Jump to content

Im just wondering How many of you


Trent

Which version ET you running?  

46 members have voted

  1. 1. Who has ET legacy 2.75

    • Me because it runs smoother
    • Nope still on 2.60
    • Whats ET legacy???????


Recommended Posts

ET legacy is the same thing as to 2.60 ive notice no lagg unless its my internet 10 times better then 2.60 and all u have to do it drag ET legacy icon over to the ET 2.60 its that easy 

Link to comment
Share on other sites

 

and u can minimized without ur game having to reload which is the is the main thing i love about ET legacy :P

Alt+Enter and Alt+Tab suffice for my part...

 

For the rest, I'd rather try fixing a probably known issue with its known solution, than get new unknown issues generated with such new versions and dig for maybe no fix, aside to wait for devs.

Edited by Ann!b@l
  • Like 4
Link to comment
Share on other sites

why change it because i have no more issues anymore like i did its 10 times better and im a better player now :) thats why and i knew how to minimize but this was is much faster and easier and the way ET legacy is set up you dont even have to mess with anything i get 150fps steady map loads 10xxxx faster its the same reason why did u guys change from 2.55b to 2.60b??? because it was better right? well same reason why i changed 

Link to comment
Share on other sites

Is that true fit most people that use Legacy? If that's common, I might have to try it

 

Is that true fit most people that use Legacy? If that's common, I might have to try it

Pm for the website dont want you to get a virus :)

Link to comment
Share on other sites

can you share a good link here? instead over PM. In case other people want to try it.

I'm thinking of trying it too.

 

Didnt know about the minimizing function. Thats actually pretty helpful for admins when they check on forums during the game. If a trouble player writes in console while admin has the game minimized he might loses information when he gets back and switches to full screen.

  • Like 1
Link to comment
Share on other sites

Tryed Et Legacy, had loads of issue even with some m8's from Lost Legion amd our mighty Shana's help I just couldn't get some things work (9y old cfg) couldn't prone or crouch (no it wasn't probl just in settings). Tryed to reinstall, default settings n cfg, still was the same. So IMO from my bad experience it's just a crap. But that's just me lol. When it finally worked fine after few days of studying it, descovered that I lag af more than on old modern et 2.60b on silent1 when it's full server xD But, that I can blame on the crapy randomly picked cheap PC I'm using. And the internet here wich is fcked up, sometimes great but most of the time I barely restrain myself not to smash my pc n' modem.

 

But but but, old school ET ftw!!

  • Like 1
Link to comment
Share on other sites

2.6b was mainly a patch for some security breaches, bugs, extra restrictions, extras funtions, enhancements, so on... Server and client side.

 

 

 

 

Changes relevant for modders:

=============================
*
NOTE FOR MOD USERS: It is recommended that any user modifications that have been installed to the 
Wolfenstein: Enemy Territory directory be removed. These modifications are not supported by Activision®
and may not be compatible with some of the fixes that are included with this patch.
*
The entire source tree is now -Wall -pedantic -std=c99 clean, removing all the noise from the silly
warnings so that useful warnings are actually noticed. No functional changes, except that HINT_CHAIR
doesn't work at all now (where it worked before, but unreliably).
*
All printf-style varargs functions are now protected with GCC's __attribute__ extension, which should
help catch printf parameter errors.
*
Added a 4th parameter to CG_INIT - qboolean demoPlayback - since some mods need this at init time,
and drawactiveframe is too late for them.
*
MAX_CVARS increased to 2048 from 1024, as ET is relatively close to the 1024 limit with both client
and server cvars. Enlarged FILE_HASH_SIZE to compensate for the enlarged cvar table size.
*
kick/ban code is now moved entirely into qagame, mods can choose to use the engine banning system or
the qagame one. #define USE_ENGINE_BANLIST qtrue, changing to qfalse makes use of the qagame ban system
*
Demo recording status has been moved entirely to cgame. See CG_DrawDemoRecording().
*
When PERS_HWEAPON_USE was set, the engine blocked the update of usercmd_t.
This has been fixed and the relevant code changed in pmove_fixed.c
*
FUI can now render models
*
cgame can synchronize rendering with trap_R_Finish if needed.
*
CG_SHUTDOWN is now called on /quit
*
MAX_GLOBAL_SERVER is now 4096
Significantly enlarged MAX_CMD_BUFFER (16k->128k)
*
Added better debug info for Info_*() infostring functions
*
The master server now supports filters for fs_game and gametype.
E.g. to request a list of protocol 84 servers with fs_game "etpro" and g_gametype 5,
ui_main would execute the following command:
globalservers 0 84 \game\etpro\gametype\5
*
Rendering to textures:
cgame may now render directly to a texture on the fly.
Use trap_R_GetTextureId() to retrieve a handle to an existing texture (tga/jpg).
Use trap_R_RenderToTexture( textureid, x, y, w, h ) to render into the texture.
Screen coordinates 0,0 for trap_R_RenderToTexture are at the lower left of the screen.
You can get a list of textures the engine has loaded with /imagelist
Example code can be found in cg_limbopanel.c at the bottom of CG_DrawPlayerHead().
*
Dynamic shaders:
cgame may build shader scripts on the fly, via code.
Use trap_R_LoadDynamicShader( shadername, shadertext ) to load a new shader into memory.
The loaded shader can then be referenced with trap_R_RegisterShader() and used as if it
were a normal shader. Combined with trap_R_RemapShader(), cgame can replace any shader.
trap_R_LoadDynamicShader( "shadername", NULL ) unloads the dynamic shader "shadername".
trap_R_LoadDynamicShader( NULL, NULL ) unloads all dynamic shaders.
Example code can be found in cg_main.c, look for #ifdef TEST_API_DYNAMICSHADER
*
Raw binary channel for client<->server:
cgame and qagame may now communicate using a raw binary stream.
These messages are unreliable (like udp), and are sent only once per server frame.
qagame and cgame are responsible for managing retransmissions.
Sending a message overwrites the outgoing message buffer.
Once the message has been sent (unreliably), the message buffer is cleared.
The message is sent with trap_SendMessage, and its status can be read
with trap_MessageStatus. When the cgame and/or qagame receive a
message, they get a *_MESSAGERECEIVED event to vmMain, which has a
timestamp and the message that was sent during that snapshot.
*
void trap_SendMessage( /* server: int clientNum */, char *buf, int buflen );
clientNum: the client to send the message to (server only)
buf: the message to send
buflen: length of the message to send
*
messageStatus_t trap_MessageStatus( /* server: int clientNum */ );
clientNum: the client whose buffer we want to check (server only)
returns MESSAGE_EMPTY on empty buffer
returns MESSAGE_WAITING when not yet sent (can be caused by rate limit)
returns MESSAGE_WAITING_OVERFLOW when the message would make
the packet too large to send
*
/* qagame */
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 );
command == GAME_MESSAGERECEIVED
(int)clientNum = arg0: clientNum message was received from
(char*)buffer = arg1: pointer to the message received (temporary)
(int)buflen = arg2: length of message received
(int)commandTime = arg3: timestamp of message (from client)
*
/* cgame */
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 );
command == CG_MESSAGERECEIVED
(char*)buffer = arg0: pointer to the message received (temporary)
(int)buflen = arg1: length of message received
(int)commandTime = arg2: timestamp of message (from server)
*
Fixed the Com_BitSet() with ridiculous bit number in the anim condition code.
buddyClients was not used, ignoreClients was too small and didn't use COM_Bit* functions.
Fixed incorrect class determination in CG_PlayerClassForClientinfo().
CG_AddPMItem failed on multi-line messages.
*
Lag and packet loss simulation:
Client and server may simulate packet loss and increased latency with new cvars.
These will only function when sv_cheats is 1.
Server uses the cvars sv_packetloss and sv_packetdelay.
Client uses the cvars cl_packetloss and cl_packetdelay.
*
For example, to make the server simulate 200ms latency and 30% packetloss:
sv_packetdelay 200
sv_packetloss 30
*
These cvars only affect transmitted packets, not received packets. To simulate
packetloss and latency in both directions you need to set the cvars on both
client and server.
*
Thanks to Chad Siedhoff and the Activision Visioneers for helping with this patch!
*
1.02 Fixes:
Weapon fixes include moving Land Mines and Adrenaline needles to separate weapon banks. Made switching to a weapon after dropping dynamite/satchel/landmines easier. Also added ability for 
Covert Ops/Engineer to pick up weapons from the opposing team of the same class. Fixed some issues with Air Strike detonation. Fixed XP not being given (and stats being kept) for kills with akimbo pistols. 
 
Server side fixes include private slots not working when the server is password-protected, added cvar (g_disableComplaints) to disable complaint system for certain type of kills, 1 = mines, 2 = airstrike/ffe, 4 = mortar (add together for multiple types). Made it so, for the cvars that require it, any changes to public/competition settings will now do a map restart. Added a temporary banning system for when players are kicked by vote or from complaints (defaults to 5 mins).
 
Client-side additions include the ability to show smaller popup messages (such as death messages) with cvar (cg_drawSmallPopupIcons). Made it easier to give health and ammo to players closer to you (instead of giving it to yourself by accident). Fixed vid_restarts causing players to be thrown into limbo on pure servers. Fixed changing game modes causing entities (mounted MG's) to be spawned incorrectly.*Fixed some votes not displaying properly. Sped up fog rendering code and many other behind-the-scenes fixes!

 

 

 

 

But since some of you ask for it:

ET:Legacy download

ET:Gold 2.73 download

 

By the way beware, you will lose your xps and maybe your lvl since the latters use different kind of etkeys.. You will not be able to play on ETpro mode with at least 1 of these 2 versions.. That the ET:Legacy devs still work\release new versions meaning that it still generates\includes new bugs that you will not be able to fix by yourself, so on..

  • Like 5
Link to comment
Share on other sites

2.6b was mainly a patch for some security breaches, bugs, extra restrictions, extras funtions, enhancements, so on... Server and client side.

 

 

 

 

 

 

 

But since some of you ask for it:

ET:Legacy download

ET:Gold 2.73 download

 

By the way beware, you will lose your xps and maybe your lvl since the latters use different kind of etkeys.. You will not be able to play on ETpro mode with at least 1 of these 2 versions.. That the ET:Legacy devs still work\release new versions meaning that it still generates\includes new bugs that you will not be able to fix by yourself, so on..

I never lost xp if you do it Right ET legacy will transfer files  and bind them together with your old ET. ET gold not sure never messed with it 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.