Wolfenstein Enemy Territory: Legacy Project: Issues https://dev.etlegacy.com/ https://dev.etlegacy.com/favicon.ico?1451865735 2019-12-30T10:30:56Z Wolfenstein Enemy Territory: Legacy Project Redmine ET: Legacy Development - Feature #1380 (New): Add animation to weapon when climbing and swimming https://dev.etlegacy.com/issues/1380 2019-12-30T10:30:56Z Spyhawk <p>As of now, the main weapon is fixed when climbing a ladder or swimming underwater. Give it some movement (like when walking, f.e., or more like Ara&rsquo;s "sprint" animation experiment) and ensure it reverts back to the original position when shooting.</p> ET: Legacy Development - Feature #1346 (New): Add GUID collision check https://dev.etlegacy.com/issues/1346 2019-09-08T07:27:12Z Spyhawk <p>Since PB was responsible for giving unique ID and check for collision (dropping players with non unique ID), it&rsquo;s removal from the open source code led to adding an etkey generator in the client.</p> <p>However, 2.60b clients that have no GUID can still possibly connect to any mod. In Legacy mod, we <a href="https://github.com/etlegacy/etlegacy/commit/73f57387ee5a1d170cdde9924bec2eebc75f042d" class="external">added a check</a> to prevent players with no guid to connect (due to issue with Skill Rating, see <a href="https://dev.etlegacy.com/issues/1344" class="issue tracker-1 status-5 priority-4 priority-default closed" title="SR reset itself (Fixed)">#1344</a>, and obviously invalid guid make administration harder). It might be wise to prevent this server side too.</p> <ul> <li>Add GUID check for validity (empty, "unknown", "NO_GUID", wrong format)</li> <li>Add check for duplicate GUID on server</li> <li>Drop clients with invalid GUID with a nice message ("Go get ET:L client, or use etkey.org")</li> <li>If the check is done server side, the relevant mod code could be removed (Legacy mod is not designed to run on the vanilla server, and Skill Rating depends on database code added to ETLegacy).</li> <li>Maybe move some other part of the UserInfo string to server check? (f.e. empty name).</li> </ul> ET: Legacy Development - Feature #1308 (New): Ability to cancel vote in progress (via api call?) https://dev.etlegacy.com/issues/1308 2019-06-06T13:20:36Z eagle_cz lachmex@gmail.com <p>Current version of wolfadmin cannot cancel any vote in progress. Timo told me that it&rsquo;s because of current code, that there is no way how to do that. Is there any way how to force the server to cancel current vote in progress and ideally to add/extend cvars to be able to disable votes generally (temporarly). Thank you!</p> ET: Legacy Development - Feature #1277 (New): Add flag to mark internal cvars https://dev.etlegacy.com/issues/1277 2019-05-05T10:57:07Z ryven <p>Some cvars are used internally by modules for communication between each other or engine, which are also displayed in the console, respectively, users can have access to them and also modify their values. While this might be useful for the developers it&rsquo;s not for the users. Moreover, it just pollutes the cvar list making some cvars&rsquo; intention indistinct. To avoid confusion and making console a bit more clear, i propose to add <code class="c syntaxhl"><span class="n">CVAR_INTERNAL</span></code> flag to hide these cvars from the console, unless <code class="c syntaxhl"><span class="n">developer</span> <span class="mi">1</span></code> is set.</p> ET: Legacy Development - Feature #1265 (In Progress): Add built-in spawn points selector https://dev.etlegacy.com/issues/1265 2019-04-27T09:43:02Z Spyhawk <p>Similarly to the built-in team and class/weapons selection menu, add a spawn point selection menu.</p> ET: Legacy Development - Feature #1252 (New): Add dynamic campaign mode https://dev.etlegacy.com/issues/1252 2019-04-18T21:30:13Z Spyhawk <p>In the original ET design, campaigns were the heart of the game. They were designed as a suite of 3 maps with skill leveling in mind, and players would reach maximum levels (in one or maybe all categories) on the last map only.</p> <p>Unfortunately, campaign mode is hardly usable with the existing gazillon of maps, and as such objective or mapvoting tend to be prefered. As a result, the original idea behind XP leveling has been largely left behind, while being largely replaced by XP save, which has infortunate consequences on the gameplay balance.</p> Introduce a new dynamic campaign mode, similar to the existing campaign mode gameplay but with the following characteristics: <ul> <li>dynamically generated with random maps from a pool,</li> <li>fully server side, without the need to download any file on the clients,</li> <li>designed to be used with skill leveling accross multiple maps (ideally 3), which would then be automatically reset.</li> </ul> ET: Legacy Development - Feature #1242 (New): Add dynamite counter indicator https://dev.etlegacy.com/issues/1242 2019-04-02T15:05:20Z Spyhawk <p>In a similar fashion of the Objective indicator (<a href="https://dev.etlegacy.com/issues/536" class="issue tracker-2 status-5 priority-4 priority-default closed" title="Improve objective visual indicator display (Fixed)">#536</a>), add the dynamite indicator.<br />Planted/defused dynamite are announced, so this would simply increase awareness of the situation for players.</p> A few notes: <ul> <li>I&rsquo;m not keen on adding the actual dynamite counter value, as this could be a crucial information. It could be added for shoutcasters though.</li> <li>use the same position as other indicator, with priority being last (shield first, then adren/disguise, then obj, then dynamite)?</li> <li>add dyna name location, as this could be very useful too.</li> <li>consider implementing dyna chaining, where multiple dyna on a single objective would all explode as soon as the first dyna does (see NQ). Think about multiple stage objective (like a bridge that should be dynamited twice), as this could be a fix for the "workaround" of engineer putting two dynamite at once to destroy the objective very quickly.</li> </ul> ET: Legacy Development - Feature #1237 (New): Add hud config presets option https://dev.etlegacy.com/issues/1237 2019-03-31T16:06:09Z Spyhawk <p>As an alternative to <a href="https://dev.etlegacy.com/issues/300" class="issue tracker-3 status-1 priority-3 priority-lowest" title="Tweak default client config (New)">#300</a> and <a href="https://dev.etlegacy.com/issues/1140" class="issue tracker-2 status-6 priority-4 priority-default closed" title="Disable annoying settings by default (Invalid)">#1140</a>, introduce some predefined "presets" that could be used for quickly adjusting the main HUD option, in a similar fashion as what&rsquo;s done for gfx options.<br />This would be useful to set blood, bobbing, and other visual effects.</p> We could have: <ul> <li>standard (all cvars to default)</li> <li>recommended (good for most players - no bobbing, no blood flash, good default crosshair, etc)</li> <li>light (remove everything that isn&rsquo;t necessary)</li> </ul> ET: Legacy Development - Task #1234 (New): /cg_autoSwitch has deprecated "bitflags" in the code https://dev.etlegacy.com/issues/1234 2019-03-29T21:38:05Z keMoN et.kemon@hotmail.de <p><a class="external" href="https://github.com/etlegacy/etlegacy/blob/72fc9e39193945d82be24208dcbb9c29cba8d596/src/cgame/cg_event.c#L376">https://github.com/etlegacy/etlegacy/blob/72fc9e39193945d82be24208dcbb9c29cba8d596/src/cgame/cg_event.c#L376</a></p> <p>cg_autoswitch has some strange flags in the code and only 0 and 1 really make sense.<br />// 0 - "Off" <br />// 1 - "Always Switch" <br />// 2 - "If New" <br />// 3 - "If Better" <br />// 4 - "New or Better"</p> ET: Legacy Development - Feature #1230 (New): Add dynamic server blacklist https://dev.etlegacy.com/issues/1230 2019-03-22T15:39:11Z Spyhawk <p>I didn&rsquo;t want to add such ticket till now, but that might prove to be the best course of action on the longer term.</p> <p>Add a dynamic server blacklist.<br />We would have a small IP list downloaded at client start, that would then be used to filter out facade and other shaddy servers. The list could be downloaded from github and updated by the community through Pull Request.<br />This would work kinda similarly to the planned whitelist for pk3 and mod bins.</p> <p>Advantage is that we could list human players count for all servers (see <a href="https://dev.etlegacy.com/issues/1171" class="issue tracker-2 status-1 priority-3 priority-lowest" title="Add human players count of all servers to server browser (New)">#1171</a>), without the risk of seeing it exploited by shameful admins.</p> ET: Legacy Development - Task #1225 (New): Add cgame/qgame version check https://dev.etlegacy.com/issues/1225 2019-03-20T20:02:57Z Spyhawk <p>Version string of UI/cgame/qgame are displayed in console by default.<br />Try checking for cgame/qgame version match, and print a warning if that isn&rsquo;t the case (console, or maybe even in the center screen?).</p> ET: Legacy Development - Feature #1198 (New): Add b_banners CVAR from etpro https://dev.etlegacy.com/issues/1198 2019-02-01T17:14:34Z Bystry <p>Not much to say. Just a cool option for public legacy servers to put some additional info for players.</p> ET: Legacy Development - Feature #1171 (New): Add human players count of all servers to server br... https://dev.etlegacy.com/issues/1171 2019-01-18T12:37:57Z Spyhawk <p>Since <a href="https://dev.etlegacy.com/issues/271" class="issue tracker-2 status-5 priority-4 priority-default closed" title="Add count of actual players to server browser (Fixed)">#271</a> was implemented, the server browser display human players for all ET:Legacy servers.<br />It would be nice to get these number for all servers too. ET:L servers send an extra value for this, but this could be done by discounting all players with zero (0) ping which are usually bots.</p> <p>Also, as Legacy browser might become the entry point for all players, this feature could be exploited to show off fake human players to attract players. With facade and redirection disabled by default, shady admins could use this as a workaround. And if they could do it, they will.</p> Since we can&rsquo;t trust the data sent by servers, here is a workaround: <ul> <li>make it non-default and tie it to ui_serverBroserSettings</li> <li>display human count players of Legacy mod only by default, rather than all ET:L servers as done currently.</li> </ul> <p>The second point is a middle ground to render this feature still somewhat useful, while putting severe obstacle to anyone thinking about detourning the feature.<br />All major mods (nq, silent, jaymod, ..) have been exploited with facade already, and by enabling it by default for Legacy mod only, the surface attack would be reduced.<br />The only way to deturn it would be either using Legacy mod or masquerading as Legacy mod (the latter would being a somewhat useless possibility).</p> <p>We could either display humans by default for all servers once we find a way to easily whitelist servers later, or reduce the feature to no server at all by default depending on what we observe in the future.</p> ET: Legacy Development - Feature #1169 (New): Add a quick (buy) weapon selection dialog https://dev.etlegacy.com/issues/1169 2019-01-17T12:05:19Z IR4T4 <p>This is similar to limbo but we focus classes and weapons only, no comand map is draw etc.</p> <p>All weapons and classes can be selected by one click (no pull down menu for weapons, return to game w/o confirmation/OK button)</p> <p>The dialog should consider restricted weapons &#38; non available weapons see secondary weapons at start</p> ET: Legacy Development - Task #1165 (In Progress): Extend the vfs for separating downloads https://dev.etlegacy.com/issues/1165 2019-01-15T16:10:35Z IR4T4 ET: Legacy Development - Feature #1149 (New): Add fonts per language loading https://dev.etlegacy.com/issues/1149 2018-12-25T13:22:05Z Spyhawk <p>We currently use 2 single FreeType fonts in the game, and they are used for a wide range of language with different character and symbols.<br />This UTF-8 support is by definition limited, and only a few charsets can be supported (currently: cyrilic is good, with limited support for greek).</p> <p>See if it is possible to load different fonts depending on cl_lang setup. This could open translation to a wide rande of new languages.</p> ET: Legacy Development - Feature #1129 (New): Add a separate windows for chat only https://dev.etlegacy.com/issues/1129 2018-12-22T21:07:54Z Spyhawk <p>hatcher:<br />it&rsquo;d be nice if we had a seperate window or console for the chat only<br />it&rsquo;s not very expedient to look for a conversation in the console</p> ET: Legacy Development - Feature #1118 (New): Add a server command to prove external downloads https://dev.etlegacy.com/issues/1118 2018-10-15T22:36:53Z IR4T4 <p>Server admins often don&rsquo;t synchronize external downloads (if set).</p> <p>Create a command which proves integrity for admins.</p> ET: Legacy Development - Bug #1108 (New): 'Wrong' slashes creating issues https://dev.etlegacy.com/issues/1108 2018-09-19T20:48:01Z IR4T4 <p>Some maps use windows slash \ for name &#38; in mage names. R2 doesn&rsquo;t display these shaders correctly.</p> <p>See foliage in lays_of_schwarzwald_b1</p> ModelTool - Bug #1053 (In Progress): Abillity to rotate tags one by one https://dev.etlegacy.com/issues/1053 2017-07-30T08:00:24Z thunder thunder@thewolfteam.org <p>As it seems not all tags needs to be rotated, it would be best if there was a box to "tick" per tag for the modeller to choose himself wether he would rotate that tag.</p> ET: Legacy Development - Feature #871 (New): (Team-) Deathmatch gametype https://dev.etlegacy.com/issues/871 2015-08-23T08:05:28Z keMoN et.kemon@hotmail.de <p>For the same reasons specified in <a href="http://forums.warchest.com/showthread.php/45664-Top-5?p=535895&#38;viewfull=1#post535895" class="external">number 4</a> I think it would be nice to have an additional (Team-)Deathmatch gametype.</p> <p>For starters this would "only" require:<br />• ability to collect weapons - not restricted to 1 primary and 1 secondary anymore<br />• re-implement health/ammo power-ups from rtcw (MP40/Kar clips, grenades, flak jacket, etc.)</p> ET: Legacy Development - Feature #838 (New): Add dynamite counter for spectators/shoutcaster https://dev.etlegacy.com/issues/838 2015-04-27T17:11:06Z Spyhawk <p>Similarly to the name above players head, spectators (or shoutcasters) should be able to see to remaining time floating above planted dynamite.<br />This is implemented in etpro, but for shoutcasters only.</p> ET: Legacy Development - Task #797 (New): Add in-game description for commands and CVARs https://dev.etlegacy.com/issues/797 2015-01-23T04:34:00Z Saukko zaulivee@outlook.com <p>This task will be more than huge. But the task would be to add description to every command (give\(un)freeze\burn\...) and every CVAR (cg_;r_;...).<br />And how would this work? Basically when you for example type only the CVAR into console for example cg_drawGun. It would give you a description of that specific CVAR, telling what the CVAR does. In this case it would tell in console "Draws your gun in the HUD". Or something like that.</p> <p>And pretty much the same with the commands but it would hand out more information of the command. For example give command:<br />It would give all the information to the player what it does. Things like which functions are able to be done with the "give" command, values for the commands.</p> <p>At least a description for commands would be more than good. Because currently "give" command is bugged and the command is a bit of a mystery when it comes to its functions.</p> <p>-*S</p> ET: Legacy Development - Feature #692 (New): Add autocompletion for player names. https://dev.etlegacy.com/issues/692 2014-12-04T22:37:19Z Ododo olivierdautricourt@gmail.com <p>Add auto-completion for connected players.<br />I suggest to let the priority to console commands or to bind auto-completion for names to another key.</p> ET: Legacy Development - Feature #539 (New): Add a scrollbar for DETAILS in HOST GAME menu https://dev.etlegacy.com/issues/539 2014-05-15T17:43:16Z IR4T4 <p>Some descriptions of maps are longer than the detail box and the text moves over into the buttons.</p> ET: Legacy Development - Bug #538 (New): *Reminder* Too many pk3s in path cause trouble/server crash https://dev.etlegacy.com/issues/538 2014-05-08T16:28:43Z IR4T4 <p><strong>Update: This file is kept as reminder - we can&rsquo;t fix this</strong></p> <p><strong>You should get a warning at start when pk3 limit is reached.</strong></p> <p>I&rsquo;ve had a crash when I did start a listen server by the menu. This happens when game pathes are populated with tons of pk3 files. <br />Actually there is a direct known limit: the size of CS1 (8192) <br />CS1 stores all the pk3 information and when this info size is over 8192 chars we are in trouble. I my case the pk3 including our campaigns wasn&rsquo;t loaded. Since we don&rsquo;t know in which order all the pk3 info is put into CS1 and any other pk3 might be affected too - this error is flexible. For example: A missing shader data pk3 info will cause gfx glitches.</p> <p>Option A:<br />Print a warning/don&rsquo;t start the game when the real used size of CS1 is reaching our limit</p> <p>Option B:<br />Add an additional CS when CS1 is overloaded ... This increases the configstring in general <span title=":/" class="wiking smiley smiley-annoyed"></span> (network!) and might break 2.60 compatibility.</p> ET: Legacy Development - Bug #522 (Confirmed): "FIGHT!" sound doesn't necessarily play when you s... https://dev.etlegacy.com/issues/522 2014-02-22T20:25:08Z Saukko zaulivee@outlook.com <p>There is this little addition to the specification to the actual bug.<br />When you start a map, you will have a starting location as a spectator. When you spectate somebody during the warmup and then the map starts and the player you spectated is far away from the spectators&rsquo; starting location, the "FIGHT!" sound can&rsquo;t be heard. It all depends how far the spectated player is away from the spectators&rsquo; starting location. The sound will gain more volume the closer it gets to the starting location.</p> ET: Legacy Development - Bug #427 (Confirmed): *REMINDER* cmake findpackage() doesn't detect 32 b... https://dev.etlegacy.com/issues/427 2013-12-22T00:54:56Z IR4T4 <p>On Linux 64 bit with multiarch "find_package(OpenGL REQUIRED)" might fail because it doesn&rsquo;t detect 32 bit libs properly<br />This seems to be a known cmake thingy but we don&rsquo;t deal with this in ETL as we do for other lib dependancies.</p> <p>With 64 bit OpenGL installed the package is found but the build fails when linking the client (which isn&rsquo;t a surprise).</p> ET: Legacy Development - Feature #363 (New): Add a window to UI to deal with IRC https://dev.etlegacy.com/issues/363 2013-10-05T16:59:00Z IR4T4 <p>Create a window to show and manage IRC channels (change/join/leave) &#38; chat (say, etc).<br />Make the window available offline &#38; in game.</p> <p>The window should&rsquo;t be actice for genuine clients.</p> ET: Legacy Development - Feature #361 (New): Add damage-flag for func_explosives, script_movers, etc https://dev.etlegacy.com/issues/361 2013-10-05T13:52:16Z keMoN et.kemon@hotmail.de <p>Add a "flame_damage_only" damage-flag for func_explosives, script_movers, etc. along with "explosive_damage_only".</p> <p>Implementing this feature would allow mappers to create a new generation of mapobjectives and gameplay-tweaks.</p> <p>I understand that this raises several issues, since the maps would only run on ET:Legacy and not on ET:2.60b or any previous versions.<br />I myself consider this not to be that much of a problem since ET:Legacy should replace the old ones anyway.<br />Another issue would be the molotov cocktail in JayMod which also has flame_damage, but makes the goal of this change, to give the soldier some proper purpose, useless.</p> <p>Anyway, let me know what you think!<br />Regards</p>