Download Enemy Territory: Quake Wars - Beta Client , to fileplanet subscribers

Gonna leave mine at 30fps as its stable - my PC shockingly needs a wipe but Im way too lazy - give you guys a chance with my disadvantage for now ;):p

ps3ud0 :cool:
 
Tom|Nbk said:
Quick question what type of modes do you guys play with, which timing modes etc, basically which console commands do you enter before you jump on game?


i have an autoexec with these cmds plus some custom binds..

seta com_unlockfps 1
seta com_unlock_maxfps 90
seta com_unlock_timingmethod 1

seta g_fov "110"
seta m_smooth "0"
seta net_clientMaxRate "20000"


i tried timingmethod 2 as suggested but found it didnt always work. method 1 seems to work fine everytime tho.
 
Skeme said:
i have an autoexec with these cmds plus some custom binds..

seta com_unlockfps 1
seta com_unlock_maxfps 90
seta com_unlock_timingmethod 1

seta g_fov "110"
seta m_smooth "0"
seta net_clientMaxRate "20000"


i tried timingmethod 2 as suggested but found it didnt always work. method 1 seems to work fine everytime tho.

Where would one put said autoexec? base?
 
Update coming next week...

badman's Beta Blog: Small Client Update Coming!
Submitted by badman on Sat, 2007-06-30 11:52.
As noted in yesterday’s blog, we’ve been closely monitoring the Enemy Territory: QUAKE Wars Public Beta feedback and we intend to update the beta client. Since ETQW is a work in progress, whenever we want to release a new version of the beta client or something to show to press, we have to create a “fixed” build of the game for that purpose. Builds are essentially treated like a proper game release. Everything is locked down and additional changes or additions cannot be made. In the case of something like the ETQW Public Beta client, a new build is produced every single day here at Splash Damage, and those that we think will make a good release candidate go on to id and Activision for more feedback and testing. The testing process is quite extensive to ensure that the build is as stable and bug-free as it can be.

The Public Beta client build was made several weeks ago and since then, there have been over 1000 changes made to the game in source code and art assets, with significant improvements to game mechanics, maps, user interface, hit prediction and detection, and audio, just to name a few areas. Some of these aren’t quite ready for prime time yet, but we’re hoping to bring you a major update later in the Public Beta process.

In the meantime, we’re getting ready to roll out a smaller update to test a feature of Enemy Territory: QUAKE Wars that we haven’t really talked about much: the in-game auto updater. When the update is released, you will be able to simply start up the game and it will automatically query the update server and grab the necessary files. This update is scheduled to go out next week and there’ll be an announcement on this site as soon as it hits the tubes of the internet, so keep an eye out for that.

Let’s go over what we have planned for this update, shall we?

Bots, Bots, Bots
The most significant addition is that the bots are now activated. Server administrators will be able to populate their servers with computer-controlled bots to fill up empty player slots. id Software’s John “Maleficus” Dean has been working on these for quite some time and we’re very excited to be able to roll them out now for our beta testers to see them in action. There’s actually a great interview with John on IGN talking in-depth about the bots, so check that out if you want to learn more about them.

Improved Prediction
One of the most talked about items on the beta forums is that aiming is quite difficult at times due to the way player and latency prediction are handled in this particular revision of the beta. You’re seeing this because our antilag features haven’t been added to the public beta yet, but our latency wonder twins Tristan “FeaRog” Williams and Gordon “digibob” Biggans have been working tirelessly on them in recent weeks and several improvements are forthcoming there. The first is going into this update and you should find it a bit easier to hit targets now. We continue to toil away on antilag and we’ll have a bit more information on what’s going on here in a future blog update.

Server Browser Fixes
We’ve got two pretty significant server browser fixes in this update, courtesy of our resident user interface commando Jared “jRAD” Hefty. The first fixes the pesky “Server is full.” bug that sometimes occurs when multiple server instances are run on the same box. Essentially, the information sent back from the server would sometimes get confused about which instance was being queried and send the wrong information back to the browser.

The second fix concerns our all-seeing ETQW master server, which happily dropped full servers off the list sent back to the in-game browser. These servers would reappear once they were no longer full, but only if the New List button was being pressed. With this fix, they won’t disappear in the first place, so you will always have the full server roster available for client-side filtering.

Server Memory Leaks
We’ve plugged a number of memory leaks in the server code, much to the delight of our GSP partners. You should see improved server performance now and we will continue to optimize the ETQW server code in order to make this thing as stable and efficient as possible.

As I said above, the game has undergone some pretty major changes since the Public Beta client was created and we’re hoping to get some of those out to you over the course of the Public Beta. We’re also going to discuss a few of them in future dev blog installments to give you an idea of what we’ve been working on here at Splash Damage.

That’s it for this installment of badman’s beta blog. I’ll see you guys on the servers
 
Might give this patch a few days to settle before I go and play ETQW - what are other peoples experiences? Any details what this patch addresses?

ps3ud0 :cool:
 
Skeme said:
i have an autoexec with these cmds plus some custom binds..

seta com_unlockfps 1
seta com_unlock_maxfps 90
seta com_unlock_timingmethod 1

seta g_fov "110"
seta m_smooth "0"
seta net_clientMaxRate "20000"


i tried timingmethod 2 as suggested but found it didnt always work. method 1 seems to work fine everytime tho.

Sorry for the noobish q but once u have made said autoexec file do u just place it in the enemy territory folder????
 
cheets64 said:
Seen the game for £13 bargain at that price. :eek:

Only problem is you cannot pre order from there as they have set the delivery date @ 1st Jan 2020 and havnt set that up yet, so when you go to pre order it says your card's expiry date is before the delivery date :rolleyes:
 
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