Enemy Territory: Quake Wars - Tactical Assault Mod Client v0.31 Info

Download Enemy Territory: Quake Wars - Tactical Assault Mod Client v0.31
Filename: qwta-v0.3.1.zip
Author: QWTA Team
Size: 12 MB
Created: 4/10/2009
Updated: 4/20/2009
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Download Enemy Territory: Quake Wars - Tactical Assault Mod Client v0.31
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Enemy Territory: Quake Wars - Tactical Assault Mod Client v0.31 Details
QWTA is a straightforward mod in intention; it's intended to tweak the core gameplay aspects of Enemy Territory: Quake Wars, to create a more believable, more realistic experience, that plays more like a serious science fiction movie, than an arcade game.

QWTA's secondary objective is to bring more classic Quake 2/4 features to
realization in ETQW, and to embrace new developments that fit within the broad
ETQW/Quake 2/Quake 4/Earth-Stroggos war theme.

QWTA v0.3.1:
==========
CHANGES:
* Cvar g_showPlayerArrows redefaulted to 2.
* Made some changes/improvements to the realistic damage fallback code.
* Player respawn timers reverted to be identical to BaseETQW.
+ Player feedback indicates BaseETQW gametypes are incompatible with
+ long respawn timers. A single-life last-man-standing gametype is planned
+ for a future QWTA release.
* Cvar g_useGibKills added.
+ Default 1.
+ Allows certain attacks(Currently only Covert/Infiltrator backstabs)
+ that don't normally instagib, to instagib so victims can't be revived.
* Cvar bot_useVehicleDrops added.
+ Default 0.
+ Enables/disables bots to attempt to call down new vehicles.
+ WARNING: See "Known Issues" section of the readme before enabling!
* Some technical changes to how the Jupiter is implemented.
* Cvar g_useClassLimits added.
+ Default 1.
+ Enables/disables the use of class limits.
* Force Escalation introduced as a concept.
+ Vehicles no longer have Rank requirements to be called in.
+ Force Escalation is an average XP count of all players on a server.
+ Vehicle Drops now use Force Escalation to determine when each vehicle
+ can be called in. Force Escalation reflects ongoing conflict in a battle,
+ and as it becomes more pitched, FE rises as central command takes further
+ notice of the hotspot, and lends more aid.
* Class limits will now dynamically adjust according to critical classes.
* Players using temporary class limit increases will be kicked out of their
class upon death, after the temporary increase is removed.
* Cvar g_modVersion added. Reports the version of QWTA that is in use.
* Current version of QWTA is now displayed in the lower-left of the main menu.

BUG FIXES:
* Fixed Dark Matter Cannon having zero range blast radius in realistic mode.
* Fixed a variety of GDF GPMG and Gatling Gun vehicle weapon damage issues.
* Fixed negativePush flag not being copied over to inherited damageDefs.
* Fixed an unlikely potential crash by returning a BS value from a method.
* Fixed some minor Limbo GUI issues.
* Fixed issue with class limiter that was preventing bots from
giving up their spot to a human player when on a dedicated server.
* Fixed issue with the class limiter that was allowing players to bypass it
by switching teams.

A significant new development is the use of Force Escalation to control when vehicles are available. Force Escalation(or "FE"), is an average of all the XP of all players on a server. To call in a vehicle drop, you have to meet the FE prerequisite in order to call it in, as well as the actual drop-charge cost(visible on the context menu for now). FE prerequisites are as follows:
GDF Vehicle FE Prerequisites:
Husky: 10FE
Platypus: 15FE
Armadillo: 20FE
Trojan: 40FE
Bumblebee: 50FE
Titan: 60FE
Anansi: 90FE
Jupiter: 120FE
Strogg Vehicle FE Prerequisites:
Icarus: 15FE
Hog: 30FE
Desecrator: 40FE
Cyclops: 60FE
Tormentor: 80FE

Quake Wars: Tactical Assault
v0.3
================================
http://qwta.moddb.com/

Contents
1. About
2. Features
3. Installation
4. Known Issues
5. Credits


1. About
================================
QWTA is a straightforward mod in intention; it's intended to tweak the core
gameplay aspects of Enemy Territory: Quake Wars, to create a more believable,
more realistic experience, that plays more like a serious science fiction
movie, than an arcade game.

QWTA's secondary objective is to bring more classic Quake 2/4 features to
realization in ETQW, and to embrace new developments that fit within the broad
ETQW/Quake 2/Quake 4/Earth-Stroggos war theme.
Generally, QWTA is assuming ETQW is set before Quake 2, and will attempt to
mix Quake 2 and Quake 4 technology, characters, etc, with that in mind,
in addition to attempting to extrapolate modern technology to ETQW's level.

QWTA takes a lot of its gameplay inspiration from a few random(I'm afraid I
don't recall the names.) realism mods that have popped up for the
Call of Duty series of games, and the goal is to get something as an
end-result that plays similarly to those, but in the futuristic setting of
the Earth-Stroggos war.

At present, QWTA is intended to function with any base ETQW map, without a
hitch, and it's hoped that this will continue to be the case through QWTA's
development: while QWTA would certainly welcome QWTA-intended maps, they're
not something that's felt should be required.

As a player, the preview video footage that was published before ETQW itself
was released, spoke to me of a gritty, tactical, bloody sort of game,
involving a lot of thinking and strategy, rather than the run-and-gun-fest
that the released version of BaseETQW is. To that end, QWTA tries to stay
true to the perceived feeling behind some of that original footage, and the
impression it had on a lot of people.

2. Features
================================
* Optional realistic movement.
* Optional realistic damages.
* Optional realistic weapon aiming..
* Other realism-oriented features...
* Radar no longer detects infantry.
* Adaptive class-number limiting.
* Blood effects!
* Death/unconscious screen tinting and fading.
* Mxyzptlk's megatexture autodownload.
* Improved spectator controls.
* Dark Matter Cannon mimics Quake 4-singleplayer Dark Matter Gun.
* Hammer missile behaves more like a tactical nuke.
* Hyperblaster mimics Quake 4-singleplayer Nailgun.
* Any vehicle may be airdropped.
* Persistent ranks can be ignored in favour of campaign ranks.
* Bot support for new features.
* New vehicle: Jupiter Assault Tank.
* BFG10k. (Jupiter tank's main cannon.)
* BaseETQW bugfixes.

3. Installation
================================
First off, you'll want to unzip the QWTA release zip file into your
ETQW folder. You should end up with a /qwta/ folder alongside your /base/
folder, inside your ETQW folder.

Next, simply start ETQW as normal, and use the Mod Menu to select QWTA.
Alternatively, you can start ETQW with the commandline: +set fs_game qwta

Finally, find yourself a server that's running QWTA, and give things a try. :)

4. Known Issues
================================
* Maps that REQUIRE vehicles may be unplayable.
* Magog-carried GDF vehicle drops on Island sometimes don't work properly.
* Bots don't wait for their vehicle drop to arrive before moving on.
* 3rd Eye Camera updates its radar origin even when not moving.
* Players killed by being smashed against walls don't attribute frags properly
* Dark Matter Cannon's gravity won't pull players away from mounted guns.
* Dark Matter Cannon will (very slightly) damage nearby objects when fired.

5. Credits
================================
Azuvector
- Hi, this is me. Programmer, scripter, mod-founder, readme-writer, whatever.
jRAD
digibob
RR2
- Some of the Splash Damage folks who hang around on IRC and the community
- forums where they've been gracious enough to put up with newbie questions
- from me.
Mxyzptlk
reyalP
jaybird
TimeStar
- A few other ETQW modders who've provided helpful advice and assistance.
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