Search the Community
Showing results for tags 'Et'.
-
Hello. I know there is a topic called "Ingame Screenshots", however the name suggests it is rather not for in game recordings, that's why I decided to create completely new topic with all our recordings. First I will start with my "Wolf ET - Bloopers and unusual frags" compilation. It's amusing to see a compilation dedicated to random, weird and funny stuff and not only a frag showcase. I have a lot more bits of recordings and plan to create a series of these videos. Black textures or absurdly thick wires from trap mines are an effect of newer experimental renderer I struggled with. With old regular renderer everything looks normal. Please like and share ?
- 463 replies
-
- 18
-
-
-
-
-
I want to start this off by saying that for the most part I enjoy playing in this community, but in the past few months, it's getting very tiring to just continue to be at a disadvantage because of what I will call unfair advantages. I'm not outright saying there are cheaters, but how else can you explain how some of the following things happen on a regular basis......... I'm killed by being hit only 2 or 3 times, but the opponent that I've hit 5 or 6 times still has ~80hp left. Many times I have been on spec and watch shotgun battles of players getting hit 4 or 5 times at close range before being killed, but I have never survived more than 2 shotgun shots from any range. I have to shoot an enemy a minimum of 7-8 times to kill them (that usually includes at least 1 headshot). I'm being shot through multiple smoke/poison smoke screens. I've been sniped many times by a single headshot through smoke screens as I'm laying down on the side of a hill in the Capuzo map as I wait for the smoke screen to clear out without firing a single shot to give away my position. Enemy knows exactly when to shoot at me when I come out from behind a wall/around a corner/out a door/etc... Even running back & forth from behind cover, they know to only shoot when I'm about to come out from behind cover. I sustain multiple headshots from an enemy from half way across the map. This is not just from snipers, Many times, I have been killed by 2 or 3 headshots in a row from other classes from long distance. When speed jumping across an area and I step on a mine I die, but I watch others do the same thing & survive. No matter what I do to avoid being shot, once I get hit once I can't avoid being shot again. It's pretty much an automatic kill. I get stopped in my tracks and cannot avoid anything. I can deke back & forth a bit, but never avoid taking fire. On the opposite side, I can have my reticule directly on an enemy at fairly close range and still not register a hit on them until I've fired 2 or 3 times. When I do hit them, they are easily able to avoid my gunfire. Honestly, it seems as though many players are using a script/hack to decrease damage to themselves or decrease their hitbox size. and also be using some sort of aimbot. If there are some legal scripts to use to help alleviate any of these things, can someone let me know what they are and how to properly install them. I am getting beyond frustrated to just be fodder for any enemy. I have always believed in fair play and I do just play thins game for fun as a distraction from my work when I get the chance. I'm not ultra serious about it, but I hope some of you understand how frustrating it is to always feel at a disadvantage. Also, I encourage any admin to spec me while playing to see what I'm talking about. Thank you for listening.
-
Hey everybody, I miss another topic here with show your gaming gear. So I thought I'd make a new one. So show here your game setup / pc / console or even mancave space where your are playing your favorite games: It's just for fun ?
-
Last night when I started playing ET on our server, anytime I used my left mouse button for the first 3 seconds, a circle would appear around my crosshair then disappear. Does anyone know about this and how I can turn it off?
-
Hello. I'm not sure if this topic should go to ET Support section, but because it is not linked to any FA servers I thought this would be a better place. For some time I wanted to make a couple fun meme videos which use some mechanics I can't use in a regular self hosted game. Usually I would start another match on a laptop, connect and record scenes on my main PC, and use both characters (players) at the same time. What limits me is lack of double-jumps and playdead options. If you know how to enable those settings in regular ET: Legacy I will be very thankful. But I think it should be still nice to know how to configure a private server. I have my own tiny private (physical) server at home running debian with couple services such as samba (file share) and minidlna (streaming to tv) on Debian linux. I have dedicated user account and user home directory just for ET server. Is is based on LinuxGSM. Setup was straightforward, it generated etlserver script which has a couple commands including start, stop, restart, monitor, details, etc. When started the server runs in the background. Next step was to download silent mod 0.9.0, and follow the instructions. Installation was a bit messy, and there was a problem with linking to omnibot_et.so. As opposed to LGSM, this time I started the server with following command: `./etlded +set dedicated 2 +set fs_game silent +set fs_homepath /home/etserver/serverfiles/ +exec silent.cfg`. It seems OK and log output looks fine, but when I want to connect to my server I get this error message: "VM_Create on cgame failed" "Make sure cgame.mp.i386.so exists in the mod's folder you're trying to run.". This file is indeed in silent mod directory on my PC. Linking to this file from various places does nothing. I even thought this file was needed on server side so I copied it there, but also no effect. All server and game binaries are 32bit. Do you know how to solve this problem?
-
Had an absolute blast on ETL US tonight! Hope to see more people! Some close games no drama tons of fun! /connect etl2.clan-fa.com:27950 Hope to have even more people tomorrow!
-
Preview video contains NO REAL HUMANS Omni-bots only video is NOT focused on good game play by me but showing what it can do If you’ve ever loved Omni-Bot but wished bots played the map more like real players do, this is it. Omni-Bot 2.0 Next (ML) takes the classic Omni-Bot framework and adds a machine learning “coach” on top — not to turn bots into laser-aim robots, but to make them smarter about movement, timing, positioning, and objectives. This is the upgrade that makes bots feel less scripted and more like a team that learns. 🧠 What Machine Learning actually does for Omni-Bot Traditional bots mostly rely on rules and routing: “Go here, do this, follow this path, repeat.” That works… until the match gets chaotic. Players flank. Teams rotate. The “best route” changes. Timing matters. Pressure matters. ML changes that. It helps bots learn the big picture of winning a match: ✅ 1) Smarter objective choices (not just “run to the flag”) ML helps bots decide: Should we plant now or regroup? Should I escort, defend, or hunt the disarmer? Is it smarter to rotate to the next objective instead of dying on this one? When should we commit to a push vs hold ground? Result: bots that stop wasting lives and start making plays. ✅ 2) Better routes and rotations (adaptive movement) Instead of always taking the same obvious path, ML can learn: safer routes when pressure is high faster routes when time is critical rotations that match what’s happening in the match positioning that supports team flow Result: bots that don’t feel like they’re on rails. ✅ 3) More natural map control and positioning Humans don’t just “go to objective.” They take control: hold angles set up near chokepoints rotate early when something feels off pull back when they’re outnumbered ML helps bots learn those patterns — the “why” behind movement. Result: bots that feel like they understand space, not just waypoints. ✅ 4) Team behavior gets better over time The biggest difference you’ll feel is that bots start behaving like a team: pressure and distraction plays better escort timing defending the right areas more often less random wandering and indecision Result: matches feel more like real ET games instead of target practice. ⚔️ The best part: combat stays classic Omni-Bot This is important. Omni-Bot 2.0 Next (ML) does NOT replace combat with ML. No weird “AI aim.” No robotic tracking. No “cheater bots.” ✅ The existing Omni-Bot combat system stays intact — aiming, firing, combat movement remains the trusted, battle-tested logic. 🛡️ Combat Gating (the secret sauce) When combat starts, the ML layer can automatically step back so bots stay responsive and fight like normal Omni-Bot. When the fight ends, ML takes over again to handle strategy and movement. Result: smart strategy + classic combat feel. 🎛️ Total control for server owners 🚫 Zero-impact disable If you turn ML off: ml_enable 0 …it has absolutely no effect on gameplay. No residual hooks. No behavior changes. It becomes classic Omni-Bot. ✅ Great for: testing vs baseline bots running “ML nights” / events keeping competitive servers consistent slowly rolling ML into your community 🧪 What you’ll notice immediately in-game You’ll see bots that: commit to objectives more reliably rotate with purpose instead of looping waste fewer lives on bad pushes take smarter routes depending on the match feel less predictable and more “player-like” Not perfect gods. Not aim demons. Just better ET brains. ⚙️ The Tech The ML layer uses reinforcement learning (PPO / Proximal Policy Optimization) to learn high-level decision making: where to go, what to prioritize, when to rotate, how to move more effectively. It’s basically training bots to optimize for winning outcomes while preserving what Omni-Bot already does well. ┌─────────────────────────────────────────────────────────────────────────┐ │ GAME ENGINE (ET) │ │ │ │ ┌─────────────────┐ ┌──────────────────────┐ │ │ │ Game Server │◄────── mod interface ───►│ Omni-Bot Library │ │ │ │ (qagame) │ │ (DLL/SO) │ │ │ └─────────────────┘ └──────────────────────┘ │ └─────────────────────────────────────────────────────────────────────────┘ │ ▼ ┌─────────────────────────────────────────────────────────────────────────┐ │ OMNI-BOT INTERNAL SYSTEMS │ ├─────────────────────────────────────────────────────────────────────────┤ │ │ │ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │ │ │ IGame │ │ GoalManager │ │ Navigation │ │ Script │ │ │ │ Manager │ │ │ │ Manager │ │ Manager │ │ │ └─────────────┘ └─────────────┘ └─────────────┘ └─────────────┘ │ │ │ │ │ │ │ │ └─────────────────┴────────┬────────┴─────────────────┘ │ │ │ │ │ ▼ │ │ ┌──────────────────────────────────────────────────────────────────┐ │ │ │ CLIENT (Per-Bot) │ │ │ │ ┌──────────────┐ ┌──────────────┐ ┌──────────────────────┐ │ │ │ │ │ Sensory │ │ Targeting │ │ State Machine │ │ │ │ │ │ Memory │ │ System │ │ (High/Low Level) │ │ │ │ │ └──────────────┘ └──────────────┘ └──────────────────────┘ │ │ │ │ ┌──────────────┐ ┌──────────────┐ ┌──────────────────────┐ │ │ │ │ │ Weapon │ │ Steering │ │ Path Following │ │ │ │ │ │ System │ │ System │ │ │ │ │ │ │ └──────────────┘ └──────────────┘ └──────────────────────┘ │ │ │ └──────────────────────────────────────────────────────────────────┘ │ │ │ └─────────────────────────────────────────────────────────────────────────┘ Key Components IGame / Game Manager The IGame (Game Manager) acts as the central coordinator and is responsible for: Managing overall game state (e.g., round start/end, match time) Handling bot spawning and removal Dispatching events to bots Coordinating with the game engine through exports/integration points Client (Bot Instance) Each bot runs as a Client instance composed of multiple subsystems: Subsystem Purpose Sensory Memory Tracks what the bot has recently seen or heard Targeting System Selects and tracks enemies to engage Weapon System Chooses appropriate weapons and handles firing logic Steering System Controls low-level movement and obstacle avoidance State Machine Drives high-level behavior (e.g., attack, defend, patrol) Goal Manager The Goal Manager controls objective-driven behavior and map goals: MapGoals: Capturable flags, dynamite targets, construction sites, etc. Goal Queries: Bots request goals based on team, class/role, distance, and context Priority System: Goals are weighted and gated by availability/conditions Navigation Manager The Navigation Manager provides pathfinding and movement planning: Waypoint System: Pre-placed nodes defining walkable/navigation areas Path Planning: A* routing between waypoints Navigation Flags: Movement constraints and actions (jump, crouch, ladder, water, etc.) Bot Decision Loop Each frame, every bot executes the following update sequence: Update Sensory Memory Processes visible entities, audio cues, and recent damage events Target Selection Selects the highest-priority enemy target (or none) High-Level State Machine Combat states (when a valid target exists): Engage, take cover, retreat Objective states (when no target exists): Attack objective, defend, patrol Low-Level State Machine Executes the current action (e.g., move, shoot, use/interact) Steering Performs obstacle avoidance and path-following adjustments Output Sends final movement, aim, and fire commands to the game engine Waypoint Navigation Bots navigate using pre-authored waypoint files (.nav) and move through connected waypoint chains. Example waypoint chain: Waypoint A → Waypoint B → Waypoint C A: Jump flag (jump action required) B: Crouch flag (crouch action required) 😄 Ladder flag (ladder interaction required) Waypoint Data Model Each waypoint typically includes: Position: 3D world coordinates Connections: Links to neighboring waypoints Flags: Special movement requirements (jump, crouch, ladder, water, etc.) Radius: Arrival tolerance used to consider the waypoint “reached” ML Architecture The Omni-Bot ML system is composed of two primary components: the game-side ML adapter (Omni-Bot) and an external Python ML server. These components communicate over TCP using JSON messages. High-Level System Diagram ┌─────────────────────────────────────────────────────────────────┐ │ OMNI-BOT ML SYSTEM │ ├─────────────────────────────────────────────────────────────────┤ │ │ │ ┌───────────────────────┐ ┌──────────────────────────┐│ │ │ Game (Omni-Bot) │ TCP │ ML Server (Python) ││ │ │ │ JSON │ ││ │ │ ET_MLAdapter │◄───────►│ PPO Agent ││ │ │ ├─ MLController │ :27970 │ ├─ Policy Network ││ │ │ ├─ MLNetworkClient │ │ ├─ Value Network ││ │ │ └─ MLCombatState │ │ └─ Training Loop ││ │ │ │ │ ││ │ └───────────────────────┘ └──────────────────────────┘│ │ (C++ DLL/SO) (Python 3) │ │ │ └─────────────────────────────────────────────────────────────────┘ Game-Side Components (Omni-Bot) The game process hosts a native C++ adapter module responsible for collecting state, maintaining ML-related control logic, and issuing decisions back into Omni-Bot. ET_MLAdapter Primary integration layer within Omni-Bot. MLController Orchestrates ML-driven decision flow and determines when ML control is active. MLNetworkClient Manages TCP connectivity and JSON message exchange with the ML server. MLCombatState Tracks combat context and supports gating/disablement logic during firefights (where applicable). ML Server Components (Python) The ML server runs out-of-process in Python 3 and hosts the learning agent responsible for inference and training. PPO Agent (Proximal Policy Optimization) Reinforcement learning agent used to select actions based on game state. Policy Network: Produces action selections (movement/goal decisions) Value Network: Estimates expected returns for training stability Training Loop: Updates the model using collected experience data Communication Layer Protocol: TCP Encoding: JSON Endpoint: :27970 Flow: Bi-directional request/response (state → inference → action, plus optional training telemetry) 💻 Cross-platform support Built for: Windows Linux macOS (Intel + Apple Silicon) 🔥 OMNI-BOT 2.0 NEXT (ML) Old-school roots. Next-level brain. If you run servers, love ET, or want bots that finally play the game like it matters — this is the next era.
- 9 replies
-
- 12
-
-
-
-
Hello ETPlayers! after months of messing around with brushes, shaders, parchment textures, and way too many magical particles… I’m excited to release my next map: Quidditch? A fast, chaotic, magical arena inspired by Hogwarts. Story: High above the enchanted grounds of Hogwarts, a magical competition unfolds under the sunset. Both teams enter the arena with the same goal: Steal the enchanted Quidditch ball and deliver it through the scoring rings before the enemy team does. No tanks. No barriers. No defending team. Just pure competitive chaos. 🎯 Objectives (Both Teams) Steal the enchanted Quidditch ball Deliver it through the scoring rings to score and win Simple. Fast. Fun. A pure arena‑style race. some ingame screenshots : Download link: not to forget big thanks to @meli @Hannu @phir0x @Aardappel @Lium and everyone that helped with testings and ideas ❤️ and as always huge thanks to @kemon and @Aciz for being there to answer my stupid questions all the time. special thanks for the amazing 3d models and textures by the one and only @mAw Let's keep ET alive!! /com_hunkmegs 128 Download ETLegacy for better experience
- 6 replies
-
- 30
-
-
-
-
None of my games from March 3rd are showing up on TB, BUT they were all there for months as of last week. Anyone ever seen this??
-
Hello ET Fraggers im happy to announce another remake of one of my favorite enemy territory maps, THUD IN THE SAND --> THUD IN THE GRASS You all know thud in the sand—that dusty, chaotic clash where bullets flew and boots sank into dunes. well, its evolved! say hello to thud in the grass, where the terrain’s greener, the cover’s thicker, and the frags are just as sweet. ive poured some serious hours into tweaking this one—new sightlines, sneaky spots for ambushes, and a vibe that’ll make you feel right at home whether you’re sniping heads or spraying with the smg's ? some ingame screenshots : Download link: special thanks to @meli @phir0x @razjee @RendeL @Kurre @Chuuu @kemon @pinn @Hannu @Nolles @Cloudy @Element @White Raven Lets keep ET ALIVE ?
- 20 replies
-
- 26
-
-
-
-
RTCW Legacy A remastered engine for Return to Castle Wolfenstein Multiplayer RTCW Legacy aims to be a fully compatible, modernized client and server for Return to Castle Wolfenstein Multiplayer, in the same spirit as ET: Legacy is for Wolfenstein: Enemy Territory. Features Engine Improvements SDL2 platform layer - Cross-platform window, input, and audio via SDL2 (replaces legacy Win32/X11 code) 64-bit support - Native x86_64 and ARM64 builds Modern CMake build system - Builds on Linux, Windows, and macOS PNG texture loading - Load .png textures alongside TGA/JPG (uses built-in DEFLATE decompressor, no libpng required) Persistent console history - Command history saved to rctwl-history and restored between sessions Display & Rendering Extended video modes - 21 preset modes from 320x240 up to 4K (3840x2160) Desktop resolution mode (r_mode -2) - Borderless fullscreen at your native desktop resolution Custom resolution mode (r_mode -1) - Set any resolution via r_customwidth / r_customheight Borderless window (r_noborder 1) - Windowed mode without title bar or borders Window centering (r_centerWindow 1) - Centers the game window on screen Resizable window (r_allowResize 1) - Allow window to be resized at runtime Configurable JPEG screenshot quality (r_screenshotJpegQuality) - Default 90, range 1-100 Networking & Downloads 6x faster UDP downloads - Download window increased from 8 to 48 blocks in flight (~1 MB/s vs ~170 KB/s) Higher server tick rate - sv_fps defaults to 60 for non-dedicated (faster downloads), 20 for dedicated Pure server compatibility - PK3 validation for both 32-bit and 64-bit clients, compatible with original RTCW 1.41b servers Compatibility Original server support - Connects to and validates against original RTCW MP 1.41b servers Mod DLL loading - Proper PK3 extraction and main/ directory fallback for mod DLLs Architecture-aware validation - Pure server checks use correct DLL names for x86, x64, and ARM builds Console Variables (CVars) Video / Display CVar Default Description r_mode -2 Video mode. -2 = desktop resolution (borderless fullscreen), -1 = custom resolution, 0-20 = preset modes (see table below) r_customwidth 1920 Custom resolution width (used when r_mode -1) r_customheight 1080 Custom resolution height (used when r_mode -1) r_customaspect 1 Custom pixel aspect ratio r_fullscreen 1 1 = fullscreen, 0 = windowed r_noborder 0 1 = borderless window (no title bar/frame) r_centerWindow 1 1 = center the window on screen r_allowResize 0 1 = allow resizing the game window r_allowSoftwareGL 0 1 = allow software OpenGL renderers r_sdlDriver "" Force a specific SDL video driver (read-only) Preset Video Modes (r_mode 0-20) Mode Resolution Notes 0 320x240 1 400x300 2 512x384 3 640x480 Fallback mode 4 800x600 5 960x720 6 1024x768 7 1152x864 8 1280x1024 9 1600x1200 10 2048x1536 11 856x480 Widescreen 12 1280x720 720p 13 1366x768 14 1440x900 15 1680x1050 16 1920x1080 1080p 17 1920x1200 18 2560x1440 1440p 19 2560x1600 20 3840x2160 4K OpenGL Extensions CVar Default Description r_ext_compressed_textures 1 Enable compressed texture support r_ext_multitexture 1 Enable multitexture extension r_ext_compiled_vertex_array 1 Enable compiled vertex arrays r_ext_texture_env_add 1 Enable GL_EXT_texture_env_add r_ext_gamma_control 1 Enable hardware gamma control r_ext_NV_fog_dist 0 Enable NVidia fog distance extension r_ext_ATI_pntriangles 0 Enable ATI PN triangles (TruForm) r_ext_texture_filter_anisotropic 0 Enable anisotropic texture filtering Screenshots CVar Default Description r_screenshotJpegQuality 90 JPEG screenshot quality (1-100). Higher = better quality, larger files Screenshot commands: screenshot - Save a TGA screenshot screenshotJPEG - Save a JPEG screenshot (uses r_screenshotJpegQuality) Sound (SDL2) CVar Default Description s_bits 16 Audio bit depth (8 or 16) s_sdlDevSamps 0 SDL audio device buffer size (0 = auto) s_sdlMixSamps 0 SDL audio mix buffer size (0 = auto) Input CVar Default Description in_mouse 1 Enable mouse input in_nograb 0 1 = don't grab the mouse cursor (useful for debugging) in_joystick 0 1 = enable joystick/gamepad input Server CVar Default Description sv_fps 20 / 60 Server frame rate. 20 for dedicated, 60 for listen servers (higher = faster downloads) Map Voting CVar Default Description g_mapVoteEnabled 0 Enable end-of-round map voting g_mapVoteMaxMaps 6 Number of candidate maps to show g_mapVoteTimeout 15 Seconds players have to vote g_mapVoteMinAge 2 Minimum rounds before a map can appear again g_mapVoteExcludedMaps "" Comma-separated list of maps to exclude from voting Engine CVar Default Description com_maxfps 85 Maximum client framerate com_hunkMegs 56 Hunk memory allocation in MB com_zoneMegs 16 Zone memory allocation in MB con_notifytime 7 Seconds to display console notify messages con_debug 0 Enable console debug output Lua Scripting RTCW Legacy includes a built-in Lua 5.4 scripting engine for server-side game logic, compatible with the ET Legacy Lua API. Lua is enabled by default. Loading Lua Scripts Lua scripts are loaded by the server via the lua_modules cvar. Set it in your server config (e.g. rctwl_server.cfg😞 set lua_modules "luascripts/myscript.lua" To load multiple scripts, separate them with spaces: set lua_modules "luascripts/script1.lua luascripts/script2.lua" Alternatively, you can use the g_luaModuleList cvar to point to a text file containing one script path per line (if set, lua_modules is ignored): set g_luaModuleList "luascripts/modulelist.txt" Where to Put Lua Scripts Lua scripts go in your game data directory under main/: main/ ├── luascripts/ # Your Lua scripts here │ ├── myscript.lua │ └── wolfadmin/ # WolfAdmin scripts (if installed) │ └── main.lua ├── lualibs/ # Lua library modules └── pak0.pk3 # Original RTCW game data The game data directory location depends on your platform: Platform Default path Linux ~/.wolf/main/ or alongside the executable Windows Alongside the executable in main/ macOS ~/Library/Application Support/RTCW/main/ Restricting Lua Modules For security, you can restrict which Lua scripts are allowed to load using the lua_allowedModules cvar. Set it to a space-separated list of SHA-1 hashes of allowed scripts: set lua_allowedModules "abc123def456 789abc012def" When empty (default), all scripts are allowed. LuaSQL (SQLite3) RTCW Legacy bundles SQLite3 and enables LuaSQL by default. This allows Lua scripts to use SQLite databases for persistent storage (player stats, admin records, etc.): -- Example: open a database in a Lua script local luasql = require("luasql.sqlite3") local env = luasql.sqlite3() local db = env:connect("main/luascripts/mydata.db") db:execute("CREATE TABLE IF NOT EXISTS players (guid TEXT, name TEXT)") To disable LuaSQL, build with -DFEATURE_LUASQL=OFF. Lua CVars CVar Default Description lua_modules "" Space-separated list of Lua scripts to load at map start lua_allowedModules "" Space-separated SHA-1 hashes of allowed scripts (empty = allow all) WolfAdmin (Server Administration) WolfAdmin is a Lua-based server administration suite providing player management, command permissions, and database-backed admin features. It is fully compatible with RTCW Legacy. Automatic Install (Build Time) Build with the INSTALL_WOLFADMIN option to download and install WolfAdmin automatically: mkdir build && cd build cmake .. -DINSTALL_WOLFADMIN=ON make -j$(nproc) This downloads WolfAdmin and places it in the build output: build/main/ ├── luascripts/wolfadmin/ # WolfAdmin Lua scripts ├── lualibs/ # WolfAdmin Lua libraries └── wolfadmin.toml # WolfAdmin configuration Manual Install Download WolfAdmin from https://dev.timosmit.com/wolfadmin/ Extract the archive Copy luascripts/, lualibs/, and config/*.toml into your main/ directory Enabling WolfAdmin Add this to your server config: set lua_modules "luascripts/wolfadmin/main.lua" Then edit wolfadmin.toml in your main/ directory to configure admin settings, database path, and permissions. Example Server Config A default server config is provided at misc/main/rctwl_server.cfg. Copy it to your main/ directory and customize as needed: cp misc/main/rctwl_server.cfg /path/to/main/rctwl_server.cfg Then launch the server with: ./rctwlded +exec rctwl_server.cfg Game Data RTCW Legacy does not include any game data. You must have a copy of Return to Castle Wolfenstein installed. The original game data files are required: pak0.pk3 (and other pk3 files from the Main directory) RTCW is available on Steam and GOG. No longer will RCTW fans be neglected RCTWLegacy is coming soon! Complete with an RCTWLegacy mod similar to ETLegacy! Credits id Software - Original RTCW engine and game ET: Legacy Team - Inspiration, reference implementation, lots of copy pasta LOTS.. seriously lots RTCW Legacy Contributors RNGesus - Modernization and maintenance
- 12 replies
-
- 14
-
-
-
-
-
Hi, Some of you hopefully remember me, *gladiator* (black stars, red name). In early 2025 I stopped playing ET and started to play battlefield 3. Now there are admins in that game that ban me and think I've been a cheater etc.. It would be nice if a few old faithful FA members could indeed remember how I played, and whether I had cheats or not. I know it sounds silly, but I'm asking for a favor from you guys :). I'll delete the thread in a few days if it is deemed too off-topic.
-
ETLModern, a project built to bring a true modern FPS feel into Wolfenstein: Enemy Territory. We’re talking: Aim Down Sights Lean and Shoot Drivable Tanks Conquest Mode on any map That’s right. Any map. ETLModern’s Conquest system lets admins place capture zones directly in game using a GUI, save them, and have them load back in the exact same spots every time the map starts. No map mods. No custom map rebuilds. No nonsense. Just fast setup, repeatable objectives, and a whole new way to play ET. This is an attempt to push Enemy Territory into a new era while keeping the spirit of the game alive. Classic ET chaos with modern FPS mechanics layered on top. If you’ve ever wanted to see ET with more tactical gunplay, more vehicle action, and a mode that can transform practically any map into a battlefield, ETLModern is for you. Check out the video and see what Enemy Territory can become.
- 3 replies
-
- 19
-
-
-
-
I was inspired by Day of defeat's map called Avalanche to create it map for wolfet. the original map was a territory capture control map. But I made this a capture the docs map instead. There are other objectives like, destroy the gate and wooden barrier that protects the docs. But other than that, this map is almost the same as Avalanche. Enjoy! Download map here at mediafire: https://www.mediafire.com/file/xg97u...anche.pk3/file
-
I plan to translate the game into Arabic. I have no experience with it, but I will try. Is there a way to make the game engine support it, and what files are required? Thank you all
-
We just dropped the Ashes of War main theme. It has a strong nod to the original Enemy Territory theme, while pushing the sound into something new for AoW. Huge thanks: Burning Bridges the band vocals & drums RNGesus guitar work, synth, and mixing Please take 2 minutes and tell us what you think this directly helps us finalize the soundtrack direction. Wolf ET theme Ashe of war theme with a strong nod to it
- 4 replies
-
- 11
-
-
-
-
NEW MAP RELEASE – Nuclear Delivery Hey everyone! I’m excited to announce my latest map project: Nuclear Delivery Beta1, a complete reimagining of ETL Special Delivery with a high-stakes nuclear twist! What’s New? - Gold crates swapped for dynamites – Make each delivery count! - Truck escort system – Secure both dynamites, then escort the truck to the final launch site. - Nuclear launch sequence – Allies trigger the countdown, but Axis can abort if they act fast! - Dynamic battle zones – Progression shifts spawns and objectives, keeping gameplay fresh. - Strategy Shifts & Balance Improvements Engineers play a crucial role – Build key structures & destroy enemy objectives! Axis must hold key defenses – Stalling the Allies can mean victory. Countdown mechanic adds endgame tension – Every second matters! This map follows my previous releases, Drempuzzo and Thud in the Grass, but amps up the action even further. I’d love to hear your feedback! let me know what works, what needs tweaking, and how it plays with different team compositions. Hopefully starting from now, im ready to go for a map from scratch ? Special thanks to Aciz for providing ETL Special Delivery source map. some ingame screenshots : Download link: and not to forget, big thanks to @kemon @meli @phir0x @Mateos @ChimTea @Vice86 @Chuuu @Aardappel @Pinn @razjee @Hannu @TomekKromek @Ashuyai @mAw @jEnzi @Nolles and everyone for helping with testing and ideas ❤️ Lets keep ET alive! All rights reserved to the original map makers: Apple & GW TE version by: jump3r, eiM & Snake Overhaul by: Aciz /com_hunkmegs 128 Download ETLegacy for better experience ?
- 55 replies
-
- 41
-
-
-
-
-
-
I never messed with rating before. But I was playing around on Trackbase and saw where I could unlock it last month so I did, but I'm not sure how it works. One, why were so many mps not rated when I played the entire map, except Kerkyra, and what are the formulas for Rate and TSP? What does TSP mean?
-
https://wolffiles.eu/
-
Hello ETPlayers ? as few of you know, et is not just fragging or objective stress.. let me introduce you to the chill side of et, trickjump has been known for a really long time (even before etjump and tjmod mods existed) i remember i started trickjumping on jaymods back in the days where u needed adrenaline to make it ? also worst part was the falling damage or even getting splatted lol yes we are still alive, trickjump is not dead its actually much more updated than all et fragging mods, etjump mod last update was this month, also we keep seeing new maps every now and then ? hope you enjoy the movie ps: i am jumping at 10:34 ?
- 11 replies
-
- 14
-
-
-
-
-
Wow.... you guys have built something cool here.... still around!!! BLEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDDDDDDDDDDDDDDDDDDDD
-
Hello! Having picked ET back up again in November, I dusted off my copy of Radiant and have finished off an old project that I'm really excited to share: Krobsdorf Tram Assault. It's a love-letter to the original RtCW mp_tram, with a new mechanic of the tram mechanism being constructable/destroyable. If the Axis can damage the controls while the Allies are on board, the only way is down... The Allies seek a set of secret documents hidden in the castle. To get them, they must repair the tram controls to advance up the mountain, break into the castle, and make it back to the village. Allied Objectives: Repair the Tram Controls Dynamite the Main Doors Dynamite the Side Door Escape with the Secret Documents Capture the Mountain Hut Construct the Command Post Axis Objectives: Stop the Allies from repairing the Tram Controls, or disable them Stop the Allies from dynamiting the Main Doors Stop the Allies from dynamiting the Side Door Stop the Allies from escaping with the Secret Documents Capture the Mountain Hut Construct the Command Post Some screen grabs: It's designed for ET:Legacy but fully compatible with vanilla ET, and the hunkmegs limitation - tested so far with a group of IRL friends in both clients. This map is derived from a six-map single-player Return to Castle Wolfenstein campaign that I started building in 2007, and never finished and released. The campaign was supposed to be something of a sequel to the "Weapons of Vengeance" episode. Elements from three of those maps make up about 40% of this one. I can't wait to share the first release, and it will hopefully be on the download area soon!
- 1 reply
-
- 2
-
-
Happy New Year to all ET players around the world 😍
About Us
We are glad you decided to stop by our website and servers. At Fearless Assassins Gaming Community (=F|A=) we strive to bring you the best gaming experience possible. With helpful admins, custom maps and good server regulars your gaming experience should be grand! We love to have fun by playing online games especially W:ET, Call of Duty Series, Counter Strike: Series, Minecraft, Insurgency, DOI, Sandstorm, RUST, Team Fortress Series & Battlefield Series and if you like to do same then join us! Here, you can make worldwide friends while enjoying the game. Anyone from any race and country speaking any language can join our Discord and gaming servers. We have clan members from US, Canada, Europe, Sri Lanka, India, Japan, Australia, Brazil, UK, Austria, Poland, Finland, Turkey, Russia, Germany and many other countries. It doesn't matter how much good you are in the game or how much good English you speak. We believe in making new friends from all over the world. If you want to have fun and want to make new friends join up our gaming servers and our VoIP servers any day and at any time. At =F|A= we are all players first and then admins when someone needs our help or support on server.