable.
: Flamer's range is 20% longer. (hardly noticable, but still important)
: Panzer cannot switch stances while warming up, (jumping or switching from crouch/stand), and works on fallon damage. (low damage on short range, normal on medium, and a small bonus damage on long range)

:-: Bugs & Fixes :
: Bug : mine spotting hint/progress was pulsed and non-smoothed, it is now tweaked to solid, like it should logically be.
: Bug : mines didn't show when scanning, they now show and they also flash. (for better sighting)
: Bug : mine markers didn't disappear when client left the team or disconnected.
: Bug : name was vanishing when retargetting the ground on enemy disguised coverts.
: Fix : Less spread with lightweapons is now given in level 3 instead of level 4. (as originally mentioned in the manual)
: Fix : Throws medkits/Ammo at 133% distance so f-ops/medics will have less chances to accidently give themselves the supplies.
: Fix : akimbo silenced pistols didn't give xp loss at tk-complaint. (thanks to sniser)
: Fix : better shuffle algorithm. (thanks to pack)
: Fix : corpses hitbox was twice as high from what it should be. (blocking any prone character nearby for no reason)
: Fix : spectators couldn't use quickchat button.
: Fix : stats no longer reset when changing teams.
: Competition Fix : gibs take 100 instead of 50 damage.
: Competition Fix : chargebar doesn't fully restore after respawning. (except for in warmup)
: Exploit : bug where sound command overflaw would crush the server. (thanks to rain)

:arrow: http://www.rtcwfiles.com/file.info?ID=23850

__________________________________________

5. Time Bonus , un vieux mod du mois de septembre, mais interessant.

0. Introduction:
================
Initial idea by Jahuu, http://forums.ardiem.net/viewtopic.php?t=174
Thanks to Dr_Asskick for helping me developing this into a functioning form.
Original scripts created by splash damage(TM), http://www.splashdamage.com
for Wolfenstein(TM) Enemy Territory(TM), http://games.activision.com/games/wolfenstein

1. Version control:
===================
For comments/suggestions/bug reports e-mail to ragnar_40k@hotmail.com
My addtions/changes inside the scripts are marked with: *add*

Created by: Ragnar-X-, 2003-09-04
Version: 0.92
Last change: 2003-09-21
Change Log:
+ Ragnar-X-, 2003-09-04, v0.90
- Scripts created after an idea from Jahuu.
+ Ragnar-X-, 2003-09-07, v0.91
- Added custom sounds (4 for attacker, 3 for defender) that will randomly played, when a timebonus is awarded.
- Additionally fixed some minor variable naming issues.
- Fixed some typos.
+ Ragnar-X-, 2003-09-20, v0.92
- Changed scripts to match ET v1.02.
- Adjusted XP for serval objectives, see section 5 for a complete list.
- Changed some time boni, see section 5 for a complete list.
- Changed volume of some sounds.

2. Description:
===============
TimeBonus.pk3 includes modified scripts for the 6 maps that came with Enemy Territory(TM) to implement a time bonus system. When a specific objective is completed a timebonus is applied (see section 5 below). The boni are applied only once: when the objective is accomplished for the first time. Maps are starting with 50% of the original map time. The maximum time, including all timeboni, is always 110% of the original map time. When a timebonus is awarded, a text message is displayed. Additionally a sound is played. The boni will be listed in the briefing (changed arena files) and will be listed in console after the map start.
These modifications should be compatible with any source code mods, like shrub or ET-Pro, since TimeBonus.pk3 only modifies the map scripts.
ATTENTION: These modifications require Enemy Territory(TM) version 1.02. If you want do use TimeBonus.pk3 together with an earlier version of Enemy Territory(TM) use TimeBonus.pk3 version 0.91.

3. Installation
===============
Extract the file "TimeBonus.pk3" from the .zip-file and place it into the "etmain" subdirectory of your Enemy Territory installation directory. Usually no manual installation is required when the server has autodownload enabled.
When the TimeBonus-modifications are not loaded try to disable "pak1.pk3" inside your subdirectory "etmain" (e.g. by renaming it to to "pak1.tmp" or moving it to another directory).

4. Deinstallation
=================
Delete the file "TimeBonus.pk3" from the "etmain" subdirectory of your Enemy Territory(ET) installation directory. When you disabled "pak1.pk3", enable it again (e.g. by renaming it back from "pak1.tmp" to "pak1.pk3" or copy it back to the "etmain" subdirectory).

5. Map changes:
===============

5.1. Oasis:
===========
+ Original time: 30 min
+ Initial time: 15 min
+ Maximal time: 33 min
+ Timeboni:
- Allies capture the Old City Flag: + 3 min
- Allies destroy Old City Wall: +10 min
- Allies destroy the First Anti-Tank Gun: + 5 min
+ Additional changes:
- After the Old City Wall is breached, the XP for constructing/destroying the Oasis Water Pump (this is the first one) is set to 0 XP.

5.2. Battery:
=============
+ Original time: 20 min
+ Initial time: 10 min
+ Maximal time: 22 min
+ Timeboni:
- Allies construct Assault Ramp: +6 min
- Allies destroy Generator: +3 min
- Allies capture West Bunker: +2 min
- Allies build Command Post: +1 min

5.3. Gold rush:
===============
+ Original time: 30 min
+ Initial time: 15 min
+ Maximal time: 33 min
+ Timeboni:
- Tank stolen: +3 min
- Tank passed barrier 1: +3 min
- Tank passed barrier 2: +4 min
- First Gold Crate secured: +4 min
- Second Gold Crate secured: +3 min
- Truck passed barrier 1: +1 min

5.4. Radar:
===========
+ Original time: 20 min
+ Initial time: 10 min
+ Maximal time: 22 min
+ Timeboni:
- Main door breached: +5 min
- Side door breached: +3 min
- 1st Radar Part secured: +4 min
+ Additional changes:
- After the Main Door is breached, the XP for constructing/destroying the Axis Road MG (the MG42 nest near the ammo/health shelves near the Allied spawn) is reduced to 2 XP.

5.5. Railgun:
=============
+ Original time: 30 min
+ Initial time: 15 min
+ Maximal time: 33 min
+ Timeboni:
- Tug reached Depot Yard: +12 min
- Ammo is transported to North Crane: + 4 min
- Ammo loaded on Railgun: + 2 min
+ Additional changes:
- After the Ammo is loaded on the Railgun, the XP for constructing/destroying the Depot Yard MG is reduced to 1 XP.

5.6. Fueldump:
==============
+ Original time: 30 min
+ Initial time: 15 min
+ Maximal time: 33 min
+ Timeboni:
- Destruction of Sewer Grate: +1 min
- Construction of Footbridge: +1 min
- Tank is past Bridge: +2 min
- Destruction of Tunnel Door: +4 min
- Destruction of Depot Gate: +6 min
- Destruction of Depot Side Wall: +4 min
+ Additional changes:
- After the Tunnel Door is breached:
* The XP for constructing/destroying the Footbridge is reduced to 3 XP.
* The XP for constructing/destroying the Bridge is reduced to 3 XP.
* The XP for constructing/destroying the the Allied Road MG (the MG nest near the Allied ammo/health shelves) is reduced to 3 XP.
- After the Depot Gate is breached:
* The XP for constructing/destroying the Footbridge is reduced to 0 XP.
* The XP for constructing/destroying the Bridge is reduced to 0 XP.
* The XP for constructing/destroying the the Allied Road MG (the MG nest near the Allied ammo/health shelves) is reduced to 0 XP.
* The XP for constructing the Axis command Post is increased to 10 XP. The XP for destroying it is unchanged (7.5 XP).

6. FAQ
======
+ Question:
The mod weights against the defending team. If there was a way that they could reduce the time, like on Oasis destroying the pumps, or in Railgun, destroying the Gun Controls, that'd be more like it.

+ Answer:
I don't think so.
You start with 50% of the original map time (10/15 min. instead of 20/30 min.). So when the defenders can hold at least one objective, for which a time bonus is awarded, the map time will be usually shorter the within vanilla ET. And even when the attackers collect all time boni, the map time will only last 2 or 3 minutes longer then the unchanged timelimit (22/33 min. instead of 20/30 min.). So you have a gain of 2 or 3 min. for the attacker on the one side and the chance to hold the enemy at a specific objective (until the time runs out) for the defender on the other side. I think that balances it out.
The problem with time reducing is, that you must add time before (e.g. for building the Oasis Water Pump) before you can reduce it. If you don't do this (e.g. Allies build the pump - Axis destroy the pump - decrease timelimit), the attacker will be punished (for building the pump). But that would lead to a constant coming and going: time increased - time decreased. Players will get problems to keep track of it, so more than 4 or 5 changes of the timelimit (in one direction: increase) during a round are no good for gameplay (imho).

+ Question:
In railgun, when you get the first tug loaded, you get 12 minutes. Isn't that a bit much?

+ Answer:
On railgun the attacker (Axis) have only a small number of objectives:
1. Capturing the flag - nice to have but not that important (unless the Allies start to spawn camp you). Additionally it can be far to easy achieved without getting shot (right after spawn).
2. Building the Depot Yard MG - same like #1
3. Defending the Gun Controls - the controls are not needed until the ammo is loaded on the gun, and then you get a timebonus for loading the ammo on the gun (-> #6). And pressing the button to fire the gun after the controls are repaired takes only seconds - so no time bonus needed.
4. Riding the tug to the Depot Yard.
5. Riding the tug back.
6. Loading the ammo on the gun.
7. Command post. Maybe I could award a timebonus here, but the command post is to easy to destroy for the Allies and Axis have no real benefit from constructing it (despite of the lower recharge times). The command post on Battery is another thing: Allies can spawn there and its on the other side of the map.
That leaves me 3 objectives where I could apply a bonus. And I had to hand out 18 min. as bonus:
- 4 min. for riding the tug with the ammo back: that should be enough (otherwise the defender would have an disadvantage)
- 2 min. for loading the ammo finally on the gun: that should be enough too (otherwise the defender would have an disadvantage)
So that leaves me with 12 min. left, which I awarded for riding the tug to the Depot Yard. And honestly: Axis have 15 min. for riding the tug to the depot yard and 12 min. to ride it back. What is more difficult?

7. Copyright:
=============
Authors may use this these scripts as a base to create their own modification or map scripts for ENEMY TERRITORY(TM) ONLY. The contained scripts are modified versions of the original Enemy Territory(TM) ones, and as such they can only be re-used for Enemy Territory(TM)-based maps/mods.

This file and the other in this .zip-file included files may not be distributed with any modifications.

______________________

6. Mod Head Shot

Un mod tout simple, mais trèèèès rigolo ! Toutes les zones du corps sont insensibles sauf la tête ! :p Et un seul tir dans la tête fais exploser tout le corps ! Wonderbaarrrr !!!

:arrow: Mince, j'ai pas trouvé de dl :? mais c'est en autodl sur les serveurs ;)

Posté : 24 févr. 2004
par [Yep]Outchiman
et beh... :shock:
a quand un ouich mod? 8)

Posté : 24 févr. 2004
par [Yep]Davis
oula!!!
j'ai fini par lacher l'affaire! ;)

bon travail

Posté : 03 avr. 2004
par [Yep]Shazam
http://www.splashdamage.com/index.php?n ... pic&t=7522

Tous les mods sortis et en prepa ! :P