The biggest ETQWPRO update to date has just been released featuring gameplay improvements, game fixes and some additions. The focus of fourth public release is to polish old features, work against full holds on certain maps and make the community rule set as automatic as possible, making it easier to follow. A lot of the features in the update were used in the CDC4 build of ETQWPro and at the people at the LAN seemed very happy with them.
And with this major update we hope that people that have quit ETQW will come back and try out the mod. Because we are getting closer and closer to ETQW as it should have been from a competitive perspective. And we have gone a long way in improving all sides of the gameplay. ETQWPro is a lot more about skill through precise aiming, more balance and less about spam / vehicle dominance. So if you ever tried ETQW and felt it was too spammy, aiming was off or that you felt the balance didn’t work in competition we recommend you try ETQWPro 0.4.
And as a teaser I can tell you that there are already some features ready to be implanted into ETQWPro as soon as they are balance tested properly. So you can look forward to more big ETQWPro updates this spring.
ETQWPro 0.4: http://etqwpro.net/misc/etqwpro040.zip
ETQWPro gathers
The gather channel #qw.gather on quakenet is running ETQWPro gathers around the clock in both 4on4 and 6on6. So if you just want to test out the mod this is an excellent option. Each week more than 120 gathers are played, that's more than 15 gathers each day.
With 0.4 being a major release, how far do you feel ETQWPro is developed compared to what you want it to be?
Well if you compare 0.02 and 0.4 you cannot deny that we made an impressive step forward. At moment I am pretty happy with the development of ETQWPro and the ETQWPro server count is going up each day. (Editors note: passed 100 a couple of days ago) And coming from ET an aim based and tactical shooter, Quakewars vanilla was just too much spam. Now with some restrictions, important events and leagues have chosen to use ETQWPro over pigmod and SD comp mod. So as it is going this game gets more and more into an aim based shooter again. Due to our very own Spread Manager headshots feel right now are not that random. The new heavy Vehicle rule also turn down the amount of vehicle spam.
What are you looking into for the next release of ETQWPro, any specific things you can talk about?
Well the next release will be more into fixing any bugs which can popup in this release, statistics, HUD, and some minor not so important stuff. And of course, if Splashdamage releases its source, we still plan to re-build this mod on the SD comp mod.
Major additions/changes in 0.4:
• Fixed a big spread Issue when jumping and shooting, making the extra spread stay for a while
• Added a config, which should make it easier for you guys to create an own one!
• Weapon restrictions are added now
• Removed the scope effect from the strogg HUD
• If vehicles are forbidden on the last Objective stage, players will get ejected by the mod!
• Turret restrictions reworked and should work now
• Added clientside mapscripts!
• Implemented the vehicle rules! If the cvars are set, your team dont have to worry about using too many vehicles at the same time, the mod will either allow or not allow you to enter any vehicle.
• Added cvar for shooting in third person. (Switching positions is still allowed)
• Current ETQWPro version will also be available in the Server Info!
• Added an "announcement" whenever anyone connects on the server. (No sneaky specs any more)
• g_noTVChat now also available to clients!
• Screenshots are now saved into the review folder
• Added a set timer command which can be your very own
stopwatch.
• Made respawnTimer yellow
• Stopwatch is red
Map changes:
• Strogg/GDF spawntimes on salvage are now 15/30, from 15/35 in 0.03.
• Added g_fastVolcano 1 as an option due to volcano being a very slow map and not being played at all in 6on6 in its current state. Now the map should be doable in around 10 minutes. g_fastVolcano 1 ends the map after 2nd stage (when generator is blown)
New cvars:
Client:
• g_skipPostProcess skip SDs PostProcess, for more FPS
• g_skipAtmosphericEffects only change before loading map, removes skips rain, snow etc
• g_disableTracers show tracers?
• g_useMapScripts execs a cfg on every teamchange! mapscripts/<mapname_teamname>
Server:
• g_fastVolcano ends volcano after second objective
• si_limitHog Only allow one hog at the same time
• si_limitDesecrator Only allow one Descrator at the same time
• si_limitCyclobs Only allow one Cyclob at the same time
• si_limitTrojan Only allow one Trojan / APC at the same time
• si_limitTitan Only allow one Titan at the same time
• si_heavyUseDelay Time in seconds after a killed or decay'd heavy vehicle is useable again
• si_allowTimerset Allow the clientside ETQWPRo timer
• si_allowLastObjectiveTitan Allow titan in the last objective
• si_allowLastObjectiveDesecrator Allow Desecrator in the last objective
• si_allowLastObjectiveCyclobs Allow Cyclobs in the last objective
• si_sprintStyle 0 default, 1 allow reload while sprinting
• si_AutoLockTeams Auto lock teams at startup
• si_aimstyle 1 = ETQWPRO Spread Settings, 2 = W:ET Spread Settings
• si_allowFastGib - allow or not allow faster gib
• si_gibScale - scale the damage a player gets when he get gibbed
• si_gibCenterDistance - how near do players have to be to instant gib players with knifes