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Written by planetquakewars.net, May 09 2008 at 05:35

Quake Wars
SplashDamage released the Changelog for the 1.5 Patch for ET:QW.

Here you have a copy of the Blog entry from the official site:

Work on the 1.5 game update for Enemy Territory: QUAKE Wars is steaming ahead at full knots and we're now testing the latest version of it internally to see if there are any glaring issues left to fix. Even more exciting, we've put together the final changelog for the update, which you can find concealed somewhere within this blog update. In a smallish nutshell, 1.5 brings a number of new features and customization options to ETQW and fixes all of the issues left over from 1.4. Let's have a look:
User Interface Improvements


We've packed tons of small UI and HUD improvements into the 1.5 update, lots of which are the result of feedback from our players. We've added new customization options for turret lock-on warnings, so you can now get the full warning (beep and text), just the warning tone, just the HUD text, or nothing at all. Mine trigger warnings can similarly be toggled on or off and it's also possible to set the size of the mine indicators on the HUD or turn those off completely.

The Limbo menu sees the addition of an Auto-Join button, which, as the name might imply, joins the team that is currently short in numbers. We also found that a lot of people didn't quite understand the Hot Servers tab in the server browser, so we've thrown that out in favor of a much more straightforward 'Join Best Server' button. The functionality is still the same, of course, so pressing that button will put you on an available server that's close to you.

New Customization Cvars

A lot of our players are really into the game and would like to customize as many aspects of it as possible. To that extent, 1.5 brings a variety of new cvars that can be used to really adapt the game to how you want it. It's now possible to set mouse sensitivity on a per-vehicle basis, so if you'd like your mouse to be really twitchy in flying vehicles and far less responsive in, say, the Trojan APC, you can do just that. We've also included new cvars for quickly switching spawn points for those who want to avoid the limbo menu whenever possible.

Matchcasters will no doubt enjoy the new spectator mode functionality in 1.5. There are several new commands that allow spectators to switch to the next/previous player, and to directly hop to a specific client. You can also jump to players currently completing the objective, and even set a custom camera position and angle that you can hop to at the touch of a button.
Ranks and Statistics

In the statistics department, the in-game scoreboard once again correctly displays player ranks, so you can quickly tell who's experienced and thus safe to follow around in the game. Vehicle and deployable kills are now counted correctly in your statistics, and there have also been a few smaller fixes related to objectives giving no or too much XP.

On the Ranked Server side, servers are now restricted to a maximum number of 24 players, since that is what the maps were balanced for. It's also no longer possible to start a ranked match with fewer than six players.

Bot Improvements

John Dean over at id Software has been busy teaching the ETQW bots new tricks for the upcoming console versions. We didn't want our PC players to miss out on these, so 1.5 features a truly colossal number of bot-related improvements. In general, bots now understand the battlefield even better than before and will act more like a human player would. Your AI teammates have also been conditioned to pay more attention to what you're doing and they'll better support you in vehicles and when attacking objectives. There are loads of other bot-related fixes and improvements - check the changelog below for more.
Miscellaneous Fixes

1.5 also comes with a large number of bug and exploit fixes. Some of these are actually quite inventive, such as using the Third Eye Camera to transmit an objective when the player is actually nowhere near it, or using an Icarus vehicle drop to teleport inside a building. There were also several map holes that have now been plugged and number of smaller fixes that were made (such as the MCP sometimes dropping in sideways).

Closing Thoughts

We've completed internal testing of the update and we're now coordinating with all the other companies that are part of the actual release process. This is actually a tad more complicated than it sounds since we've got quite a few moving parts there. 1.5 has to be coordinated with id Software (Windows and Linux), Activision, Aspyr (Mac version), Valve Software (Steam version), DemonWare (online accounts), and all the game server providers to make sure they update their servers in time for release. But fear not, we're currently coordinating with all of the involved parties to figure out the best release timing for the update. As soon as we've nailed down a date, we'll announce it here in the blog.

Before I tumble back into my storage closet, let me extend a special thank you to all the people who participated in the public beta and left their feedback on the boards. We also appreciate your patience during this longer than anticipated beta beta phase - we know waiting for the thing hasn't always been the most joyous of activities, but we're confident that 1.5 is a better update because of it.

If you're still reading, you're probably looking for the full changelog. Not to worry, it's right below this line of text.
Enemy Territory: QUAKE Wars 1.5 Full Changelog



User Interface

  • Added an Auto-Join button to the Limbo Menu
  • Added new server browser filter. Players can now filter servers by the maximum number of bots playing
  • Revised the 'Hot Server' weightings so lower ping servers are given higher priority than before
  • Replaced Hot Server list with a 'Join Best Server' button in the server browser
  • Fixed custom maps confusing the map voting system
  • Fixed the Flyer Drone personal best being referred to as Flyer Hive
  • Fixed the 'Most Vamptire Damage' typo in Personal Achievements
  • Fixed the final Objective in a map not counting towards the Most Objectives Completed end-game reward
  • Fixed Player Ranks not showing in-game or on the Scoreboard
  • Fixed spectators seeing a defaulted string in the end-game scoreboard
  • Fixed transparency options for Tooltips and Subtle Motivators not always saving
  • Fixed video options not always saving if a player is using a 'Set as Default' profile

HUD

  • Fixed the Buddy Player Arrows showing when a friend playing on the enemy team took a disguise
  • Fixed the Objective Bar sometimes flashing red while an objective was being completed
  • Fixed the first bar of a two-part objective sometimes being empty when a client connected to a server
  • Fixed the deployable HUD icons being affected by picmip
  • Players will no longer receive warning VO for incoming enemy artillery
  • Added g_aptWarning for toggling APT warning on the HUD
  • Restricted the g_mineIconSize cvar to values between 0 and 20
  • The Fireteam menu will now not show 'next page' unless there are 9 or more players (instead of 8)
  • Fixed Buddy Player Arrows showing up as the incorrect colour if that player had a Clan Tag
  • Fixed the Objective Bar sometimes changing colour

Ranked Servers

  • Locked si_maxPlayers to 24 on Ranked Servers
  • Fixed being able to start a match on a Ranked server with less than 6 players

Map Loads, Auto-Downloads, ETQW:TV

  • Fixed downloading modifications from the server not working with Vista and UAC
  • Fixed the intro movie overriding the Accept Download prompt for mods on game restart
  • Fixed the map loading music continuing to play after the load had completed
  • Fixed the server crash when clients are downloading files
  • Fixed ETQW:TV Relays crashing when clients tried to connect too early

Player Statistics

  • Fixed capturing the Energy Cells on Quarry giving no XP
  • Fixed certain Achievement stats, such as Vehicle and Deployable kills, not being counted
  • Fixed ranks above Supreme Commander displaying as ##### or emptyname
  • Fixed Mining Laser objectives giving an additional 40 Soldier XP to the constructor
  • Fixed XP Save not working on reconnects

Miscellaneous

  • Added several commands for spectating:
    • spectate Client - Jumps to spectating a specific player based on the client number or the player name entered e.g. "Specate Client 1" or "Spectate Client Tapir" for a player called Tapir
    • spectate next - Jumps to the next player
    • spectate prev - Jumps to the previous player
    • spectate objective - Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)
    • spectate position - Jumps to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera.
  • Added the setSpawnPoint command:
    • setSpawnPoint next - selects one spawn ahead of the player's current selection
    • setSpawnPoint prev - selects one spawn back from the player's current selection
    • setSpawnPoint default - selects the current front-line spawn point
    • setSpawnPoint base - sets the player's spawn point to the main base (Command Center/Domination Hub)
  • Added several cvars for separate vehicle sensitivities:
    • m_bumblebeePitchScale - adjusts the vertical sensitivity in the Bumblebee
    • m_bumblebeeYawScale - adjusts the horizontal sensitivity in the Bumblebee
    • m_heavyVehiclePitchScale - adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator
    • m_heavyVehicleYawScale - adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator
    • m_helicopterPitchScale - adjusts the vertical sensitivity in the Anansi and Tormentor
    • m_helicopterYawScale - adjusts the horizontal sensitivity in the Anansi and Tormentor
    • m_lightVehiclePitchScale - adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky
    • m_lightVehicleYawScale - adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky
    • m_playerPitchScale - adjusts the vertical sensitivity as infantry and in the Icarus
    • m_playerYawScale - adjusts the horizontal sensitivity as infantry and in the Icarus.
  • Added several cvars for automatic recording of demos and generating of screenshots of the end game score board:
    • g_autoScreenshot - automatically take a screenshot of the scoreboard at the end of a map
    • g_autoRecordDemos - automatically starts & stops demos at the start & end of a map
    • g_autoScreenshotNameFormat - auto screenshot name format
    • g_autoDemoNameFormat - demo name format
  • Fixed the "Deployable Location Approved" VO playing when the deploy process had not successfully completed
  • Fixed the intermittent server crashes some users were experiencing
  • Fixed unintentionally skipping through multiple weapons and tools when using the mousewheel
  • Fixed the 'Aborting Bombardment' VO not playing when the Airstrike/Violator beacon is in an invalid location
  • Fixed spectators sometimes hearing hit-beeps when switching between players
  • Fixed player landing sound sometimes playing multiple times
  • Fixed some cases of vehicle wheels occasionally being above the ground when they spawn
  • Fixed a disguise spotting issue
  • Fixed lock-on issues when the MCP is disabled
  • Fixed visual MCP deploy issue where it would sometimes come in sideways
  • Fixed objects sometimes showing up in the wrong place when playing back demos

Bots

  • Bots in single player are much more focused on the player and the commands the player gives
  • Mission Critical bots will follow you to the objective then complete it once you lead them there
  • Bots skill with the Anansi and Tormentor has been improved
  • Bots in flyers are now much more dangerous on the higher skill levels
  • Bots on Easy difficulty have been made easier
  • Bots now understand the MCP changes implemented in 1.4
  • Bots are better at accomplishing objectives
  • Bots are better at guarding their teams HE/Plasma charges
  • Bots keep focused on their current enemy when they jump into a vehicle
  • Bots will no longer use mounted MGs if there are no enemies around the MG to attack
  • Bots are much better at attacking deployables
  • Bot gunners now target deployables
  • Bot gunners will more often stay in the vehicle with you
  • Bots now drop health crates dynamically
  • Fixed bots not driving the MCP on Slipgate
  • Fixed lots of cases of the bots having issues pathing to a goal
  • Fixed potential bot freeze issue with enemies & hunting
  • Fixed Medics not seeing obstacles when giving supplies
  • Fixed Anansi pilots getting stuck chasing Icarus players around the map
  • Bots will now avoid vehicles 'booby trapped' with Charges, unless it's the MCP
  • Bots will now stop and give engineers time to repair their vehicle
  • Bot Oppressors will use their Energy Shields more effectively
  • Bots can now use all seats in the Bumblebee
  • Removed some debug prints
  • Lots of miscellaneous bot tweaks, fixes, and improvements

Tooltips

  • Fixed the 'Press F3 to Ready Up' tooltip not always displaying
  • Fixed the Tooltip frame being completely white on first map load
  • Fixed decoy tooltip not always playing
  • Fixed Strogg Hack tooltip not playing on Volcano
  • Fixed players not turning to face final objective on Outskirts during tooltip
  • Fixed not resetting proficiency upgrade VO when resetting tooltips

Fixed Exploits
  • Fixed map holes in Salvage, Refinery and Area22
  • Fixed an exploit with the Third Eye Camera
  • Fixed clients having incorrect spread values for the Scoped Assault Rifle whilst unscoped
  • Fixed exploit that allowed GDF to get past Strogg Energy Shields
  • Fixed being able to complete certain objectives at a distance

Link: badmans Blog
» read more on planetquakewars.net
Written by planetquakewars.net, May 09 2008 at 05:25

Quake Wars
With the end of May and the release of Enemy Territory: QUAKE Wars on the Xbox 360 and PlayStation 3 inching ever closer, several more previews have appeared in the mysterious tubes also known as the internet:

PSW Magazine
"One thing is certain; Enemy Territory is going to be a blast. It looks fantastic, 'plays more intuitively since the console revamp' claimed a fellow journo who poured hours into the PC version, and packs in reams of vehicles and weapons. And with twelve huge maps there's going to be plenty to do."

Worthplaying
"What's here is an amazingly faithful translation of the game that plays just as well, if not better, than the original. FPS haters will want to avoid it, but those with lesser-spec computers will likely flock to the store when the console ports hit shelves at the end of next month."

VideoGamer
"Enemy Territory: Quake Wars is shaping up very nicely on consoles. The key to the game's success will undoubtedly rest in how accessible it is, and strides are certainly being made here. While the PC original did a great job at getting new players involved, it's even easier on consoles."
 

Fragland
"I haven't been able to play the whole game of course, but from what i've seen, i am very pleased. Nerve Software seems to be doing an excellent job at porting the PC version of ID Software and Splash Damage to console. Something like this can only be seen as a positive thing!"
» read more on planetquakewars.net
Written by planetquakewars.net, May 08 2008 at 08:10

Quake Wars

id Software announces DOOM 4:

Production has begun on DOOM 4™, the next journey into the legendary DOOM universe. We are expanding our internal team and are currently hiring to work on this highly anticipated title.

"DOOM is part of the id Software DNA and demands the greatest talent and brightest minds in the industry to bring the next installment of our flagship franchise to Earth," said Todd Hollenshead, CEO, id Software.  "It's critical for id Software to have the best creative minds in-house to develop games that meet the standards synonymous with our titles."

 

The DOOM franchise is one of the most recognizable and important in gaming history, having been named "one of the ten most influential games of the decade" by PC Gamer and "the #1 game of all time" by GameSpy.  DOOM 4 will join the award-winning series which has consistently topped sales charts throughout the world.

We are looking for talented, ambitious and passionate individuals eager to join our accomplished team of developers working on the industry’s most innovative and anticipated games.  For a complete listing of available positions, visit our id Careers page.  Resumes can be submitted via email to jobs@idsoftware.com.  All applicants must be authorized to work in the United States.

Link: idsoftware.com
» read more on planetquakewars.net
Written by Wolfmap.de, May 07 2008 at 23:43

Mods
A 'Zombie Mod' - Few vs Many, with one-to-a-few GDF forced to scavenge for weapons and ammo, while the many Strogg roam at will, but are limited to melee.

Download:

--> Dusk (Alpha 3)
Gameplay:
Strogg side are limited to melee spike. Strogg bots roam the level randomly. GDF spawn only with pistols and must scavenge the level for pickups - weapons/ammo/health packs and repair packs. There is a evactuation area for the GDF in the map (shows up on mission list), it can only be reached using a flying vehicle. The only flying vehicle is a severely damaged bumblebee. The engineers repair pliers now run off a repair pool, to fill this up use a repair pack. GDF do still have respawns, but since they drop all their weapons/packs, spawn back from where they want to be and they are running againt the clock, it's a setback they should avoid.

To pick up 'pickups'(weapons and packs), aim at them and pressing Use ('F' key by default). To 'use' a pack, press alt-fire while holding one, normal fire drops the currently held pack. Players are limited to holding two primary weapons at a time the drop weapon command ( _drop, ''' key by default, can be rebound via menu). Players are limited to holding four packs of any mix. Repair packs currenly look like ammo packs, but you can see the type of pickup by looking at it.

Strogg Agressors now move slower but have 400 HP and one hit kill spike. Strogg Opressors now move much faster but have only 70 health, and do very weak spike damage.

Set to Objective mode, 30 Mins on any of the following maps: Area 22, Canyon, Island, Outskirts, Quarry, Refinery, Salvage.

If playing with bots make sure bot skill is not on training, that number of bots on strogg side is high.

» read more on Wolfmap.de
Written by Wolfmap.de, May 07 2008 at 23:40

Quake Wars
"Work on the 1.5 game update for Enemy Territory: QUAKE Wars is steaming ahead at full knots and we're now testing the latest version of it internally to see if there are any glaring issues left to fix. Even more exciting, we've put together the final changelog for the update, which you can find concealed somewhere within this blog update. In a smallish nutshell, 1.5 brings a number of new features and customization options to ETQW and fixes all of the issues left over from 1.4. Let's have a look..."
--> Read more at Community Enemy Territory
» read more on Wolfmap.de
Written by Splatterladder-Forum, May 02 2008 at 08:17

League
EnemyTerritory.tv will be bringing the ETQW community complete coverage of the North American TGL 5v5 Infantry Only Championship between Team Fate and Silent Service on Saturday, May 3, 2008 at 10pm EDT. The match will be shoutcasted by the dynamic duo FrankSinatra and GreasedScotsman while the action will be viewable on in-game ETQW TV servers and streamed over live video for spectators who do not own the game. As always, GreasedScotsman will be creating a Video On Demand version of the event that puts the action and the shoutcast together for the ultimate spectator experience.

Point your browser to http://www.enemyterritory.tv at 10:00pm EDT to tune in to the live shoutcast and pre-game show. The night of fragging and fornication should kick off around 10:30pm.

Watch the Event's Promo Video: http://www.enemyterritory.tv/media.php

News by GreasedScotsman
» read more on Splatterladder-Forum
Written by planetquakewars.net, Apr 30 2008 at 14:55

Quake Wars

For all of you who want to learn strogg, we got the right font in our download-section for you.


Link: Quelle: wolfmap.de
Download: Strogg Font
» read more on planetquakewars.net
Written by planetquakewars.net, Apr 29 2008 at 17:15

Quake Wars
The guys from ePrison.de wrote a very good article which takes care about the diferent id Tech Engines. This different id Tech engines where used for all different Quake, Doom, Wolfenstein and ETQW Titles.
ETQW is based on a id Tech 4 engine which is enhanced with the Mega-Texture Technologie.

They explain whats hiding behind the newest engine called id Tech 5.

 


Link: id Tech Article @ ePrison.de
» read more on planetquakewars.net
Written by planetquakewars.net, Apr 29 2008 at 14:45

Quake Wars

Background

In this map we see the GDF trying to put an end to a major Strogg facility located in a once grand city. In order to reach the facility the GDF must first disable the shield generator to by pass the numerous shielded barriers leading to the facility. Once done the GDF must overload the facility's main reactor with additional energy cells, 1 in total should be sufficient for total melt down.


Objectives

1. Destroy the Strogg Shield Generator to gain access to the facility.
2. Hack the Storgg Security Controls to gain access to the energy cell.
3. Deliver the energy cell to the reactor intake to cause total meltdown.

 




Link: Battle of Wolken
Download: Meltdown (Beta2)
» read more on planetquakewars.net
Written by planetquakewars.net, Apr 29 2008 at 14:30

Quake Wars

I think everyone knows this Map from Counter Strike. Itrs probably the most famous map in the CS Scene. Now a Alpha Version of Dust2 is also available for ETQW. Happy camping! ;-)

 


Download: Dust 2 (Alpha)
» read more on planetquakewars.net
Written by planetquakewars.net, Apr 29 2008 at 14:15

Quake Wars
 

The QWL 4 vs 4 Cup, or Infantry Cup has started. Make sure to register on time!

Scheduling
Groupmatches are supposed to be played during 2 first matchweeks, which take place 12.5.2008-25.5.2008.

Groups will be sized as 4 team groups, so every team has three matches on those first 2 weeks. Teams need to themselves challenge their opponents, for any help contact QWL admins on IRC channel.

3rd (26.5.2008-1.6.2008) and 4th (2.6.2008-9.6.2007) will be played with playoff structure, created according group points. On 3rd week, there should be scheduled 2 matches for each of the team (again challenged by team itself) to find only 4 clans for the last week.

More info about finals will be published soon. Stay tuned.


Link: QWL Scheduling
Link: QWL Cup Rules
Link: QuakeWarsLeague.com
» read more on planetquakewars.net
Written by planetquakewars.net, Apr 29 2008 at 14:05

Quake Wars

Hocbench.com released a very useful Benchmark Tool for ETQW. With this tool you are able to benchmark ETQW with Several Graphic and Details settings on 4 different Maps.

System requirements

  • 32/64 bit Windows XP / VISTA
  • The latest drivers for your graphics card
  • The official v1.4 patch


Feature

  • Change the resolution from 800×600 up to 2048×1536 (in 9 steps).
  • HD WideScreen resolutions (1280×768, 1920×1080, 1920×1200) support.
  • Custom resolutions support.
  • Four built-in demo.
  • Tweaked Very High graphic option.
  • Antialiasing and Anisotropic filtering support.



Registration

All HOCBench program are distributed as Free, but you need a simple registration to the full use. That means, you can install and try it immediately, but you can't change the filters and the demos. The registering is FREE just send me a simple email and you get back my answer within 24 hour. This email containing your personal registration info for ALL HOCBench program.


Link: Hocbench.com
Download: HardwareOC Enemy Territory: Quake Wars Benchmark 1.0
» read more on planetquakewars.net
Written by Wolfmap.de, Apr 27 2008 at 12:37

Quake Wars
A new video from moin moin about ET:QW. Like the previous one it's again eye-candy.

Watch the Video:

--> moin_moin's 4th Encounter
» read more on Wolfmap.de
Written by Wolfmap.de, Apr 26 2008 at 13:57

Maps/Mods
Remake of a CS map.
» read more on Wolfmap.de
Written by Wolfmap.de, Apr 26 2008 at 12:46

Tools
A benchmark for Enemy Territory: Quake Wars by HardwareOC.

Download & Info:

--> HOC ET:QW Benchmark
System requirements:
  • 32/64 bit Windows XP / VISTA
  • The latest drivers for your graphics card
  • The official v1.4 patch
Feature
  • Change the resolution from 800×600 up to 2048×1536 (in 9 steps).
  • HD WideScreen resolutions (1280×768, 1920×1080, 1920×1200) support.
  • Custom resolutions support.
  • Four built-in demo.
  • Tweaked Very High graphic option.
  • Antialiasing and Anisotropic filtering support.
Registration:
All HOCBench program are distributed as Free, but you need a simple registration to the full use. That means, you can install and try it immediately, but you can't change the filters and the demos. The registering is FREE just send me a simple email and you get back my answer within 24 hour. This email containing your personal registration info for ALL HOCBench program.
» read more on Wolfmap.de
  
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