 |
= | |  =WF= 1 VS 1 FINAL (Map Information) 8.2 MB's Created for The =WF= World Friends Clan Author/Creator: Tim =WF= Pigg Map Ideas: =WF= Rapidfire Website: www.ECK-Gaming.comFinal Version Completed on September 24th, 2006 Public Release Date April 21st, 2007 | A | | | The AARD code was a segment of obfuscated machine code in the installer for a beta release of Microsoft Windows 3.1. The code ran several functional tests on the underlying DOS that succeeded on MS-DOS, but resulted in a technical support message on competing operating systems. The name was derived from the initials of Microsoft programmer Aaron Reynolds, who used "AARD" to sign his work. ("AARD" was found in the machine code of the installer.) Microsoft disabled the AARD code for the final release of Windows 3.1.
The rationale for the AARD code came to light when internal memos were released during the United States Microsoft antitrust case. Internal memos released by Microsoft revealed that the specific focus of these tests was DR-DOS. At one point, Microsoft CEO Bill Gates sent a memo to a number of employees, reading "You never sent me a response on the question of what things an app would do that would make it run with MSDOS and not run with DR-DOS. Is there [sic] feature they have that might get in our way?" Microsoft Senior Vice President Brad Silverberg later sent another memo, stating that "What the [user] is supposed to do is feel uncomfortable, and when he has bugs, suspect that the problem is DR-DOS and then go out to buy MS-DOS".
Following the purchase of DR-DOS by Novell and its renaming to "Novell DOS", Microsoft Co-President Jim Allchin stated in a memo, "If you're going to kill someone there isn't much reason to get all worked up about it and angry. Any discussions beforehand are a waste of time. We need to smile at Novell while we pull the trigger."
Novell released a patch to enable the AARD tests to pass on DR-DOS and Novell DOS in 1994.
What had been DR-DOS changed hands again. The new owner, Caldera Systems, began a lawsuit against Microsoft over the AARD code, Caldera v. Microsoft, which was later settled.
| | | aas_locationMemory - used to remember a particular location, set to 'current' to store the current x,y,z location
- type: string (cheat)
aas_pullPlayer - pull the player to the specified area
- type: string (cheat)
aas_randomPullPlayer - pull the player to a random area
- type: int (cheat)
aas_showAreaNumber - show the specific area number set
- type: int (cheat)
aas_showAreas - show the areas in the selected aas
- type: int [0, 2] (cheat)
aas_showBadAreas - show bad AAS areas
- type: int [0, 3] (cheat)
aas_showFuncObstacles - show the AAS func_obstacles on the map
- type: bool (cheat)
- default: 0 (false)
aas_showManualReachabilities - show manually placed reachabilities
- type: bool (cheat)
- default: 0 (false)
aas_showPath - show the path to the walk specified area
- type: string (cheat)
aas_showWallEdges - show the edges of walls, 2 = project all to same height, 3 = project onscreen
- type: int [0, 3] (cheat)
aas_skipObstacleAvoidance - ignore all dynamic obstacles along paths
- type: bool (cheat)
- default: 0 (false)
aas_test - select which AAS to test
- type: string [aas_player, aas_vehicle] (cheat)
| | | An Adaptation kit upgrade (AKU or Adaptation kit update) is a way of updating Microsoft's Windows Mobile.
It is a collection of updates, fixes and enhancements to the tools delivered to hardware device manufacturers to create or update devices based on a specific platform. This term is used by Microsoft to designate the current update version for a particular embedded platform such as Windows Mobile which is used for Personal digital assistants and Smartphone devices. On the Windows Mobile platform the AKU is to Windows Mobile what a Service Pack is to Microsoft Windows.
Microsoft releases AKUs to allow device manufacturers with updates to create new products or fix issues with older products. These enhancements are usually not available to the consumer or end user unless released as a firmware update from the vendor.
AKU Versions for Windows Mobile 5
AKU 1.0 - landscape screen mode support
- start devices without a SIM card
- checking for incoming mail at defined intervals
- full-fledged SIM contacts support
- added fixed dialing numbers
- added alarm clock indicator to today screen
- added ability to send SMS while viewing call history
AKU 1.1- Improves support for many Bluetooth profiles, such as stereo headset (A2DP)
- Wi-Fi connectivity now displays more status information. Wi-Fi performance improved.
- official hard drive support
- increased screen rotation speed
AKU 2.0- Messaging and Security Feature Pack (MSFP), including DirectPush email functionality and GZIP compression
- Internet Explorer Mobile adds accelerated scrolling, Fast Back feature, support for compiled WML, WMLScript over HTTP, enhanced DOM standard and frames
- added SMIME support for messaging
- added wireless manager to turn wireless features on and off
- replaced clock with battery status indicator in the upper right corner
AKU 2.1- dynamic switching between screen modes (landscape and portrait).[1]
AKU 2.2
- ActiveSync improvements.
- boot speed improvements.
- allows user to choose clock or battery status indicator in the upper right corner
- added support for PPP over USB
- decreased boot time
AKU 2.3AKU 2.5- bug fixes.
- SmartDial from the Today screen
- added ability to change dialing font color
AKU 2.6
- bug fixes.
- zooming (up to 2x) for video clips played back in Windows Media Player.[1]
AKU 3.0- language provisioning (enabling local manufacturers to add as many languages to a device as its onboard memory can store)
- WiFi connection wizard (new Internet Sharing utility replaces Modem Link).
- WPA2 support for WiFi
- Quick start wizard
- support for 2nd display (for instance on phones with two displays)
- better SMS handling
- Bluetooth profile "Personal Area Network" (PAN) is added, and "Dial-Up Networking" (DUN) profile is removed.
- vCard contacts can be transferred via SMS.
- SIM card contacts are sorted by Name in general contacts list.
- IE now supports AJAX
- added .Net Compact Framework 2.0
- added ability to save SMS to SIM card
- added support for SMS over GPRS
AKU 3.2- updated Bluetooth stack that opens up even more tethered connectivity options
AKU Versions for Windows Mobile 6 AKU 0.2- IE Mobile upgraded to 6.12
See also | | |  Adlernest ======================================================= Author : Dersaidin Real name : Andrew Browne Location : Australia E-mail : dersaidin@gmail.com Game : Wolfenstein - Enemy Territory ======================================================= Description ======================================================= Axis strategic base / supply base located high in a mountainous region of Germany Allies are attacking. Objectives - (Primary) Steal documents and bring them to the transmitter - Dynamight door controls to gain access to the base - Construct CP for Allied forward spawn - (Optional) Open main door for additional access ======================================================= Prefab Acknowledgements ======================================================= Thanks! This map would look shit without them! Marko http://www.gamedesign-online.com/ Drakir http://www.sikstrom.nu/rikard/ ======================================================= Tutorials ======================================================= http://simland.planetquake.gamespy.com/pages/articles.htm ======================================================= Bugs ======================================================= ... ======================================================= Thanks ======================================================= Special Thanks: Demanufacturer (Au) Danzail(NZ) Transflex / Nikon (Au) Madmonki (Au) Karl (NZ) Moley (Au) Flip (Nz) LoweLife (Au) Rogue (Au) BlackJack (Au) Nemesis (Au) Sound Editing: Thanks for putting up with me being a perfectionist in this department! budGie (Au) teh'dog (Au) Splashdamage forums! Testers: Aj (Au) angelus (Au) bumalot (Au) budGie (Au) Bru+E (Au) BmX (Au) chevron (Au) Crunchie (Au) c0ntagi0us (Au) exesiv (Au) fork (Au) haste'e (Au) Inso (Au) jetz0r (Au) Juicy.K (Au) KaD (Au) Leggless (Au) Mikablah (Au) Mita (Au) Nad3bot* (Au) shaggy (Au) schism (Au) Spinnahz (Au) SubXero (Au) Sykonut (Au) Turismo (Au) Zephyr (Au) 44HardCore (Au) etc. Thanks to vF clan for use of their gameserver. Thanks to Ve clan for use of their gameserver. Thanks to AusTourny for use of their gameservers and their support. ======================================================= Change log ======================================================= adlernest_b5 - Voice overs added - Minimap icons added - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs) - More eye candy (pipes and junk) - Texture improvements - More environment sounds added (wind in abyss, transmitter sound, etc) - Random fixes and improvements - More chalk - SOME Vis optimizations | | |  Adlernest ======================================================= Author : Dersaidin Real name : Andrew Browne Location : Australia E-mail : dersaidin@gmail.com Game : Wolfenstein - Enemy Territory May 1st, 2006 (8.02 MB) ======================================================= Description ======================================================= Axis strategic base / supply base located high in a mountainous region of Germany Allies are attacking. Allied Objectives: - (Primary) Steal documents and bring them to the transmitter - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform - Construct CP for Allied forward spawn - (Optional) Open main door for additional access Axis Objectives: - (Primary) Defend the documents - Defend the door controls and prevent Allies from entering the base - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn - (Optional) Close main door to restrict allied access Spawntimes: Axis 30 Allies 20 ======================================================= Prefab Acknowledgements ======================================================= Thanks! This map would look shit without them! WJ|Ifurita Marko http://www.gamedesign-online.com/ Drakir http://www.sikstrom.nu/rikard/ Flag textures from Frostbite (by Moonky) were used. ======================================================= Tutorials ======================================================= http://simland.planetquake.gamespy.com/pages/articles.htm ======================================================= Bugs ======================================================= A hairline crack in the func_explosive part of the bridge. ======================================================= Thanks ======================================================= At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted. These guys are doing a service to ET by helping the community embrace new custom maps.They tell me theres others, I would like to thank those others, but Very Special thanks to: swinyboi (De) Neillie (UK) SPU9 (De) Special Thanks: Demanufacturer (Au) Danzail(NZ) Transflex / Nikon (Au) MerCuryRisIng (Au) Madmonki (Au) Karl (NZ) Moley (Au) Flip (Nz) LoweLife (Au) Rogue (Au) BlackJack (Au) WJ|Ifurita (USA) Nemesis (Au) Sound Editing: Thanks for putting up with me being a perfectionist in this department! budGie (Au) teh'dog (Au) Splashdamage forums! Early Testers: Aj (Au) angelus (Au) bumalot (Au) budGie (Au) Bru+E (Au) BmX (Au) chevron (Au) Crunchie (Au) c0ntagi0us (Au) exesiv (Au) fork (Au) haste'e (Au) Inso (Au) jetz0r (Au) Juicy.K (Au) KaD (Au) Leggless (Au) Mikablah (Au) Mita (Au) Nad3bot* (Au) shaggy (Au) schism (Au) Spinnahz (Au) SubXero (Au) Sykonut (Au) Turismo (Au) Zephyr (Au) 44HardCore (Au) etc. Thanks to vF clan for use of their gameserver. Thanks to Ve clan for use of their gameserver. Thanks to AusTourny for use of their gameservers and their support. Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably. ======================================================= Programs used ======================================================= - Enemy Territory and ETPro - GtkRadient 1.4.0 - Adobe Photoshop CS - Crimson Editor 3.60 - Wood Workshop 1.00.0512 - Winzip ======================================================= Change log ======================================================= adlernest (Final!) 1/5/06 - Improved command map - Improved mapscripting - Improved textures adlernest_b8 - Boost exploit fixed - Texture fixes - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc) - Scripting fixes - Additional lighting tweaks - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge) - Spectator moved adlernest_b7c - Health/Ammo Command map marker - Lighting tweak - Tiny asthetic adition adlernest_b7b - more CP area changes - door controls changes - Axis spawn time from 25 back to 30 - Fix a couple of ledges that you shouldn't be able to stand on - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds - Updated readme and the objectives data adlernest_b7a (Not officialy released) - CP model fix (allied only model) - CP Dynamite/Satchel/Nade/etc clipping - Partialy Destructable bridge (reduce riflenades) - Radio Dynamite bugfix - Second switch added for main blast doors - Ramp added near documents area - Extra props added - Improved backround terrain - Other bugfixes adlernest_b7 - Documents command map Icon - Additional lighting improvements - Added to backround terrain - Axis spawn time reduced from 30 to 25 - Axis spawn moved further away to compensate adlernest_b6 (Not officialy released) - Vent grill health lowered - Lighting improvements - Script fixes - Scaleing - Added to backround terrain adlernest_b5 - Voice overs added - Minimap icons added - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs) - More eye candy (pipes and junk) - Texture improvements - More environment sounds added (wind in abyss, transmitter sound, etc) - Random fixes and improvements - More chalk - SOME Vis optimizations | | | ADMIN LEVELS & THE =WF= STRUCTURE All admins and friends are to obey the =WF= clan structure. All Members are responsible for the Clans honor, integrity, and prestige. Members must never abuse the =WF= Clan Tag and it should be worn with loyalty. TeamSpeak is a necessity for communications when doing admin work and playing for fun on the servers. The Good Gesture Policy is ALWAYS in effect (See BCM Notes 2007). Please always observe the I am a WF! Younger Admins and new members should review ServerAdminGuide1 and ServerAdminGuide2 as well as the ServerGuideGuests. Section Leaders and Members should review the responsibility for Section Leaders, when guidance needs attention to a particular situation. All members should observe practice, trainings, scrims, and stack night rules here at Scrim Guidelines and use TeamChats Binds & Voice and Teamspeak. You can also see Fireteam Creation. Members guilty of abusing their admin levels and/or not adhering to inactivity rules, will be directed to the points system of discipline Discipline Points, that was created on March the 20th, of 2006. The EXCUSE POST is to be used by friends, members, and all admins, notating their return dates. For further interpretations of the Admin Level Codes that are in bold letters below, please see Admin Shrubbot 0 Guest ... A visitor to whom hospitality is extended. His/Her rights on the server is to accept kindness and respect just like if you were to have him as someone special at your home. Show him around and never abuse someone as a guest. Give him the red carpet treatment. Guest(s) are allowed to do the following server flags as CaihuM0t
1 Protected-Friend ... A person you know well and regard with affection and trust. A friend provides support, whether financial or playing on our servers. These are members that are loyal without reservations. They are also those that are extremely busy with life and cannot obligate themselves to clanlife. There will be NO Levels given to anyone that is not playing mostly on =WF= servers, Friend or Foe, no exceptions. No one receives a Level 1 Protected-Friend unless they are a member at Groups and/or the ECK-Gaming.com website and/or and =WF= TeamSpeak. TeamSpeak should have their names listed as such, for example, USE KitKat |Friend-WF|. The Level 1 Friend also is given to members of NWO, KD, and other alliance friends. Friends have the following server flags available as CaihuM0tB
2 Recruitee ... A recruitee is an enlisted soldier. It can also mean a new member and supporter. Someone given the rights to train and be watched by a recruiter and full admins of =WF=, for the future recruitment into the clan. He should be respectable, use Teamspeak with a working microphone, get familiar with clan life, not speak brash of anyone, and appear at trainings, stack nights, and have fun. Recruitee's have the following server flags available as CaihuM0tB
3 Trial Member ... The act of testing someone. This is the member that has accepted the rights to wear the =WF= clan tag for the first 30 days, as examined in the Membership Introduction proceedings consisting of the examination of his or hers new team members. If the Trial Member has passed all the aspects of self-respect, using communications such as the Teamspeak, the Website, and Groups, including how they adhere to the server rules, then they will be regarded as a full =WF= Member in good-standing. Also a reminder to the new Member, it is his or her teams decision and their competent tribunal of whether this new trial member will be accepted as someone that understands the terms and agreements to join the =WF= Clan. Trial Members have the following server flags available as CaihuM0tB
4 Junior ... Younger; lower in rank; shorter in length of tenure or service. These Junior Admins are responsible for watching bad language on the servers as muters. The talk should be censored from players using irreverent speech, vulgarities, profanity, spamming, swearing, sexual overtones, racial remarks, that are not censored by the server. Juniors should never speak out at players escalating issues or inciting players to further anger because of their language. It would helpful for Juniors to be monitored and assisted by the Full Admins on TeamSpeak. Please see the Server Admin Guides pages 1 & 2. Juniors have the following server flags available as CaihuM0tBmz
5 Senior ... Older; higher in rank; longer in length of tenure or service. Policemen of the =WF= Servers that monitor the rules in accordance to the structure, with a working microphone on TeamSpeak. This admin will fair the teams, even if it means them joining the other side. They are the main putteamers using the good gesture policy. Using the word "TEAMS", when the server announces that the teams are uneven, is a good request. The Senior Admin has the full authority of the rules on the servers. A Senior Admin is the eyes and ears of the servers and will report all their findings to the Full Admin. For additional help, please see the Server Admin Guide pages 1 & 2. Seniors have the following server flags available as CaihuM0tBmzkPpgRAUIed
6 Full ... Complete in extent or degree and in every particular. The judge and jury of the servers. Assistant to their recruiter and section leader, the Full Admins, when present on the servers, are to always be using TeamSpeak. The Full Admins usually remain silent, while awaiting notifications of a server rule breaker or violation, by a player. Alerts are sent from Senior Admins and Juniors, including other members and Guests using private messages and/or audible TeamSpeak. These Admins have the power to ban players. Please see the Server Admin Guides pages 1 & 2. Full Admins have the following server flags available as *GsLxrSVWw23678~
7 Recruiter ... Someone who supplies members or enlistments. This Admin has responsibility to teach "all" about the clan structure and answer questions to new recruits. The Recruiter will direct new potential members to TeamSpeak first, then the =WF= ECK-Gaming.com website registration (if they havent), followed by a RulesForums application. The Recruiter will assist the new member(s), with creating a SplatterLadder account without color tracking reservations. The Recruiter Admin is responsible for handing out correct admin levels on the servers, and seeing that these new members have updated and completed the Clan List. He may also create scrims, gun-train his members, and call team practices for his section. Please see the Server Admin Guides pages 1 & 2. Recruiters have the following server flags available as ~*GLxw23678
8 Section Leader ... This admin is he who teaches by example and guides a section of a large group of members. For the entire view of the responsibility of this extremely important Admin, please review this link Section Leaders. Section Leaders have the following server flags available as ~*23678
9 Ass't Server Admin ... A person who contributes to the fulfillment of a need or furtherance of an effort or purpose. This protege spends a great deal of time learning server administration, carefully protecting the stability and use of the servers. ASA's are assistants to the MSA. It can also be said that the ASA will preseve the back end of the servers for the enjoyment of the organization. His knowledge expands to usage of the shrubbot. This admin is an extended full admin with those of recruiting and section leadership. Ass't Server Admins have the following server flags available as ~*27
10 Clan Leader ... This admin can be one of several different individual responsibilities. As a Clan Leader, he is a respected longstanding leader that teaches, guides, and trains the entire clan for warfare. The CL will create tournaments for the =WF= WarFareLeague, whether ETPro or ETPub. As a Map Designer, he is respected for his long and diligent work on mapping and scripting. As an Advisor and/or Spokesman, his long term seniority gives him the responsility for clan posturing, ethics, and progress during Board Council Meetings. Clan Leaders have the following server flags available as ~!*27
11 Webmaster-SA ... Webmasters are practitioners of web communications. Typically, they are generalists with HTML expertise who manage all aspects of web operations. The webmaster will act as a coordinator and overseer to the activities of other people working on the site. A broader definition of webmaster is a businessperson who uses online media to sell products and/or services. This broader definition of webmaster covers not just the technical aspects of overseeing Web site construction and maintenance but also management of content, advertising, marketing and order fulfillment for the Web site. Core responsibilities of the webmaster include the regulation and management of access rights of different users of a web site, the appearance and setting up web site navigation. Content placement can be part of a webmaster's responsibilities, while content creation is typically not. Typically, the webmaster is the agent who reads user feedback and complaints about site functionality. This admin has the responsibility of maintaining server redirects for downloads of the latest mods, maps, and other necessities for the servers and the website. Redirects are also maintained through the website along with its maintenance and security is always of great concern to him. Webmaster Server Admins have the following server flags available as ~!*2
12 Master Server Admin ... MSA's must demonstrate a blend of technical skills and responsibility. The duties are those of diversity in skills which coordinates the entire efforts of its members. Wide-ranging, MSA's are usually charged with installing, supporting, and maintaining servers or other computer systems, and planning for and responding to service outages and other problems. Other duties may include clan project management and being a consultant for computer problems beyond the knowledge of a technical support staff. The status of MSA comes with the responsibility of maintaining fairness and enforcing rules on the server through member delegation expertise and long statistical studies generated by weblined graphs. Trafficking populations to the organization and the servers is a main stress for this position. The MSA's involvement broadens through techniques used for server configs and settings that generate processing stability. A teacher of admin level structuring throughout the organiztion. His example of leadership spawns new assistants and proteges that will expand their own horizons, including those as helpers of the Webmasters. The Master Server Administrator's job includes all the responsibility to make the server safe including updates to shrubbot levels and command creations for the servers. The structure and continued progress of the clan, is provided by his direction and guidance based upon the overall members status opinions. MSA's have the following server flags available as ~!*2
13 Immunity Admin ...
| | | From: NRapidfire  (Original Message from RulesForums@MSN.com) Sent: 6/2/2008 4:15 PM Hello ALL! I greet you all with some thoughts good and somethings I dont think are correct for being a WF member. With June 1st upon us and past, I would like to share that WF, aka World Friends, reached 150 members since we started recruiting again on February 1st, after a painful transition. The 150 members was a total we would have had, but as you know, some people didnt make the adjustments and so they were removed from WF for many reasons. 37 Members are now exWF members. Some didnt like the rules, some didnt pass trial membership, some were not sincere, some moved on to other games, some lied they had too much life to do while they joined other clans, and some just floated away slowly to other things. Life is always an important reason that some have gone on to higher priorities. Doesnt mean they are not having fun. People have feelings, some more sensitive than others. When they come into WF, they are not always sure what to expect. One of the reasons we have them try out, is to see if they also like us. People have to get along with one another. Sometimes people dont like anothers way of thinking and there can be sometimes character conflicts. When conflicts happen, it can sometimes lead to people not showing up ever again. This also happens on the servers where each day we are met with undesirable conflicts and misunderstandings. The I AM A WF was created as a guideline of rules to teach WF Members and admins alike. No one is perfect to keep all rules. There are always rules for fun even in real life. Going out to a party where liquor is served deserves someone to drive you home safely. Thats important. Where am I going with this? WF is a proud clan and organization that strides on its rules, however large they may seem, some quite simple, and a few strict ones that protect the structure of World Friends. The guidelines we teach come from countless Board Council meetings and scores of members that have put together a constitution for WF to succeed into the months and years, however long the ages that God alots us. Our motto simply states, "United We Stand, Divided We Fall". This means that we are a team that works together helping one another. The guidelines fit each and every admin that is trained in WF. Our biggest teamwork is Respect. Everyday, members must practice respect and learn to bite their tongues. Its important for members to understand to take the high road whenever possible. Fun is fun but sometimes some members forget to ask themselves before they take an action, "Am I going to be doing the right thing? Will my fellow WF member benefit from what I do next? Am I being awkward by abusing my authority? Will I lose my admin level if I do nothing? I dont think anyone will see me doing wrong! Well all I can say is, do yopu really understand that WF would not be WF and the WF you joined if we didnt enforce the structure? I didnt think so. I think its important to embrace each WF member in a manner of respect. Everyone has an opinion but I dont think that all WFers have the same goal. Its also important the new members should not come into WF thinking that structure and guidelines can be changed. I also think that veteran and older members/admins/leaders know the structure that we dont act alone when it may be needed to change principle standards. New recruits should be taught everything there possibly could be taught, if it appears needed. I said if it appears needed. If you havent taught someone a principle, structure, rules, fireteams, guideline, or helped them clean their ET, what are you waiting for? Are you a Full Admin, a Recruiter, a Section Leader? Do you know there are others that would like to do your part if given the chance? Remember in real life its a dog eat dog world. Please dont say that WF is not real life like some do. Take something and learn a common ground of respect on which WF was built......real life people with real life feelings and wanting real life fun and games. I dont think many became WFers overnight but with a slow eventual move towards a better knowledge of the rules and getting to know others habits. Enjoy being and learning with one another and please share often! If you are on a fireteam, wait for that engineer (maybe member), if you are a medic. You will be surprised how effortless it will be next time to be running down a trail on a map with someone that has built up a trust in you. He may actually wait for you to heal him. If you are an admin that warned a protected member, try to remember next time to be on teamspeak talking to him instead of taking the easy way out. Those of you who know better, teach the new level uppers to do !listplayers, !showbans, /players, and hello. Its a kindness you are doing for WF and it teaches a long way. If you are a full admin, think about the benefits of knowing those map rules before you call "dont sk" to some player without using the word please and the shorthand. Some people dont understand sk and sc shortstuff. Be kind and give them the correct full details. Teamwork and group integrity goes a long ways when everyone is doing their parts. It also reflects on the new recruits coming into WF. They are not stupid and they watch you very carefully. You were also new to this at one time. Calling names and cussing or swearing on the servers in a bad tone is not nice at all. Not nice when doing admin work. So.....would you please remember to use the word please next time? Thank you kindly. It doesnt hurt. Nick Rapid | | | For Jaymod Shrubbot Commands click here http://jaymod.clanfu.org/lib/docs/jaymod-2.0.pdf
Shrubbot for Wolf ET shrubbot is an invention of Ryan Mannion. etpub tries to clone shubbot as accurately as possible, both in user interface and in the shrubbot configuration file (usually called "shrubbot.cfg"). Below are the shrubbot commands that etpub currently supports and the corresponding flag to be used in the shrubbot config file to give permission to the command: | COMMAND | FLAG | g_tyranny | USAGE | DESCRIPTION | | !readconfig | G | - | !readconfig | read g_shrubbot file | | !time | C | - | !time | prints out localtime of the server in global chat | | !setlevel | s | - | !setlevel (NAME|SLOT) LEVEL | sets the connected player in slot number SLOT or with name containing NAME to the level indicated by LEVEL. A player cannot !setlevel another player to a lever higher than him/herself. | | !kick | k | - | !kick (NAME|SLOT) REASON | kicks the player in slot number SLOT or with name containing NAME off off the server. REASON is given to the client as the drop message. The client will be banned for 2 minutes. | | !ban | b | - | !ban (NAME|SLOT) (SECONDS|TIME_WITH_MODIFIER) REASON | Kicks the player in slot number SLOT or with name containing NAME off the server and will not let them connect again for SECONDS seconds, or, if a modifier (m, h, d, or w) is used, a given amount of time. For example:
90 = 90 seconds 15m = 15 minutes 3h = 3 hours 5d = 5 days 1w = 1 week | | !unban | b | - | !unban BAN_NUMBER | removes the ban that !showbans lists as BAN_NUMBER | | !putteam | p | - | !putteam (NAME|SLOT) (r|b|s) | puts the player in slot number SLOT or with name containing NAME on the indicated team. r - AXIS b - ALLIES s - SPECTATORS | | !pause | Z | - | !pause | pauses the match | | !unpause | Z | - | !unpause | unpauses the match | | !listplayers | i | - | !listplayers | prints out a list of information about the connected players. the columns are:
| slot number | | team R=axis B=allies S=spectator C=connecting | | first letter of fireteam name | | admin level (and level name) | | last 8 digits of guid | | M if muted | | W if warned | | name | | stored name (if different) |
| | !mute | m | - | !mute (NAME|SLOT) [SECONDS|TIME_WITH_MODIFIER] REASON | mutes the player in slot number SLOT or with name containing NAME. TIME and REASON are optional. See !ban 6 lines above for more information on modifiers | | !unmute | m | - | !unmute (NAME|SLOT) | unmutes the player in slot number SLOT or with name containing NAME | | !showbans | B | - | !showbans [SKIP] | lists up to 30 shrubbot bans currently in effect. columns are
| ban number | | banned player's name | | date of the ban | | name of the banning admin | | when the ban will expire | | reason for the ban | If SKIP is provided, that number of bans are skipped before printing starts. SKIP can also be negative (e.g. '!showbans -10' would display the last 10 bans. | | !help | h | - | !help | lists all available shrubbot commands. | | !admintest | a | - | !admintest [NAME|SLOT] | prints out player's current shrubbot admin level in global chat. When the NAME or SLOT are added and the user has the right shrubbot permission, the level of another player will be shown | | !cancelvote | c | - | !cancelvote | makes a vote in progress fail | | !passvote | V | - | !passvote | makes a vote in progress pass | | !spec999 | P | - | !spec999 | moves all players with ping of 999 (as of etpub 0.7.1, these players are labeled "ZOMBIE") to the spectators team. | | !shuffle | S | - | !shuffle | Shuffles teams (based on XP), but does NOT restart (see !restart) | | !balance | S | - | !balance | Runs one iteration of ATB balance (regardless of whether or not you have ATB turned on or off). Useful for doing a one-time team balance that is smarter than !shuffle.
In order for !balance to move players, These conditions apply: 1) There must be atl least g_playerRating_minPlayers players playing, 2) If moving one player will not make things fair, no players will be moved at all, and 3) if it is near the end of the match, !balance might not move anyone because it is unlikely that it will help. If !balance does not help, run the !shuffle command.
NOTE: Players balanced with the !balance command cannot switch teams until either the map changes or the odds of the team winning swing the other way. This is to make auto-balanced teams stay fair since some players switch teams immediately after being !balanced/!shuffled. | | !rename | N | YES | !rename (NAME|SLOT) NEWNAME | sets the player in slot number SLOT or with name containing NAME to NEWNAME. | | !gib | g | YES | !gib (NAME|SLOT) | kills and gibs the player in slot number SLOT or with name containing NAME | | !slap | A | YES | !slap (NAME|SLOT) [DAMAGE] [REASON] | does DAMAGE (default 20) damage to player in slot SLOT or with name containing NAME. If REASON is specified it's center-printed to the victim. | | !burn | U | YES | !burn (NAME|SLOT) [REASON] | sets the player in slot number SLOT or with name containing NAME on fire. REASON will be center-printed to the victim. | | !warn | R | - | !warn (NAME|SLOT) [WARNING] | plays the whistle sound and center-prints WARNING to the player in slot number SLOT or with name containing NAME. | | !news | W | - | !news | plays the map specific news audio to all players if it is available. | | !lock | K | - | !lock (r|b|s|all) | locks the team specified. recognized values are r=AXIS b=ALLIES s=SPECTATORS all=ALL | | !unlock | K | - | !unlock (r|b|s|all) | unlocks the team specified. recognized values are r=AXIS b=ALLIES s=SPECTATORS all=ALL | | !lol | x | YES | !lol [NAME|SLOT] [GRENADES] | makes all players drop grenades. If NAME or SLOT is provided only that player will drop grenades. GRENADES is the number of grenades to be dropped (default is 1, maximum is 16). | | !restart | r | - | !restart | restarts the match | | !reset | r | - | !reset | resets the match | | !swap | w | - | !swap | swaps the players to the opposite team | | !pip | z | YES | !pip [NAME|SLOT] | draws sparks (pixie dust) around the player in slot number SLOT or with name containing NAME. does it to all players if no NAME/SLOT is not providied. | | !pop | z | YES | !pop [NAME|SLOT] | pops the helmet off of player in slot number SLOT or with name containing NAME. If no paramter is provided it pops the helmets off of all players. | !fling !launch !throw | l | YES | !fling (NAME|SLOT) | send the player in slot number SLOT or with name containing NAME flying. | !flinga !launcha !throwa | L | YES | !flinga | sends all players flying | | !listteams | I | - | !listteams | prints out a list of statistical information about each team. This lists ends with ratings information based on how likely each team is to win the current map. The team with more points is LESS likely to win, therefore a good way to balance the teams is to join the team with more points, or move people to that team, until the points are about even. | | !disorient | d | YES | !disorient (NAME|SLOT) [REASON] | turns the view upside down for the client in slot number SLOT or with name containing NAME. If REASON is specified it is printed to the client. | | !orient | d | YES | !orient (NAME|SLOT) | reverses the action of !disorient for the client in slot number SLOT or with name containing NAME. | | !resetxp | X | YES | !resetxp (NAME|SLOT) [REASON] | clears all XP and skillpoints for player in slot number SLOT or with name containing NAME. If reason is provided it is printed to the client. | | !nextmap | n | - | !nextmap | moves to the next map in campaign or in the objective cycle end game intermission is skipped | | !resetmyxp | M | - | !resetmyxp | clears all XP and skillpoints for the player who runs this command. | | !howfair | I | - | !howfair | Prints a simple summary to everyone on the chat of team fairness based on player rating. The !howfair command measures team evenness based on the values of g_teamForceBalance_playerRating and g_ATB_diff (if either of these settings is zero then default values are used, so !howfair is useful even if you do not use any etpub autobalance features)
| | !uptime | u | - | !uptime | Show how long the server has been up and running
| | !userinfo | e | - | !userinfo (NAME|SLOT) | Display the slot, partial guid, ip and clientversion of a player. NOTE: this command should only be available to the highest server admins!
| | !stats | t | - | !stats | Displays the thompson and mp40 accuracy, headshotratio and headshot distance of all players | | !dewarn | R | - | !dewarn (NAME|SLOT) [WARNING#] | Shows all the warnings of a user. When warning# is added, the warning with that number will be removed | | !spreerecord | t | - | !spreerecord | Displays the map and overall spreerecord |
The following flags are also supported: 1 cannot be vote kicked, vote muted, or complained against. 2 cannot be censored 3 Can run commands silently with /!COMMAND in the console 4 Can see Axis/Allies team chats as a spectator 5 can switch teams any time, regardless of balance 6 does not need to specify a reason for !kick or !ban 7 Can call a vote at any time (regardless of disabled voting or voting limitations) 8 does not need to specify a duration for a ban (defaults to PERMANENT) 9 Can do shrubbot commands via team and fireteam chats 0 is immune to g_inactivity and g_spectatorInactivity settings ! is immune to all shrubbot commands (useful for server admins). NOTE: this flag must be specified explicitly the * flag does not grant it. @ "incognito" flag shows the admin as level 0 with no a.k.a info in the output of !listplayers. NOTE: this flag must be specified explicitly the * flag does not grant it. $ Can do !admintest on other players ~ Can read and write the adminchat with the /ma command. All referees and all other players with the ~ flag will be able to read this chat The following operators are supported in the flags field: * | | | Admiral Hipper: Battleship Class Camouflaged
.jpg) | | | | How do I use 'adrenaline'?
As a Medic, once you have gained enough Experience you will receive the special ability to give yourself "Adrenaline" shots. In order to use adrenaline you must bring up the syringe (5), then "Switch to Alternate" (bind Switch to Alternate key through the "Controls" menu), and then press your fire key to inject yourself with the adrenaline. | | | AFTER THE WAR 4 (Beta 2) Filename: afterthewar4_b2.zip Size: 5.39 MB Version: Beta 2 Developer: Mordenkainen Date Added: 11-05-2008 Type / Category: Maps > Objective-based Readme File: ===================== : AFTER THE WAR 4 : ===================== : O F F I C E : ===================== Custom map for Enemy Territory: QUAKE Wars by Mordenkainen (xor.planetaclix.pt) BETA 2 - July 2008 ================== This map implements Capture The Flag gameplay. A team can only score if it steals the enemy flag and brings it to their own. GDF have to steal the data brain and take it to their own flag, the briefcase. At the same time the Strogg have to steal the briefcase and take it to their own flag, the data brain. Map has three flag rounds. The team who captures 2 out of 3 flags wins the map. This Beta 2 release features a longer play area, along with more constrained roof area to lengthen the gameplay. There are also some colision and performance optimisations. ################################################ IF YOU HAVE AN OLDER VERSION OF THIS MAP, PLEASE REMOVE IT BEFORE INSTALLING THIS NEW VERSION ################################################ INSTALLATION ============ You must have Enemy Territory: QUAKE Wars v1.5 or higher already installed. 1) Extract all the files to the "/base/" folder, after which you will have the following files: z_atw4_b2.pk4 z_atw4_b2.txt 2) The map should now be available from the Play Computer and Server menus. You can also load the map directly in singleplayer by typing "map maps/atw4" in the console. CREDITS & LEGAL INFORMATION =========================== The final version of the map will include proper credit and legal information. EOF  | | |  This map was made by: SiN[PL]. Hope you like it. Let me know what u think: sin89@tlen.pl aim_remake_1a.pk3 300 KB NOV.24.2003 | | |  AirField Assault FP Test by 'ShusterDogburt' release date: 15.02.2004 RTCW: Enemy Territory SW, ==================================================== title: Airfield Assault First Playable test file: airassault_fp1.pk3 author: MadMaximus (shusterdogburt when i play et) "mitch Lepine" email address: madmaximujs@yahoo.com URL: none, still working on it. description: winter map set at night, allies trying to destroy 2 trucks at the end of an airfield. ==================================================== play information gametype: wolfmp, wolfsw **no lms implemented yet** new sounds: yes, a few new, and some modifed et vo sounds. new graphics: modified ones of et originals, plus a few new ones. new music: no new models: 27_tags_beta by erik_ftn. prefabs: various prefabs from drakir's site - benches, barrel and a few others. how to play: place the airassault_fp1.pk3 in your etmain folder and select it from the menu in game. ==================================================== construction base: scratch editor: GTK Radiant 1.3.8 ET other programs: easygen (terrain), psp7 (graphics) and goldwave for chopping and splicing the et originals. know bugs: none known at this time. build time: overall, approx. 8 months. ==================================================== important information this is the first playable test only, it is complete enough to run on a server, and is meant as a test of playability only. you will see a lot of things not finished such as the buildings in town, and not much detail or full lighting in a lot of places. there are things scheduled to be removed and put in once there is enough feedback on what is needed or should be removed, some things are as follows, - some terrain will be removed and redone in places, ie. the allied spawn and around the airstrip. - windows and top/bottom trim on the buildings in town. - more lighting in quite a few places. - textures on a lot of buildings in both the town and especially the axis base need to be aligned. - some buuilding interiors will be redone. - the damaged and decrepid building that the allies use as a second entrance in town still needs to be finished. - the blimp is just a trial test, it may be removed, but if it is kept in after feedback, it will be redesigned, plus it's movements won't be so silly looking. ( you will see some of those when it returns.) - the side door may be removed. what is really needed is feedback on the playability, if its to easy for the allies to win, or the axis to defend. there are other things i have not mentioned that are to be redone, so if you see something out of the ordinary be shure to mention it, all comments are welcome and appreciated. e-mail at madmaximujs@yahoo.com or pm me in the splashdamage forum madmaximus www.splashdamage.com ==================================================== thanx to ... the people at splashdamage forum for all the help with questions and such, especially thanks to, sock for his tunnel tutorial, damocles for reviewing what i started a long time ago and setting me straight on the difference between detail and structural brushes. mean mr. mustard, grizzlybear, chavo_one for help with info on splines and other things, erik_ftn for his 27_tags model without which the blimp would not move. If i have missed someone please let me know, as i like to give credit due to those who helped. ==================================================== Distribution / Permissions This is the first trial of this map and may not be modified in anyway as to appear as a completed map by anyone else than the author. Authors May Not decompile the BSP as a base to build additional levels.. but may do so to learn construction methods and technique, etc. You MAY distribute this pak file and/or its contents by any electronic means, provided you leave the contents unaltered and include this text file, also unaltered. This file may not be commercially exploited in any way. ==================================================== | | |  Auteur: Rikard "Drakir" Lindgren lindgrenrikard@hotmail.com ------------------------------------------------- Basic Information ------------------------------------------------- Author : Rikard "Drakir" Lindgren Email address : lindgrenrikard@hotmail.com Webpage : http://www.drakir.tk ------------------------------------------------- Map Information ------------------------------------------------- Game : Return to Castle Wolfenstein: Enemy Territory Title : Alleys Filename : alleys.pk3 Release date : 2004-06-15 Decription : A small town is the scenery for this battle, the team that takes control over the city will find itself in glory. Five territories must be held to secure the town. Program : SD Radiant 1.3.8 Build time : 3 days, a total of 21 hours mapping time. Compile time : 8 mins Compile machine : AMD Athlon 2200, 512mb Installation : Place the alleys.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map alleys. New Textures : 2 New Sounds : Nope New Models : Nope ------------------------------------------------- Info! ------------------------------------------------- #. Version Final Release 1 info: Hopefully this is the FINAL version. But as i have learned there is no such thing as a FINAL version. #. Objectives : Capture the 5 flags to win the map. Please report any bugs or if you have ideas on how to improve the map to lindgrenrikard@hotmail.com or in my forum at http://www.drakir.tk ! ------------------------------------------------- Special thanks and Credits to: ------------------------------------------------- All mappers and players out there that keeps me mapping. Even if its only a hobby its always nice to hear that someone likes what u create. ------------------------------------------------- Copyright © 2004 Rikard "Drakir" Lindgren all rights reserved This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. ------------------------------------------------- | | |  Welcome to Alpine Assault by Detoeni. www.planetwolfenstein.com/detoeni A Multi Player map for Wolfenstein-Enemy Territory. __________________________________________________________________ Please install by unzipping this file to C/…/Wolfenstein - Enemy Territory/etmain. When you un-pak the alpine_assault_final.zip into etmain, as well as the alpine_assault_final.pk3 you will find a folder called "aa_extra_pk3". Within this you will find: alpine_assault_final_pro.pk3, this needs to be placed in C/…/Wolfenstein - Enemy Territory/etpro folder for the com map icons to work correctly in this mod. alpine_assault_final_nt.pk3 (nt = no train), moving this pk3 into etmain will disable the train should you wish to run the map without it. This pk3 affects all game types. Both these pk3's are small and can be quickly downloaded by any client joining the server without them. For more info on adding custom scripts to this map see www.planetwolfenstein.com/detoeni/mpaascript.htm The map can now be run from the server menu in all game types. __________________________________________________________________ Game Information. File name: alpine_assault Menu name: Alpine_Assault Game types: wolfmp wolfsw wolflms. Players: 6 to 12 per team Version: Final Release: 30/12/2005 OVERVIEW: "The Axis foe have converted an old mine works into a hidden bunker complex, where they are stockpiling weapons for a new offensive. The Top Secret Plans for this attack have also been kept at this location. Can the Allies steal the plans and foil this dastardly attack by the enemy?" Allied Objectives: 1. Take the Top Secret Plans to the Half-Track. 2. Remove the Top Secret Plans from the Safe. 3. Steal Safe Keys. 4. Control the Garage Spawn. Axis Objective: 1. Stop the Allies from taking the Top Secret Plans to the Half-Track. 2. Stop the Allies taking the Documents from the Safe. 3. Stop Allies Stealing Safe Keys. 4. Control the Garage Spawn. Notes: Train The Train will run automatically to the next stop once activated. There are four Train stops, two stops just outside the Garage and two within the tunnels. One at the Armoury, and the other, at the Stores. There are two sets of points within the tunnels that control whether the Train goes to the Armoury or to the Stores. Both teams can use the Train and points. Thanks To: ydnar for q3map2 http://shaderlab.com/ blushing_bride, SCDS_reyalP, Salteh, Uchronic, thore and anyone else that helped with debugging the beta. __________________________________________________________________ Please report any faults found to: detoeni@planetwolfenstein.com Hope you like it and happy hunting. __________________________________________________________________ ©Phil "Detoeni" Gresley 2005-2006 Copyright Permissions. ID, Activision & Splash Damage. Original game rights. Authors may NOT use this level, Alpine Assault, as a base to build additional level. Authors may NOT use Textures from this file. Authors may NOT use Models from this file. You may download the some of the Models for your own use from my site www.planetwolfenstein.com/detoeni/models.htm. You may distribute this BSP through any electronic network, providing it's not for profit, you include this file and leave the archive intact. You may NOT distribute this archive on CD-ROM or DVD (or other media) without written permission. | | |  ------------------------------------------------- Map Information ------------------------------------------------- Game : Return to Castle Wolfenstein: Enemy Territory Title : Alps 2 Filename : alps2_pb.pk3 Version : Public Beta Release date : 01/02/2006 Installation : Place the alps2_pb.pk3 to your etmain folder ------------------------------------------------- Description ------------------------------------------------- The Allies are trying to clear a blockage on a major strategic train route which the Axis have made in a tunnel near to a small mining village, high in the Alps. They start at the spawn marked at the map, and must destroy both anti tank guns positioned on the road so that a truck of explosives can safely reach the wall to make it possible to enter the village. Meanwhile, the Axis can travel through the mine, emerging from ventilation shafts to defend their guns. | | |  Map Name: Ammo Bunker Author: Antti "Seven_dc" Suuronen ---------------- Website: http://www.n0lame.de/losahd/ Map Description: ---------------- The axis forces are retreiving in hurry from north africa and are gathering the ammo storaged in a bunker. The allied forces are about to destroy this low guarded axis ammunition bunker. Objectives: ---------------- 1. Destroy / protect the Axis north bunker door 2. Destroy / protect the Axis southbunker door 3. Destroy / protect the Axis ammo storage 4. Build command post Special Thanks: ----------------- - Mean Mr Mustard (detailing) - Ifurita - thegnat (Command map) - Drakir for prefabs - Sock + All SD people - ydnar - Hekku2 & IceDemon for bug testing - .:CTN// My clan for playtesting Map Features: -------------------- - Meant orginally to be played 3vs3 - command post - Ammo and health cabinets - some custom textures - custom shaders ------------------------------------------------- Copyright © 2004 Antti Suuronen all rights reserved This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. | | |  This "Ammo Depot" a intense battle ground, made-up of 4 major "arena" like areas the beach, inner beach, sniper hill, and finaly the Depot yard. This map is not a "FULL" release yet. Therefore I will be interested to hear any feedback on the gameflow. How hard were the objectives to complete, what was over all game-play like? Intense fire fights, or spread-out action? I'd enjoy hearing from you, now go enjoy busting into Axis grounds and Blowing them sky high! to contact me: Storm Rising Lunarpost@earthlink.net map detail and effects are not complete. | | |  Description: This is "Ammo Depot" a Enemy Territoy mulit-player map designed for intense firefights and enduring battles. In this map the Axis hold a secret Ammo Depot called cement island, Allies will try to get inside and blow both the radio anttena and a stack of ammo boxes. INSTALLATION: Unpack this .zip file into your etmain folder. credits: My gilrfriend Sarah, my best friends Joel, Juan, and Mike for lots of recreational sit down time. splash damage id software activision domacles wils hammer sock fidel castro lennyballa sin flash95 bsimser loffy chavo_one drakir zefan darkfire evillair bxpress and many more... to contact me, Storm Rising (Marco Valenzuela) Lunarpost@sbcglobal.net 4.86 MB DEC.23.2006 ammotdepot.pk3 This map took me 3 months to build from scratch, I don't say it's the best but I love playing it and so do my friends so I want you to enjoy it as well. Lunarpost@sbcglobal.net I'm a 3D entertainment artist currently looking for work. map "ammodepot" longname "Ammo Depot" type "wolfmp wolfsw wolflms" timelimit 30 axisRespawnTime 20 alliedRespawnTime 15 lmsbriefing "Kill everyone but yourself." briefing "Allied forces have translated code that tells of a secret Ammo Depot called Cement Island. A deadly supply of firepower is stored there, the Axis plan to use it in a major assualt on stationed Allied troops. Do all you can to destroy the Ammo Depot!" axiswintext "Axis have saved their Cement Island!" alliedwintext "The Allied troops can sleep sound at base tonight." mapposition_x 500 mapposition_y 930 | | | The Anansi Attack 'Copter is a Vertical Take-Off and Landing hybrid of a helicopter and plane, and features guided missiles (HAW) and unguided rockets (FAFFF). It is capable of sitting in midair, by using its engine thrust. | | | | Known for his work in rules design and revision for Games Workshop Inc. and Mongoose Publishing. Notable games he helped develop include Warhammer 40,000 and Starship Troopers: The Miniatures Game.
| | | The ANI file format is a graphics file format used for animated cursors on the Microsoft Windows operating system.
The format is based on the Microsoft RIFF file format, which is used as a container for storing the individual frames (which are standard Windows icons) of the animation.
File Structure
Animated cursors contain the following information: (in order of position in the file) - Name (optional)
- Artist information (optional)
- Default frame rate
- Sequence information
- Cursor hotspot
- Individual frame(s)., in ICO format
- Individual frame rates (optional)
Frames rates are measured in jiffies, with one jiffy equal to 1/60 of a second, or 16.666 ms.
Sequencing
Sequence information present in the file determines the sequence of frames, and allows frames to be played more than once, or in a different order than in which they appear in the file. For example, if the animation contains three different images numbered 1, 2 and 3, and the sequence is 1-2-3-2-1, (five frames) then only three icons need to be stored in the file, thereby saving storage space. See also- Cursor (computers)
- ICO (icon image file format)
| | | Antivirus software (sometimes spelled Anti-Virus or anti-virus with the hyphen) are computer programs that attempt to identify, neutralize or eliminate malicious software. The term "antivirus" is used because the earliest examples were designed exclusively to combat computer viruses; however most modern antivirus software is now designed to combat a wide range of threats, including worms, phishing attacks, rootkits, Trojans, often described collectively as malware. Virus scannersAntivirus scanning software, or a virus scanner, is a program which examines all files in specified locations, the contents of memory, the operating system, the registry, unexpected program behavior, and anywhere else relevant with the intention of identifying and removing any malware. Typically two different approaches are used to identify malware, often in combination, although with an emphasis on the virus dictionary approach. - examining (scanning) files, etc., for known viruses matching signatures in a virus dictionary, and
- identifying suspicious behavior from any computer program which might indicate infection. This approach is called heuristic analysis, and may include data captures, port monitoring and other methods.
Network firewalls prevent unknown programs and Internet processes from having access to the system protected; they are not antivirus systems as such, and make no attempt to identify or remove anything, but protect against infection, and limit the activity of any malicious software which is present by blocking incoming or outgoing requests on certain TCP/IP ports.
Dictionary
In the virus dictionary approach, when the antivirus software looks at a file, it refers to a dictionary of known viruses that the authors of the antivirus software have identified. If a piece of code in the file matches any virus identified in the dictionary, then the antivirus software can take one of the following actions: - attempt to repair the file by removing the virus itself from the file,
- quarantine the file (such that the file remains inaccessible to other programs and its virus can no longer spread), or
- delete the infected file.
To achieve consistent success in the medium and long term, the virus dictionary approach requires frequent (generally online) downloads of updated virus dictionary entries. Civically-minded and technically-inclined users, and those who want help find viruses not detected by the software, can send their infected files to the authors of antivirus software, who analyze them and include identifying features and removal information in their dictionaries.
Dictionary-based antivirus software typically examines files when the computer's operating system creates, opens, closes, or e-mails them. In this way it can detect a known virus immediately upon receipt. System administrators can schedule antivirus software to examine (scan) all files on the computer's hard disk on a regular basis. Although the dictionary approach can effectively contain virus outbreaks in the right circumstances, virus authors have tried to stay a step ahead of such software by writing "oligomorphic", "polymorphic" and more recently "metamorphic" viruses, which encrypt parts of themselves or otherwise modify themselves as a method of disguise, so as to not match virus signatures in the dictionary.
An emerging technique to deal with malware in general is whitelisting. Rather than looking for only known bad software, this technique prevents execution of all computer code except that which has been previously identified as trustworthy by the system administrator. By following this "default deny" approach, the limitations inherent in keeping virus signatures up to date are avoided. Additionally, computer applications that are unwanted by the system administrator are prevented from executing since they are not on the whitelist. Since modern enterprise organizations have large quantities of trusted applications, the limitations of adopting this technique rest with the system administrators' ability to properly inventory and maintain the whitelist of trusted applications. Viable implementations of this technique include tools for automating the inventory and whitelist maintenance processes.
Suspicious Behavior - heuristics
The suspicious behavior approach, by contrast, does not attempt to identify known viruses, but instead monitors the behavior of all programs. If one program tries to write data to an executable program, for example, the antivirus software can flag this suspicious behavior, alert a user, and ask what to do.
Unlike the dictionary approach, the suspicious behavior approach therefore provides protection against brand-new viruses that do not yet exist in any virus dictionaries. However, it can also sound a large number of false positives, and users probably become desensitized to all the warnings. If the user clicks "Accept" on every such warning, then the antivirus software obviously gives no benefit to that user. This problem has worsened since 1997, since many more non-malicious program designs came to modify other .exe files without regard to this false positive issue. Therefore, most modern antivirus software uses this technique less and less. File Emulation - heuristicsSome antivirus software use other types of heuristic analysis. For example, it could try to emulate the beginning of the code of each new executable that the system invokes before transferring control to that executable. If the program seems to use self-modifying code or otherwise appears as a virus (if it immediately tries to find other executables, for example), one could assume that a virus has infected the executable. However, this method could result in a lot of false positives.
Sandbox
Yet another detection method involves using a sandbox. A sandbox emulates the operating system and runs the executable in this simulation. After the program has terminated, software analyzes the sandbox for any changes which might indicate a virus. Because of performance issues, this type of detection normally only takes place during on-demand scans. Also this method may fail as a virus can be nondeterministic and do different things, including doing nothing at all, each time it is executed — so it will be impossible to detect it from one run. Some virus scanners can warn a user if a file is likely to contain a virus based on the file type.
Virus Removal Tools
A virus removal tool is software for removing specific viruses from infected computers. Unlike general-purpose virus scanners, it is not intended to detect and remove, ideally, all known viruses; rather it is designed to remove specific viruses more effectively and completely than a general-purpose program. Many single-virus tools will be found searching the Worldwide-Web for "virus removal tool"; others, such as McAfee Stinger and the Microsoft Malicious Software Removal Tool run automatically by Windows update, are designed to remove a limited numbers of viruses. Many of these tools are available for free download.
If a virus is identified by a general-purpose scanner it may not be entirely removed; once the virus has been identified, running a tool designed specifically for it can do a better job of cleaning.
Issues Of Concern
The regular appearance of new malware is certainly in the financial interest of vendors of commercial antivirus software, though there is no evidence of collusion. Some antivirus software can considerably reduce performance. Users may disable the antivirus protection to overcome the performance loss, thus increasing the risk of infection. For maximum protection, the antivirus software needs to be enabled all the time — often at the cost of slower performance (see also software bloat). It is important to note that one should not have more than one memory-resident antivirus software solution installed on a single computer at any given time. Otherwise, the computer may be crippled. It is sometimes necessary to temporarily disable virus protection when installing major updates such as Windows Service Packs or updating graphics card drivers. Active antivirus protection may partially or completely prevent the installation of a major update. When purchasing antivirus software, the agreement may include a clause that the subscription will be automatically renewed, and the purchaser's credit card automatically billed, at the renewal time without explicit approval. For example, McAfee requires one to unsubscribe at least 60 days before the expiration of the present subscription. Norton Antivirus also renews subscriptions automatically by default. Some antivirus programs are actually spyware masquerading as antivirus software. It is best to double-check that the antivirus software which is being downloaded is actually a real antivirus program. Some commercial antivirus software programs contain adware. Most widely-accepted antivirus programs often do not detect newly-created viruses. Anti-virus manufacturers have been criticised for fear mongering by exaggerating the risk that virus pose to consumers. Mobile DevicesViruses from the desktop and laptop world have either migrated to, or are assisted in their dispersal by mobile devices. Antivirus vendors are beginning to offer solutions for mobile handsets. These devices present significant challenges for antivirus software, such as: - processor constraints,
- memory constraints, and
- definitions and new signature updates to these mobile handsets.
Mobile handsets are now offered with a variety of interfaces and data connection capabilities. Consumers should carefully evaluate security products before deploying them on devices with a small form factor.
Solutions that are hardware-based, perhaps USB devices or SIM-based antivirus solutions, might work better in meeting the needs of mobile handset consumers. Technical evaluation and review on how deploying an antivirus solution on cellular mobile handsets should be considered as scanning process might impact other legitimate applications on the handheld.
SIM-based solutions with antivirus integrated on the small memory footprint might provide a basic solution to combat malware/viruses in protecting PIM and mobile user data. Solutions based on USB and Flash memory allow the user to swap and use these products with a range of hardware devices.
History
There are competing claims for the innovator of the first antivirus product. Perhaps the first publicly-known neutralization of a wild PC virus was performed by Bernt Fix (also Bernd) in early 1987. Fix neutralized an infection of the Vienna virus. The first edition of Polish antivirus software mks_vir was released in 1987; the program was only available with a Polish interface. Autumn 1988 saw antivirus software Dr. Solomon's Anti-Virus Toolkit released by Briton Alan Solomon. By December 1990, the market had matured to the point of nineteen separate antivirus products being on sale including Norton AntiVirus and VirusScan from McAfee.
Peter Tippett made a number of contributions to the budding field of virus detection. He was an emergency-room doctor who also ran a computer software company. He had read an article about the Lehigh virus and questioned whether they would have similar characteristics to biological viruses that attack organisms. From an epidemiological viewpoint, he was able to determine how these viruses were affecting systems within the computer (the boot-sector was affected by the Brain virus, the .com files were affected by the Lehigh virus, and both .com and .exe files were affected by the Jerusalem virus). Tippett’s company Certus International Corp. then began to create anti-virus software programs. The company was sold in 1992 to Symantec Corp, and Tippett went to work for them, incorporating the software he had developed into Symantec’s product, Norton AntiVirus.
Before Internet connectivity was widespread, viruses were typically spread by infected floppy disks; antivirus software started to be used, but was updated relatively infrequently. At that time it was said, correctly, that viruses could not be spread by the readable content of emails, although executable attachments were as risky as programs on floppy disks. Virus checkers essentially had to check executable files, and the boot sectors of floppy and hard disks. As Internet usage became common, initially by making a modem connection when desired, viruses spread through the Internet, facilitated by powerful macros in word processors such as Microsoft Word; hitherto "documents" could not spread infection, although programs could. Later email programs, in particular Microsoft Outlook Express and Outlook, became able to execute program code from within a message's text by simply reading the message, or even previewing its content. Virus checkers now had to check many more types of file. As broadband always-on connections became the norm and more and more viruses were released, it became essential to update virus checkers more and more frequently; even then, a new virus could spread widely before it was detected, identified, a checker update released, and virus checkers round the world updated.
A very uncommon use of the term "antivirus" is to apply it to benign viruses that spread and combated malicious viruses. This was common on the Amiga computer platform.
Effectiveness
Studies in December 2007 have shown that the effectiveness of Antivirus software is much reduced from what it was a few years ago, particularly against unknown or zero day threats. The German computer magazine c't found that detection rates for these threats had dropped to a frightening 20% to 30%, as compared to 40% to 50% only one year earlier. At that time only one product managed a detection rate above 50%. The problem is magnified by the changing intent of virus authors. Some years ago it was obvious when a virus infection was present. The viruses of the day, written by amateurs, exhibited destructive behavior or popped-up screen messages. Modern viruses are often written by professionals, financed by criminal organizations. It is not in their interests to make their viruses or crimeware evident, because their purpose is to create botnets or steal information for as long as possible without the user realizing this; consequently, they are often well-hidden. If an infected user has a less-than-effective antivirus product that says the computer is clean, then the virus may go undetected.
Traditional antivirus software solutions run virus scanners on schedule, on demand and some run scans in real time. If a virus or malware is located the suspect file is usually placed into a quarantine to terminate its chances of disrupting the system. Traditional antivirus solutions scan and compare against a publicised and regularly updated dictionary of malware otherwise known as a blacklist. Some antivirus solutions have additional options that employ an heuristic engine which further examines the file to see if it is behaving in a similar manor to previous examples of malware. A new technology utilised by a few antivirus solutions is whitelisting, this technology first checks if the file is trusted and only questioning those that are not. With the addition of wisdom of crowds, antivirus solutions backup other antivirus techniques by harnessing the intelligence and advice of a community of trusted users to protect each other. By providing these multiple layers of malware protection and combining them with other security software it is possible to have more effective protection from the latest zero day attack and the latest crimeware than previously was the case with just one layer of protection. For a listing of Anti-virus Software, please visit http://en.wikipedia.org/wiki/List_of_antivirus_software | | |  Author: Kommando (USA) Email: kommando2000@hotmail.com 1944_antwerp_b3.pk3 10.2 MB July 15th, 2004 | | |  Apical - King Of The Hill ******************************* *Installation Just unzip the mp_apikoth mapfile to your "Return To Castle Wolfenstein/Main" dir and thats it. *General info Version: 1.0 Full Name: Apical - King Of The Hill Filename: mp_apikoth.pk3 Author: MehuKatti *Map info Players: 2 - 22 (11 spawnpoints for both teams) Gametype: King Of The Hill (wolfmp) Team must hold the flag for a total of 5 minutes to be the winner. Holding the flag less than 10 seconds does not count. This map should only be played in "wolfmp" mode. Default spawntime for both teams/players is 15 seconds. If you have the beta version of the map called apiarena.pk3 that wasn't even supposed to go public, please replace it with this "official release" *Thanks Again, thanks to [apic'Feuersturm] for making the bootscreen for the map. Also thanks for the Apical team for testing the map. And ofcourse thanks to SCDS_reyalP for the original koth script file. *Feeback [apic'MehuKatti] #clan.apical @ Qnet apical_mehukatti@hotmail.com Visit Clan Apical at #clan.apical @ QNet // Converted to ET by kalmah - #pr.et Author RTCW Map by MehuKatti, Converted by [pR]kaLmah (NL) 2.14 MB MAR.14.2005 et_apikoth.pk3 | | | | This device can also be a home version of the kind used in the arcade, or for use on emulators. It features a shaft that has a ball or drop-shaped handle, and one or more buttons for in game actions. Generally the layout has the joystick on the left, and the buttons on the right. There are instances when this is reversed, or the joystick is in the centre with buttons on both sides.
| | | A GDF taskforce has landed on the south beach and must fight their way to the north side of the island, so they can open the databunker, steal the activation codes and transmit them. -ETQW 43.5 MB === Release Date: OCT.28.2008 | | | Deathmatch designed for just a few ETQWers. There are no objectives, health packs, radar, or artillery. Happy fragging. 9.96 MB === Release Date: MAR.08.2008 | | |  Arena Beta 1 ... 1on1 Author: MigrosBudget Sept.04.2007 5.66 MB's ---------------------------------------------- map "Arena_b1" longname "^7Arena Beta ^d1" type "wolfmp wolfsw" timelimit 12 axisRespawnTime 1 alliedRespawnTime 1 briefing "Arena Beta 1, a 1on1 map. Created by MigrosBudget" axiswintext "^1Axis win!" alliedwintext "^4Allies win!" mapposition_x 333 mapposition_y 333 | | |  APR.28.2005 1.87 MB arenaET.pk3 Author JP | | |  Author: Cocox|ArF (FR) Date: 19.09.2005 /01:10 squadarf04.pk3 4.5 mb's http://squadarf.com/fr/ | | |  Map: ArhaBeach (Fixed Final True Edition) Map type: OBJ Author: B0n3g1b - bo-n@ukr.net Visit for update: http://rva.myhp.in.ua ------------ Instructions: Place "arhabeach_te.pk3" into your ET/etmain/ ------------ Tools: GtkRadiant 1.4.0-ET, Q3map2 2.5.7, EasyGen 1.42, Fotoshop 7.0 Last update: 25.06.06 Repacked: 15.10.06 .zip Size: 3 MB .pk3 Size: 7 MB Max players: 10/10 ------------ Missions: Axis: - Defend the Beach Wall; - Defend the Side Wall; - Protect the West Gun. Allies: - Destroy the Beach Wall; - Destroy the Side Wall; - Destroy the West Gun. ------------ Time Limit: 15 min Axis Respawn Time: 10 sec Allies Respawn Time: 5 sec =============== | | | The Arizona Cardinals are the oldest professional American football team operating in the United States. They are based in Glendale, Arizona, just outside of Phoenix. The Cardinals are currently members of the Western Division of the National Football Conference (NFC) in the National Football League (NFL). The Cardinals have never made a Super Bowl appearance; it is currently one of six NFL teams never to have done so (the Cleveland Browns, Detroit Lions, Houston Texans, Jacksonville Jaguars, and New Orleans Saints being the others). The team's lone NFL championship game victory, in 1947, while based in Chicago, came two decades before the first Super Bowl Game was played. The club's other NFL championship, in 1925, occurred eight years before the league began holding a championship game. In the six-plus decades since winning the championship in 1947, the team has qualified for the playoffs only five times and has won but a single playoff game. In 1988, the team moved to Arizona from St. Louis, Missouri. In 2006 the club began playing all home games at University of Phoenix Stadium in Glendale, after spending 17 years at Sun Devil Stadium in Tempe.  | | | - The Armadillo Truck is a fast player transport capable of carrying up to five players at a time.
- In addition to the mounted GPMG, the Armadillo allows up to two players to sit in the rear and fire at targets of opportunity.
- While not quite as maneuverable as the Husky, it is capable of traveling up to 70 km/h.
- You can use the Armadillo primarily as a transport, but it can be an effective assault vehicle. Anti-Personnel Turrets will not fire upon you, even when sitting as a rear passenger-gunner, and you can use the mounted GPMG as a mobile turret
- Formerly named the Badger.
| | | | Designer of Armati, Crossfire, Spearhead, Shako and Tactica rules.
| | | The Atlanta Falcons are an American football team based in Atlanta, Georgia. They are currently a member of the National Football Conference (NFC) South division in the National Football League (NFL). The Falcons joined the NFL in 1966 as an expansion team. In their 42 years of existence, the Falcons have compiled a record of 262-386-6 with division championships in 1980, 1998 and 2004, and appeared in Super Bowl XXXIII in Miami, Florida.  | | |  The Atlantic Wall (Final) + (Service Pack 1) Author: lennyballa (USA) Service Pack by: Fynbos (GER) Atlantic_Wall_full.pk3 OCT.02.2003 2.34 MB's atlantic_wall_full_sp1.pk3 MAR.20.2005 1 KB | | | It was the return to Normandy, at the north coast of France, where the Wodanfire Forces gathered for a World Council Meeeting for tactical strategic warfare. It was the eve of disaster that was about to occur. It would unfold in dramatic fashion. The Wodanfire Forces had just won a straight victory of a battle that lasted several months, ending the year with a glorious victory. It was New Years Eve. Earlier that day, the Council was curious to see the plans that Wodan had drawn up with Rapid and Jappy. RaZR, the sharp quick-witted Prime Minister, declared a time of celebration. The troops rejoined after this meeting of the minds to bring in the new year. Little did they know from intelligience, that someone was about to crash their party. She was evil and a double agent with a sting that would put venom in your veins. Layla thought if she could dig her nails deep enough, she could infiltrate the largest organized fighting force in the world. She was drabbed in desert fatigues wearing her hair up in a black beret cap which showed a little scorpion on the front of it. Her physique would bring a man to his knees. She was robust and a strong individual with clout and magnetic eyes. She walked to the floor that was guarded at the main entrance of this large summit convention center and showed her credentials. She passed through with no interference from the guards. Across the floor she walked to find the sign that said, "Wodan's New Years Festivities". The sounds of laughter became louder. She followed the path inside to the end to see this huge banquet hall where many were drinking, eating, and talking. Some were even singing. Her eyes gazed quickly to pick out all the leaders from every division. Her agenda? To steal the Wodanfire Secret Documents! She walked over to the table where Wodan, Rapid, RaZr, Middel, and Jappy sat chanting a song they all shared before on the battlefield, "My buddy lives over the ocean! OH! OH! bring all my buddies to me!". They would change the words in the song several times to include the other leaders countries. To the left of that table was Finland leader Draco. He was reviewing some notes on his palm pilot, while Lolus, the Euro leader, sat close by, kissing his female partner in a drunken frenzy. It was then that Rapid looked at Layla with a glare asking himself, "Why is she acting unusual tonight? Very mysterious." He gazed at her a few seconds til a slap on the shoulder came from his right which was Wodan, "Rapid my friend!! Drink nog meer wijn. Dit is goed spul!" Rapid laughed and said "Sure! Huh? Wodan replied, "This means in Dutch to drink some more wine. This is good stuff!". Wodan stood up, everyone followed holding their drinks. "A toast to the future of our friends! We have fought long and hard! Happy New Year and here's to you all! ... The Friends of Wodanfire!"
Layla gazed with an evil eye of jealousy as she raised her glass with a heart ready to deceive. Her lure pulled RaZR away from the table as she put her arms around him squeezing his butt and dropping a substance into his drink at the same time. Of course RaZR didnt see this. RaZR asked her, "Why do all the women grab me like that when they can have more power from older men like Rapid and Wodan?" She winked at him with a smirk. Layla looked over RaZR's shoulder as she pushed away from him. Wodan had taken a private call walking away holding his cell-phone while placing the wine glass down next to the secret documents. RaZR picked them up immediately while taking another swigg of his wine. Wodan was recieving a message from the CIA operative in Washington, DC. It was Agent Lobo describing an attempt to steal the documents saying, "Layla the Scorpion!" Wodan showed disgust on his face as he heard this turning to his left looking back at his table from a room just outside the banquet hall. Then a burst of smoke erupted from under each table. It was sleeping gas. RaZR was too weak to hold the grasp of the documents as the banquet hall was filling with smoke. Layla placed a three minute oxygen breathing tube to her mouth that she took from inside her shirt. She clutched hard to the documents as another burst of smoke descended from the ceiling very swiftly.
Wodan dropped his cellphone knowing that something was happening and grabbed a handkerchief from his pocket to cover his mouth and nostrils. He started jolting on his feet following the figure of Layla. A huge pane window shattered from a blast just seconds before Layla was to jump through it. Rapid was close behind Wodan pursuing the scream he had heard. "The Documents! Get The Documents!" RaZR had collapsed in his chair from the ensuring sleepy substance. Many had fallen asleep from the gas. Layla jumped through the large window frame into the grass some eight feet below. A black Lamborghini waiting with its passenger door ajar had been just outside the complex some two hundred fifty feet away. Wodan was running hard as Rapid followed not far behind him. A sleepy eyed Jappy and Draco tried to catch up. Wodan jumped the window frame into the ground below as Rapid tripped himself up and fell just before the huge window frame that exited the banquet hall, watching Wodan run towards Layla heading for the gate getaway. Guards opened fire with thompsons from atop the roof towers of the convention center. They fired in front of the charging Wodan, trying to hit Layla making her escape. You can hear the sounds of repeated thumps on the soil from his feet. Layla leeped into the getaway vehicle as the black Lamborghini screeched its tires. Wodan stood eyeing the black smoke disappear with his papers. An out of breathe Rapid caught up with Wodan, "Damn women!" Wodan panting for air exclaimed, "Our day will come my friend. We will have our day once again soon. We will survive."
7 Months later ...
It was an eerie, thunderous, and damp night when the Wodanfire Forces landed on one of the island beaches of Rugen, by the northeastern coast of Germany. The Axis had captured these very important documents months before the invasion that was about to take place. Wodan was at his headquarters back in Holland. The troops would launch from the USS Heineken Destroyer off shore out at sea. Over the ships intercom, WOdan briefed the troops that would launch his fighting force on the island of Castle Wolfenstein. The fireteams readied themselves in amphibious landing crafts. The troops were dressed in covert op and navy seal outfits armed to the teeth with bowie knives and night vision headgears. They were all dressed in black. Panzers were loaded for taking out defenders in their bunkers while two flamer soldiers would charcoal broil any Axis soldiers hidden in bunker rooms.
Rapid gave the call through the fireteam headsets, "Lets go!" This action was to commence the operation called "Wodanfires Assault". The crafts were launched from one thousand yards out at sea. The mirky waters of the night slapped the front of the three crafts as they picked up a steady speed. You can hear the thunder roar and the lightning flash in the night sky. From the crafts, the soldiers can see some lights up ahead as the shoreline grew closer.
 The troops were gathered in fireteams led by Generals Jappy, Rapidfire, and RaZR. Fireteam Bravo, led by Rapidfire, consisted of AGA, Arrow, Daccer, Duckroy, Nightfall, Pigg, SirLubin, Suppush, Devoted, Atlas, UberSoldat, Danskie, and Thunderbird. Bravo attacked the beach on the east side of the shore to construct the command post. The waters were even rougher now for the landing vehicles as fireteams Alpha and Charlie slammed into the west beach shore. The amphibious craft doors rocked open with a thud. Then from its bowels emerged RaZR holding a shortwave radio walkie talkie speaking into it quietly he said, "kan wodan u me horen? kom binnen? De adelaars zijn geland", interpreted as "Wodan can you hear me? come in? The eagles have landed". Wodanfire replied, "Affirmative! Return my documents and bring them to me!" "Yes sir!", replied an obedient RaZr as Rapid listened in he remarked to Wodan, "Where there is fire, there is smoke! We will burn the bastard pigs!" Jappy dodged out into the sand gravel beach towards the west side of the shore running around the left of some barbed wire towards the West Bunker steel door with his Alpha Fireteam leading the main charge. It was Engineer Vuurhoofd who planted the dynamite. Jappy's Alpha team consisted of Freedom, Fear, Middel, Paranoide, PistolD, Roberto, Tha_Devil, TheSaint, Toolman, and Vuurhoofd. RaZR Assaulted the Battery Seawall to the east inland as his Engineer Hartska laid the blast. They armed the dynamite simultaneously from both sides. RaZR had the largest assault squad of twenty-one men and one woman, who were named Draco, Lolus, Hartska, Kaloenneli, BureZero, Blackhalo, Bo, Koratan, MadSnake, Otto, Claw, Leechmaster, Arska, WarMAster, Nikke, OonSuomesta, Muumi, Mizku, Chokolate, Temek, BruceUlldog, and Jenny. Five seconds before the blast, mortarman BureZero, supplied by Field Ops Mad_Snake, fired a melee of salvos into the Axis stronghold bunkers. The precision was on target. Panzer Soldiers OonSuomesta, Chokolate, and Mizku, fired their hits into the West Bunker and the other hightop Axis MG-bunkers. Rapid's Fireteam Bravo had built the command post and was commencing the assault to support RaZR's Fireteam Charlie as Jappys squad watched the explosion from some distance of the West Bunker door some thirty seconds later. Sirens started wailing! The Axis had awakened! "Lets go! Lets go! Vee are under zee tack! Move!" The Axis were on alert now moving to their stations. Jappy and his battalion had stormed taking over possession of the West Bunker. Leading past the West Bunker was a few steps to the foxhole trench that led to an ammo and health room not more than fifty feet off. Jappy's squad would turn left as an Axis soldier fell dead dripping blood from a slit in his neck. Another Axis soldier looked to reach for his mp40 as another knife slit his throat from behind. It was Engineer Pigg that traveled to the center to arm dynamite uder the Axis spawn window overlooking the ammo foxhole shed. Prior to this, Covert Saint stormed the topside wall over the battered Axis spawn with a grappling hook with Medic Middel to deter any defense that would hurt the Alpha Teams assault. The brave, quick thinking attack, protected Jappy and his sqaud in the beginning of this assault on the west side. They moved around the back of the West Bunker along the damp ground to turn right to a waiting MG-nest inside the doorway. An Alpha panzer opened fire killing the Axis MG soldier. By this time, a third explosion satchel charge had gone off, as Rapid took Fireteam Bravo into a charge past the broken seawall behind RaZR's fireteam. The satchel charge blew out an enemy MG-gun mounted to the left of the ladder, off the edge of the east gun bunker window heading up that bunker wall. More Axis soldiers were stationing themselves in their bunker hideaways from below. Soldier Flamer Daccer jumped into the broken wall storming up the stairs that led up to the Axis ammo and health bunker doorway, flame broiling some Axis soldiers trying to exit. Medic's AGA, Arrow, and Kalonneli, opened fire at the Axis soldiers up at the top doorway walk grate. Bravo had commenced up the ladder passing the MG-nest taking out three Axis soldiers with their thompsons. Field Ops Freedom was resupplying his squad. The dynamite was being placed at the stairwell door by Engineer Leechmaster, that led down to the suspected place where the Wodanfire Documents were being kept. A large explosion destroyed the door frame in the blast. Medic PistolD, on offense, chucked a grenade down the stairwell exploding with a burst of screams injuring and killing about five Axis soldiers. The mayhem ensued as Rapid's fireteam moved quickly to the sleeping bunkers of the enemy down below. Several were caught reaching for shoes and clothing waking to the fire of thompsons clattering their deadly night. The blood splattering walls would tell a tale forever. Flamers broiled their dead corpses. Flamer Daccer and Medic Thunderbird traveled along. Covert Nightfall threw a smoke grenade into the hallway that led to the Axis council room. The smoke filled the air with no vision for escaping enemy soldiers. Each one was picked off with knives as they fell to the cold ground in their chambers. A few Axis soldiers received a deadly dose of poisonous needles from the Bravo Medics. RaZr's Charlie Team retreated to lay explosions around the structures of the fortress, while others were outside the fortress defending its ground that was taken by the Alpha and Bravo Fireteams.  On the west assault side, Jappy had progressed with Fireteam Alpha taking them up a set of stairs through a square gunhole. Up they climbed a ladder past the Axis command post as Covert Ops Lolus satcheled their communications further inside to another room. The Panzers by the Finland force had missed the destruction of the Axis communications. Fear and Toolman gibbed the remaining life out of four injured Axis soldiers that were caught in the opening mortar and panzer barrage. The Alpha Team stormed down the the stairs that would lead to the documents that were stolen months before. Both Fireteams had entered the Axis council room at the same time. They looked on as Jappy and Rapid caught each others eyes from both sides of the room. It was now a quieter atmosphere of relief. On the table that was black from the clearing chamber smoke, they saw the winged emblem papers laying untouched and unscorched. Rapid picked them up and handed them to Jappy. Jappy called on the headset saying, "RaZR! Can you hear me? We have the Wodanfire Documents!" RaZR repled, "Affirmative! I will radio Wodan that the Assault has been successful!" Rapid spoke, "We are coming up! Get the path to the transmitters secure!" "Path Cleared!", responded RaZR's Charlie Fireteam sounding off together. Covert Ops Blackhalo ran to the Radio Transmitter at the Command Post on the east side. He handed the papers to RaZR waiting and the documents were transmitted to Wodan waiting at his headquarters.
The troops gathered atop the fortress looking out at sea watching the USS Heineken sail closer towards the shore. It was a new day as they gasped for air. The sun was rising in the distance. Off the wall to the rear of the Axis ammo and health room of the second level, is a dark dead ended hall. The troops just came down from the topside stairwell exit, to stop at the stairs that led down to the East Seawall that had been dynamited earlier. They looked over at Medic Jenny. She had gone off by herself because she had heard a sound. It was a sound of someone trying to cough quietly, hiding in the wall panel that was large enough to hold a person. She opened the steel panel and inside was Layla. Medic Jenny peeled her out with a strong tug til Layla dropped out onto the floor. Jenny dragged her into the early morning sunlight underneath the Axis camouflage netting. She asked her, "Do you have anything to say for betraying us?" Layla spit at Jenny. "Why would you do this to us?", Jenny asked as Rapid and Jappy looked on as she wiped the spit off her face. Layla retorted, "I wanted the Wodanfire Force destroyed!" Jenny replied, "What you did was make us stronger you damn *****!" Jenny reached into her medic pouch and pulled out a poison needle and injected Layla in her neck saying, "You will never see another day to attack us this way! I am sending you to meet your helldog buddies. Goodbye!" Layla turned her head and died. The forces returned to the crafts that took them to the waiting Destroyer. Watching from the distance, they saw the rocking explosion shatter from within the Island of Castle Wolfenstein. The island was destroyed and ignited by a small timed non-nuclear device so powerful that stones were dropping into the sea three miles away.
Will the Wodanfire Forces gather themselves to fight more terror? Can the Allies turn the tides of more espionage? What will the future hold for these fighting men? Only time .... will tell!
| | | The Wodanfire Purple Heart Awards are given to Advanced Members, Managers, Teachers, and Admins of the Wodanfire XPS Servers
The title of the award is called "The Wodanfire Purple Heart Award" or "TWPHA". It is given for bravery in a world that needs more fun and love. It is for the hard work performed with efforts to bring excellence to a gaming industry. Its for Members that mark great strides. Its for Admins that go out of their way to help others understand the game and enforce game rules accurately. Its our trademark for recognizing great achievements.
2005 2006 The First Wodanfire Awards are presented to the creators of Wodanfire XPS 1 & 2. Thank you from all the players from the =WF= & the Wolf-ET Gang. Wodan Jappy September 2005 The Devoted Hero (USA/CAN) for Outstanding Best Teacher/Trainer/Best Fragger WallabyGirl (EURO) for Best Player/Medic/New Full-Admin October 2005 Rapidfire (USA/CAN) for dedicated organizational skills and loyalty to the entire WF cause at Groups and the Servers InspyRon (HOLLAND) for dedicated excellence to translating for Dutch members in Groups Wodanfire and the Servers November 2005 Big_Red (USA/CAN) Best New Admin 4/Most Improved Player/Trainer for North American Division PistolD (HOLLAND) Best New Admin 4/Most Improved Player/Trainer for European Division December 2005 KingSteve (USA/CAN) for Outstanding Level 3 Adminship and TeamPlayer-ability Draco (FINLAND) for Outstanding Medic, Team Play, and Game-skills January 2006 AllireuQ (HOLLAND) Lolus (EURO) SirusVirus (USA/CAN) February 2006 SpeedballJr (BELGIUM) Hartska (FINLAND) Lobo (USA/CAN) March 2006 Solar!ze (BELGIUM) Mindhunter (FINLAND) Thunderbird (USA/CAN) Middel (HOLLAND) Kaloenneli (EURO) April 2006 Nightfall (USA/CAN) Best Co-ordinator/Mr. Teamspeak Award for Summertime 2006 Thunderbird (USA/CAN), NYC|2|CONN* (USA/CAN), Flash Gordon (EURO UK) Best =WF= 3-Man Fireteam for the Summer of 2006 winning 42 Straight Games =WF= HOLLAND August 2006 3vs3 Championship Wodanfires Assault, Falcon2, Supply Depot 2 Pigg (USA/CAN) for creating Wodanfires Assault for the Summer of 2006 This caps the 2005 - 2006 Season | | | The Wodanfire Purple Heart Awards are given to Advanced Members, Managers, Teachers, and Admins of the Wodanfire XPS Servers
The title of the award is called "The Wodanfire Purple Heart Award" or "TWPHA". It is given for bravery in a world that needs more fun and love. It is for the hard work performed with efforts to bring excellence to a gaming industry. Its for Members that mark great strides. Its for Admins that go out of their way to help others understand the game and enforce game rules accurately. Its our trademark for recognizing great achievements.
2006 2007 Koratan (EURO) 4.2 Recruiter Trainer Hartska (FINLAND) 4.2 Recruiter Trainer Fear (HOLLAND) 4.5 Section Leader Rapidfire (USA/CAN) Master Admin Assistant for WoDanFirE =WF= FINLAND 6vs6 Championship (Wodanfires Assault, Stargate 1945, Warbell) Pigg (USA/CAN) for creating the =WF=_1vs1_Final Map WoDanFirE (HOLLAND) Best Master Admin CEO/Supporter for the Wodanfire Servers September 2006 Flash Gordon (ENGLAND) LoK! (ESTONIA) Lolus* (EURO)
Draco (FINLAND)
WoDanFirE (HOLLAND)
Nightfall* (USA/CAN)
October 2006
BOBO (ENGLAND) R4bb1t (ESTONIA) BruceUlldog (EURO) Nikke (FINLAND) Freedom (HOLLAND) NYC|2|CONN* (USA/CAN) Jappy and Silverstar* Website Launch Award for Wodanfire.com #Indo.Boy~> 1vs1 Championship =WF= USA/CAN East 3vs3 Championship November 2006 WoDanFirE's Award was given to ALL WF Members Special Thanks to Henk's appreciation for his members
December 2006
Bobo (ENGLAND)
TrojaN (ESTONIA) SOisES (EURO)
Hartska (FINLAND)
Fear (HOLLAND)
RaGuN CaJuN (USA/CAN)
January to March 2007 (First Quarter)
=WF= HOLLAND 4vs4 Championship in April of 2007
April to June 2007 (Second Quarter)
=WF= HOLLAND 3vs3 Summer Tournament Championship
Summer of 2007 (Third Quarter)
RedGhost (BELGIUM)
Magfeld (EEURO)
DaveUK72 (ENGLAND)
Trojan (ESTONIA)
N-Gine (HOLLAND)
Jeff (USA/CAN)
MrCrowley (WEURO)
October to December 2007 (Last Quarter)
| B | | The Baltimore Ravens are a professional American football team based in Baltimore, Maryland. They compete in the AFC North Division of the National Football League (NFL). The Ravens have won one Super Bowl title, Super Bowl XXXV, in the 2000 season against the New York Giants.
The Baltimore Ravens came into existence after a flurry of legal activity that was triggered when Art Modell, then-owner of the Cleveland Browns, announced his intention in 1995 to relocate the team from Cleveland to Baltimore. This controversy ended when representatives of Cleveland and the NFL reached a settlement on February 8, 1996. It stipulated that the Browns' name, colors, and history of the franchise were to remain in Cleveland, including past records and the attribution of its Pro Football Hall of Fame players. A reactivated Cleveland Browns team would then begin play in 1999, while Modell's relocated club would technically and legally be a "new franchise", and an expansion team.
After relocating his franchise, retaining the current contracts of former Browns players and personnel, Modell hired Ted Marchibroda, who had previous experience with the Baltimore Colts during the 1970s and the Indianapolis Colts during the early 1990s, as head coach. Ozzie Newsome, the Browns' tight end for many seasons, joined Modell in Baltimore as director of football operations. He was later promoted to Vice President/General Manager.  | | | | !BAN ... The !ban command for the Full Admin and above has many uses. For starters, if you want to be able too see a reaction that teaches players server rules, you can do this by issuing a !ban name 99 reason or !ban name 999 reason. These are timely short kicks. There is often a time these players return and ask, "Why was I banned?" or "Did I do something wrong?" or "I couldnt get back on the server!". Here is a perfect opportunity as an Level Full Admin that teaches by a short !ban. Banning players permanently because you are impatient to teach is a poor excuse. It will only get you greater disrespect from your peers and server guests. Don't leave your work for someone else. Finish what you started. Make your notes. Always explain in an educated remark as to why you are banning a player when do*****enting your !ban in detail at the Banned Players Section at Wodanfire Groups. Let the other Members have their rights to see what happened. Other sequences of !ban are 9999 (2 hours), 99999 (1 day), 999999 (11 days), and finally 9999999 (permanent). !Ban for 9999 (2 hours) and up should be for the reasons of issues with known players that continue rule breaking of the server rules. These are issued to players that have no care or that show great disrespect on the Wodanfire Servers. Use your judgement carefully when using a !ban. Know that these players you !ban will never play again on our servers once they have been banned permanently. Put yourself in their shoes and ask yourself, "Man! He didn't give me a chance to explain! It was my first time! Sheeesh! Not even a warning! Can you imagine being a heartless dictator of spitting out bans without warns? Be sure of what you are doing with this command. One last thought is that you are on a greater microscope when you !ban players. People think you are one bad ass. Know for sure that some players know our email address and do at times elect to complain about your Admin banning. Be ready with your defense. You will be asked, if your do*****entation is not satisfactory. If you banned someone for using the =WF= Tag illegally, then no explanation is necessary.
| | | | How much bandwidth is required to host a real server, and what sv_maxrate setting should I use?
Note: The following was taken directly from the PW RtCW FAQ, the same information may not apply to Enemy Territory, stay tuned for more information as things become more clear.
Rule of thumb is to take your upstream bandwidth and divide it by the number of clients you want to serve. That will give you the rough BW required for each client, in bits per second (b/s). Then, just set your sv_maxrate accordingly.
The sv_maxrate represents the bandwidth in bytes per second (B/s), so just divide the bandwidth required (b/s) by 10 to get B/s. Yes, a byte has 8 bits, but just use 10… it’s easier to calculate and it accounts for the header and footer information used in the TCP/IP (and UDP) protocol.
So, if for example you have 500kb/s upstream bandwidth and want to host for 10 people, each client will use 50kb/s, or 50,000. 50,000 divided by 10 is 5000, so 5000 is your sv_maxrate.
| | | Hello! My name is Karlos aka =WF= Trojan. Have you been banned, kicked, muted from =WF= Servers? You wish you could play on our servers again. In another words, you want to be unbanned or you feel you got kicked or abused without reason, but you don't know what to do - maybe this can help you. If you are banned because of some kind of cheat like aimbot or wallhack, then I don't think your chances to get unbanned are that good. Well, you can try ofcourse, nobody will stop you. Ofcourse if you are banned for 2 hours or 2 days or 2 weeks then I suggest you to just wait and then come back, because then you probably did something very bad. I'm sure you were asked nicely and warned and also kicked first, before someone banned you. Q: But I'm sure I didn't do anything wrong, an admin just kicked/banned me without reason and used his admin powers?A: In this case, if you know that member's name who banned you, then find out where is this member from and contact his/her Section Leader. If you have can't remember this player name - It is OK, first take a look at Members Listand try to find admin's location from his profile. Then click on Leaders of =WF= ECK-Gaming admins and find out who is his/her Section Leader, if you have found the Section Leader that you were looking for, then send a PM to this leader and tell him what happend, atleast your side of this story. Section Leader will send you a reply saying that he/she will take care of this member. Ofcourse we will ask questions about this all from the member that banned/kicked you or abused admin powers on you and I'll promise, this member will get his punishment. If you do not want to do this privately then post your story on forums. Q: Well, actually an admin even didn't mute me. Everything is fine, but while I was playing an admin was totally abusing his powers, he was launching and throwing him/herself over the walls to the objective and also launched other people, most of them died. I do not like this, what should I do?A: Answer is actually the same like above. Q: I did everything like asked - I sent PM to Section Leader/posted on forums but I got no reply.A: Then please contact Clan Leader, you can find Clan Leader by the same way you did find Section Leader. In another words, just go to =WF= ECK-Gaming Leaders page. Q: Well, yes, I have to say that I really did something against rules and now I'm banned. I feel sorry and I would like to play again.A: Answer is simple, go and post apology on forums and then admins will decide what they are going to do with you. Q: I got banned from another server that is not a =WF= server / I got banned by PunkBuster.A: Please remember - =WF= is not: - PunkBuster: we are not PunkBuster admins, we cannot help you if PB has decided to ban you. - Server admins of all servers: We do not have control over other servers that are not =WF= Clan servers. And belive me, we do not want that kind of control in our hands. Q: I still didn't get all of this and I would like to ask something about getting unbanned etc.A: As simple as it can be - click on forums and ask there. | | |  Basic Information --------------------------------------------------------------------------------------------------------------------------- Author : TF Email address : kermo.r@gmail.com --------------------------------------------------------------------------------------------------------------------------- Map Information --------------------------------------------------------------------------------------------------------------------------- Game : Return to Castle Wolfenstein: Enemy Territory Title : base12_b1 Filename : beta 1 Release date : 21 /01/2005 Installation : Place the base12_b1.pk3 to your etmain folder, select it from the menu 'host server' or bring down the console and type: map base12_b1. --------------------------------------------------------------------------------------------------------------------------- Objectives --------------------------------------------------------------------------------------------------------------------------- Allied 1. "Destroy the base gate." 2. "Capture the forward bunker." 3. "Destroy the bunker main door." 4. "Destroy the protoype rocket." Axis 1. "Defend the base gate." 2. "Defend the forward bunker." 3. "Defend the bunker main door." 4. "Defend the protoype rocket." --------------------------------------------------------------------------------------------------------------------------- Changes --------------------------------------------------------------------------------------------------------------------------- Changes from fp -> a1: - Some clipping - Lights - Voice announcements - Fixed the allied objective description Changes from a1 -> a2: - Fixed the spawning in forward bunker problems. Changes from a2 -> b1: - new command map - new loading image - Fixed that some axis players spawn back in the beginning. - Added some clip and slick. - Changed the entrance to health & ammo house. - Changed the names of the two entrances. (Now first is 'Base gate' and second is 'Bunker Door'. Was two 'Main entrance'-s before ) - Made Axis entrance next to base gate. - Moved axis first spawns little more back to give allies a couple of extra seconds until axis get on the wall after spawning. --------------------------------------------------------------------------------------------------------------------------- Credits: --------------------------------------------------------------------------------------------------------------------------- project - for making command map more sexy Higgins for helping with the command map. Ifurita for the v2 prefab i used and help with the forward bunker. Loading image by Mistii. http://www.gamedesign-online.com - for answering my questions. http://www.splashdamage.com - for answering my questions. ---------------------------------------------------------------------------------------------------------------------------- Testing ---------------------------------------------------------------------------------------------------------------------------- you can send feedback and suggestions at kermo.r@gmail.com thanks | | |  "August 1943. The allied troops have found a secret Axis Base. It seems that some prototypes of V2 are inside this base. **The task of today is to penetrate into the base, steal the secret architect's plans of the V2. In addition the V2 Control must be destroyed. **Map by puRp0sE**Betaversion 3" JAN.19.2008 8.02 MB base55_b3.pk3 | | |  Nov. 9th, 2006 6.81 megabytes cptntriscuit@planetwolfenstein.com Baserace: Final baserace.pk3 ------------------------------------ Its a race, to build your base! Steal Construction Materials from your enemy's base and secure them at the various 'Capture Pads' located in your team's base. Different capture pads correspond to different base constructions and upgrades, so be sure to think about where you secure your Construction Materials. Capture Pads can be used multiple times to upgrade constructions. Also, constructions can be 'synergized' by completing combinations of other constructions. The first team to complete 40 constructions / upgrades or have the most completed when the timer runs out wins! | | |  Description: Its a race, to build your base! Steal Construction Materials from your enemy's base and secure them at the various 'Capture Pads' located in your team's base. Different capture pads correspond to different base constructions and upgrades, so be sure to think about where you secure your Construction Materials. Capture Pads can be used multiple times to upgrade constructions. Also, constructions can be 'synergized' by completing combinations of other constructions. The first team to complete all 40 constructions / upgrades or have the most completed when the timer runs out wins! README: ------------------------------------------------- Basic Information ------------------------------------------------- Designer : CptnTriscuit Designer2: TNR360 (MX) Made with permission from CptnTriscuit ------------------------------------------------- Map Information ------------------------------------------------- Game : Return to Castle Wolfenstein: Enemy Territory Title : Baserace Winter Filename : baserace_b3c_b3.pk3 Version : Beta 3c Release date : JUN.05.2007 6.78 MB Installation : Place the baserace_b3c.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map baserace_b3c CHANGES--- FPS Increase Winter Theme Atmosphere Effects | | | Captain Triscuit's popular Wolf ET Baserace has been reformated for ETQW. Race with your team to build your base as quickly as possible in this fast paced version of base CTF! 1.79 MB === Release Date: DEC.16.2008 | | | Basicaim beta by Zhou Yu Installation and use: -remove any previous versions from your et:qw directory -extract the pk4 into your et:qw base directory (C:Program FilesId SoftwareEnemy territory Quake Warsbase by default I think) -start up et:qw -open up the console -type si_rules sdGameRulesObjective -type "devmap basicaim/basicaim" -Enjoy Notes: This is as far as I can feasibly go with this project atm as the map script issues are beyond my control (retail etqw stops a lot of the map scripting from functioning for some unknown reason). Therefore if you want fast respawn times on the aimmap I suggest you play with warmup. Could any issues with the map please be reported in the release thread. Thanks go to: Infinity'Vimar for the idea and for testing/feedback Mordenkainen for scripting help Enjoy, Zhou ============================================ Wolf ET conversion of the original Aim Remake 1vs1 for ETQW. 205 KB === Release Date: NOV.29.2007 | | |  File type Map for "Wolfenstein - Enemy Territory" Title Battery Recharged File name battery_recharged_100.pk3 Map name battery_recharged Version 1.1.0 (Created Aug 2007) Conversion from original ET map by 2Bit (www.tibetclan.com) Installation Put the pk3 file into the etmain folder. Changes from Seawall Battery Three additional primary objectives created for allies, making four in total: destroy radar station (next to bunker) destroy gun platform destroy gun controls (same as in original map) destroy power supply (at bottom of indoor railway slope) Assault ramp moved to the slope under the gun barrel, and time taken to build increased by 50%. Original location of assault ramp smoothed to allow allies to get up slope on foot. Axis can build barricade (satchel objective) to block the new slope. Players can now reach gun and gun platform from ramp and from inside gun room. New Axis-only door added at beach top leading directly to gun room, to allow Axis to better defend the slope and the gun. New constructible (satchel objective) Axis-and-disguised-cov-op-only door added near "power supply room", to slow allied access to it via gun room assault. Allied East Spawn moved closer to the lighthouse. Axis spawn time reduced to 20 secs. More areas now permit landmines. Thanks to Splash Damage and Activision and all the authors of the original game. | | |  Battery Seawall Arena Deathmatch There are no doors. There are no objectives. 1on1 or 12on12 Deathmatch. Panzerwars too. battery_arena.pk3 3.97 MB's | | |  /SA/ Battle Arena (Beta) 1.21 MB battlearena.pk3 Homepage: http://www.clansa.cjb.net/ Author: /SA/Vincent Date: 02.02.2005 /23:12 | | | | Sent: 5/13/2007 2:28 PM ATTENTION ALL Members! ~ET KEY~ & Your Name |
Greets! We see too many WF Members asking for Admin Levels because they reformatted their computer, switched computers, reinstalled their ET, etc. For whatever reasons, We ask that ALL MEMBERS save their Wolf ET to a CD on another computer hard drive or computer, or save their Wolf ET KEY somewhere. This is your registered =WF= Name. Please DONT lose it. This is causing agreat deal of extra energy to update all the time. You make a =WF= name and keep it forever. Normally to register YOUR Name through PunkBuster for our Servers, will cost $1.00 per month or $12.00 a year. This has been provided free of charge by Henk to have your names registered this way. This is a Bonus for you having your names protected as a WF Member. What happens is many try reconnecting and the server says you have 90 seconds to change your name coz the name is registered. Save your Wolf ET Key please. Losing your ET Keys or changing your names creates more work for the clan leader Hartska in many ways. It also means Henk and I, has to change the =WF= Clan List, The Server Config, and you have to change your team profile along with SplatterLadder as well. To keep organized you must do your part. Its apparent that this is out of hand lately. Heading into a vacation season, there wont be many members around to correct this. I request that ALL Members secure their names in the next 18 days by saving and or backing up their Wolf ET Key, once you have a correct name that is registered. Many of us have never changed our =WF= Clan Names and dont have these problems because the ET Keys or Wolf ET are backed up. Please take care of the following.
HOW YOU CAN FIX THIS and help us manage =WF= better: * Save Your ET Key or Wolf ET * Update your Team Name at your Wodanfire Groups profile * Send a notice to Hartska letting him know that you will keep your current name, if you have changed it recently. * PLEASE No More reasons for changing names. This causes too much work and we are a large clan. | � Tracker Settings (optional) | Gamer's signature Enter your complete player name including color codes (^) here, if the tracker should only track this color code. This way other color-coded clan names are ignored. Leave this field empty to ignore color-coding. |
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* If you are playing at another place besides your computer, please do not put on the =WF= clan tag but rather we ask a simple thing. YourName. Thank you for your co-operation, The Wodanfire Managerial Administrators. |
Sent: 6/8/2007 5:21 PM Admins with No Mics Based on what we have been seeing, there are some members that will lose thier admin levels for not having the greatest requirement of a microphone headset to use for training, teachings, talking, scrims, etc. Some wont even reply or talk with their mics and that has caused some issues of miscommunication with other WF Members. Section Leaders must be less lenient with their members breaking this rule. Giving 2 and 3 points isnt helping, so a return to a level 4 seems appropiate for some Level 5 ad 6's. Back to basics if we must.
Sent: 6/12/2007 7:18 PM Good Gesture Policy & Admin Mics Following Mondays Board Council Meeting, =WF= BCM's put into effect a No Warn, No Kick, No Ban Policy, where any admin may not use admin powers unless they are asking players on the servers to obey the server rules first. Admins must also have a working microphone for communication with the other Admins on the Teamspeak channel for the server they are playing on. Admins that warn kick or ban short should be sharing their 5 % Admin Work with other Admins that are taking charge of the server.
Let their be no confusion. Admins will be directed to a level 4 for disobeying what the BCM's have voted into place. BCM's have noted that they dont want to see abusive admins carelessly raping the servers. This is basically a Good Gesture Policy. Admins should be courteous also to other Admins, without rude intrusiveness, by entering the servers without being on Teamspeak and assuming that they are in control. Not a nice thing to see any admin using admin commands without checking with their WF brothers or sisters first on Teamspeak.
We are looking for a summer free of problems with so many members here. |
| Sent: 7/4/2007 2:10 PM Teamspeak Changes for Summer 2007 |
Hello to all members. Some 3 weeks ago I gave reasons that all the hard work of creating team channels would be lost due to excessive channel abuse. And so it has happened and back to basics. What we have now is that members will enter at the bottom so that members will see the Wodanfire Server TS Channels at the top of the list. The Servers are to always be a priority but members wanted and chose to congregate in their own channels disrupting the order into an area where members had to ask who was watching the servers. We have found that some members were not anwering the calls to go help on the servers. Some members were scrimming on other servers, some were hanging idly, some chitchatting, but no attention to the servers when needed. The channels are quite basic showing some of the biggest priorities as to why we use Teamspeak. Some admins take it for granted that they dont have to be on Teamspeak ignoring the request to do admin work while sharing their time with other members. Ladies and Gentlemen! We dont ask you to be on TS all the time. If your admin work is done for the day, then let members on the server know that you are done doing admin work and that you did it today or for the week. Be kind and courteous in a private message if necessary. If member admins are going to use admin commands on the servers ignoring the Board Council request of June 11th, then discipline will be carried out against these members. I assure that ET Admin Mod Admins and Clan Leaders will reduce levels for any Admin Abuse. As far as for some Admins that feel that they can stick their noses up at other member admins by entering the servers to do admin work without regard to other admins is just plain selfish. We are a team. Members that treat their teammates this way will be disciplined and either reduced a level or removed from WF for repeated violations of the Good Gesture Policy. |
Notes for the First BCM of the 3rd Season. (September 10th, 2007 Monday) What the high Admins wished to speak about: * SA/CA Rights on Teamspeak (Who should have them and who shouldnt) * Teamspeak Team Channels (Master Admins Vote on whether it should return or not) * Server 1 USA Support (Bobo has proposed that Members support the XPS 1 USA Server at 5pm NY Time) * Admin School (Section Leaders requested to keep time of the missing members that miss Admin School Sep.04; There were roughly 67 to 75 that showed up with 45 members mostly unexcused; Thought that was discussed is, "Do they understand Integrity and how to impart or acquire skills?") * Excuse Post (The most easiest and courteous way to inform your team section of your absence; Being disregarded by some members) * Discipline Points (Updated to reflect the BCM's system of removing inactive WF Members; It also shows new codes for the team profile notes; Section Leaders will send a request to Rapid or Bobo to add any points using the Alpha Letters) * Section Leaders are the Primary level givers on the servers (As explained) * ALL Level 4 Full Admins are Assisstant's to Section Leaders (Section Leaders want to see Level 4's helping them out and following the principles of leadership as they are doing) * Support for Team Finland (will be assisted by MrCrowley and his West Euro) * Recruit Board (Cleanup) * New Server Commands (!scrim & !silence and several others soon) * Use of Wodanfire.com (Private Messages, watching for needed help on the forums and shoutbox, anwsering your PM's) * Recruiters (New Recruiters were added to the Membership Introduction page) During the first 30 minutes from 7:15pm to 7:45pm Holland Time, there were: Nikke, Jeff, MrCrowley, FlashGordon, Bobo, Rapidfire, Trojan
This was a closed door meeting that generated questions and concerns. Then the doors were open at 7:50pm; Others came in to discuss the thoughts above. The total Board Council Meeting discussions were at length 3 hours and 15 minutes. There was approx 32 members at todays meeting from start to finish. BCM will meet again on Thursday Sep.13.2007 @ 1:15pm NY Time 7:15pm NL Time | | |  Author: Kommando (USA) Email: kommando2000@hotmail.com 1944_beach.pk3 4.49 MB October 16th, 2003 | | |  Beer_Dump : a map by pakalatak Web page : www.pakalatak.net/et/beer_dump contact : can email this domain... if not overspamed current version : release beta 1 release date : monday, 17th of april 2006 ****************************** <<<<<<< C R E D I T S >>>>>>>>****************************** A lot of thanks to the following : - ID software and Spash Damage for ET - Splash Damage for the mapping forum - Easymapping.fr for the tuttorials & forum - MuffinMan for the spiral staircase - Pastis for his help. Perform Watten & Tobruk his [good] maps ! -My clan K#S from the "Alliance" (collection of several clans). Special thanks to Fab (D3V!L), great manager of us all ! ****************************** <<<<<<< G O A L >>>>>>>>****************************** No purpose, just have fun playing the beer race between red and blue teams (my first finished map -> just to learn) The first to build the control, the pump and to open his valve will fill his dump out of beer. If the dump reaches tha max level, the corresponding team wins ! Of course everyone drinks | | | 3 Month Wodanfire Success Report (SEPT 12th to DEC 12th, 2005: The Beginning)
In three months, the Wodanfire Clan, the Servers, and the MSN Groups, have had their share of great success for a young clan. The WF Tag for the clan hit a high of 39 out of 448 worldwide Wolf-ET clans just a month after its birth on September 12th, of 2005 . WF, which means Friends of Wodanfire, was created by the leaders Wodan and Jappy, which reside in Holland. Their idea was to create a clan that was kind and respectable which included game servers that welcome new players. Although the clan has dropped among the ranks recently, they feel it is not a time to be alarmed. Members have learned that teamwork is essential for the continued stride for excellence, instead of personal statistical goals.
On September 27th, of 2005, the leader Wodan, met another “fire” much like himself, who offered his creative talent to help organize and dedicate his time to the clan. MSN Groups Wodanfire was born. This member has had years of experience in organizing large companies and gaming world communities. His goal was to present a method and plan included, that would rank the structure in proposal ideas to the leaders. The design of the clan would be an environment relatively the same as any occupational job that many are familiar with doing. Each member would be rated and promoted according to the duties they performed and how well they accomplished their tasks at the servers and at helping others as well as posting their opinions at Groups. What began, was a joint effort that would bring the world together, thus creating the new super structure known as the largest clan in the world. The ideas were exciting to Wodan, as he and Rapidfire, sat down to discuss a board strategy that would make WF the best in the world. This was just the beginning of a worldwide friendship that would spread to all members in the WF around the world. Soon, many non-WF’s wanted a part of the action.
There are many foundational avenues that the WF has explored. Wodanfire Groups has created the grounds of which members can post their opinions. Rules for memberships, admin guidelines, server behaviour, and game rules have been prepared and created. Voice-binds, fireteams, colors WF, and awards pages, have been marked on a scrolling home welcome page. The Welcome page takes the hits and is fast approaching to exceed 4000 visits. The MSN Groups Wodanfire hit its 500th visit on October 18th, and its 1000th visit on November 5th, of 2005. The clan has a Mascot endeared by all called Firecat. The clan has a motto that says “WF-Too Damn Good”. Another motto embraced was, “All for one WF, and one WF for all”.
The server, Wodanfire XPS 1, has had a benchmark recently that not only hit the top 10 last week, but it made a stronger approach to the top five servers, with hitting the #6 best Wolf ET Server worldwide ranking on Friday, December 9th, 2005. This was the day of the sixth Stack Night, in which we will explain in the following paragraphs. This server rank was made possible only by removing the  and !restart commands that were being used by admins. The reason these commands were disabled was to produce a more stable environment of gameplay on server one. The results have been astounding and it was a wise decision of the Wodanfire counsel of managing admins for the server. The server, Wodanfire XPS 2, has had a facelift. Maps that were added are Caen, Venice, and Temple. These maps make the campaign much more desirable to play, given that the ET-admin client was updated to the newer 0.6.2 version. Server 2 has configs incorporated successfully and has proven reliable in holding players XP for 24 hours. It has been reliable for some several weeks now. It has become the backbone of Wodanfire with server one at the forefront leading the charge.
The total capacity of WF has been divided into two teams called WF-USA/CAN and WF-NL/EURO, in what followed, was the huge success of using Teamspeak with the use of fireteams. What was essential here, was to break down the time zones that separated the clan. After counsel, on October 29th, 2005, several members, admins, along with the leaders, adopted this idea. The clan had made plans for their future to clash out a friendly rivalry in practice scrimmages against the Best of ET, at Server 1, in what has become known as “Stack Night Friday”. A very popular, work week ending, fun get together, that keeps the clan strong and in shape. This Stack has been made very successful with the teams using Teamspeak. Recently on Dec. 9th, the clan had won 31 games and lost only 2. An 18 game win streak for starters and ending the stack in a 12 game win streak. All because of Teamspeak where members hear each other audibly. This Stack Night was made possible while ongoing discussions were brought up about having scrims against other well known clans. While this was not evident, the clan commenced their “Debacle of Disaster” and Stack Night Friday was born on Friday, November 4th, of 2005. It was the most destructive, intense, and organized fireteams, the young Wodanfire clan has ever seen to that date. Stack was created so that WF was allowed to stack the hands once a week, in practice, while the inavailabilty of a practice server was in the works. This method was incorporated as to not discourage regular players during the week that played at server one. It is the only time the rules of stack are allowed.
The Admins have been given a overhauling with new members being trained to maintain the servers with respect. Each higher Admin 4 was asked to perform some specific duty that would alleviate the Leaders daily tasks. The many duties of responsibility choices are sending emails to missing members, translating, opinions, proposals, replying assistance to members at Groups, accurate server watch, admin conferences, explanations, and of course, teaching as an example. They were given guidelines and examples to follow through reading the pages created at MSN Groups for teaching game rules. In addition, “Admin School” has been created on Teamspeak which has been a great success at correcting the language barriers from the many different countries worldwide that make up the WF Clan. These consist of members from WF that speak their countries languages appointed as leaders to teach in translation. You may see the Admin origin tongue by selecting the “=WF=Clan EURO/NL” tab at Groups. Rules have been translated by a dedicated staff member, Ron, a Level 4 Admin, as his work for the leader and the clan. This has been done in Dutch translation only, in favor for the leaders Wodan and Jappy, who are the founders of the Wodanfire Servers. Speaking english is the primary rules of the servers and there are three main Level 4 Admins that are the primary leaders of the “Admin School”. Their goals is to have all WF members and admins think alike so there is no confusion between the many differences and languages. Consistency will be a benchmark for all new admins to think alike at the servers regulating and enforcing the rules. The leaders have expressed their concern in this matter and have embraced admins InspyRon, Razr-Bav, and Nick Rapidfire, to organize this education on Teamspeak.
Admins for the Euro-WF will be divided by class country language with each explaining the rules and server maintenance to those of lower admin levels on Teamspeak. They will also teach relative the same of their equal admin levels. The responsibility will fall upon these admins of different languages to translate the meaning of quote, “All thinking the same consistently”, just as the leaders perception of the server and the MSN Groups. For all different speaking admins, they will take friendly, into their wings, members that need assistance, which is the activity of contributing to the fulfillment of a need or furtherance of an effort or purpose for the WF Clan.
We have touched on many subjects regarding this measure of Admin Training. The clan will speak on player/member training in upcoming forums discussed by the Leaders and Admins during their conferences. Due to costs of running a server, there will be options available for members to make donations for added maps. This is due to the expense of download capacities that are reached in a 24-hour time span to the server. The WF Clan Managers will maintain what is in their capacity to do what is reasonable. The Birthdays and My National Profile will be a consistent ground of registration for any members before they receive any admin level entry 1 or any other higher admin level. What has been discussed is that, no member or admin is to present themselves a poor example of leadership. All admins must represent the leaders wishes. Members/Admins are to show resepct to the best of their ability according to the guidelines, as discussed by the Managerial Forums. The Leaders have expressed and have cancelled members that have not cared for their responsibility.
Members are to look forward to great things in the future of our brother and sisterhood with great anticipation in the Friends of Wodanfire Clan. There are many new strides up ahead that the clan has not met or has encountered as of yet. With that thought in mind, we close out this report wishing you all a Happy New Year and a very Merry Christmas with great joy! God Bless and good game!!! (This letter was created on December 21st, 2005)
Thank you for being a special part of the Friends of Wodanfire!
The Wodanfire Managerial Team
Great minds discuss ideas;
Average minds discuss events; Small minds discuss people. | | |  Installation: ------------- extract the PK3 using WINZIP, or WINRAR into your Etmain folder. Something like this (C:Program FilesWolfenstein - Enemy Territoryetmain) Run the game, and play. Bergheim Beta - the making of: ---------------------------- Map, Script, Command map : Bob Le Roux (http://www.gamedesign-online.com/) Command map : Burniole MAY.04.2007 13.8 MB's Author: Bob le Roux (FR) Detail Brushwork : Lowlife / Marko Map Description: ----------------- The battle front is constantly advancing within german lands. Allies have reached the small town of Bergheim that they need to take over in order to have an advanced settlement. It's a strategic position for the outcome of the war. Note: ----------------- This map is at a BETA testing stage, meaning there is still quite a bit of work to do on the map to improve it. Any ideas, suggestions, bug reporting are more than welcome on the www.gamedesign-online.com forums. The main point we'd like to focus on with this public beta release is map balance. A new spawn has been added since the last version of the map, hoping it will even it off a little. | | |  Berserk Tournament Edition berserk_te.pk3 7.80 MB's | | | ***Fireteam Binds are at the lower half of this page*** How to use Voice Vsays and Binds for Wolfenstein Enemy Territory
Keys you can bind to are: All the alphanumeric keys A-Z and 1-0, plus: - = [ ] ' # , . / and: ESCAPE, F1-F12, PAUSE, BACKSPACE, TAB, SEMICOLON, ENTER, SHIFT, CTRL, ALT, SPACE, INS, HOME, PGUP, DEL, END, PGDN, UPARROW, DOWNARROW, LEFTARROW, RIGHTARROW, KP_SLASH, *, KP_MINUS, KP_PLUS, KP_ENTER, KP_5, KP_UPARROW, KP_LEFTARROW, KP_RIGHTARROW, KP_DOWNARROW, KP_HOME, KP_END, KP_PGUP, KP_PGDN, KP_INS, KP_DEL Ok, well I had some people ask me how I say some of the extra stuff that isn't in the "V" menu =). well, this is it. I will do my best, after all i've just started doing these myself. if you don't want to bind one bring down your console with the ~ (tilda) key then type /vsay eg /vsay fthealme will make him say heal me! If you want to bind a voice command to a key bring down your console again and type this.. /bind vsay for example /bind j vsay fthealme so now everytime you press J it will say 'heal me!' and it usually sounds like he's in pain too, especially if your axis.
Here is a few commands to play with "cover me" FTCoverMe "Fall Back" FTFallBack "Deploy Mortar" FTMortar "Heal the Squad!" FTHealSquad "Revive ME!" FTReviveMe "Check for land mines" FTCheckLandMines "Infiltrate!" FTInfiltrate "ATTACK!" FTAttack
there is a TON more im sure. Have fun people You can issue the reguar 'general' voice chats, either to the whole Fireteam or specific individuals:
(courtesy of Wolfenstein 4 Dummies) -- ----------------------------------------------------------------------------------
Listing of Voice Chat menu with their console [vsay_string] equivilents:
General Voice Chats
1. Statements 11 - Path cleared. - PathCleared 12 - The enemy is weakened. - EnemyWeak 13 - All clear. - AllClear 14 - Incoming! - Incoming 15 - Fire in the hole! - FireInTheHole 16 - I'm defending. - OnDefense 17 - I'm attacking. - OnOffense 18 - Taking fire! - TakingFire 19 - Mines cleared. - MinesCleared 10 - Enemy in disguise. - EnemyDisguised
2. Requests 21 - Medic! - Medic 22 - I need ammo! - NeedAmmo 23 - I need backup! - NeedBackup 24 - We need an engineer! - NeedEngineer 25 - Cover me! - CoverMe 26 - Hold fire! - HoldFire 27 - Where to? - WhereTo 28 - We need Covert Ops! - NeedOps
3. Commands 31 - Follow me! - FollowMe 32 - Let's go! - LetsGo 33 - Move! - Move 34 - Clear the path! - ClearPath 35 - Defend our objective! - DefendObjective 36 - Disarm the dynamite! - DisarmDynamite 37 - Clear the mines! - ClearMines 38 - Reinforce the offense! - ReinforceOffense 39 - Reinforce the defense! - ReinforceDefense
4. Talk 41 - Yes! - Affirmative 42 - No! - Negative 43 - Thanks a lot! - Thanks 44 - You're welcome. - Welcome 45 - Sorry! - Sorry 46 - Oops! - Oops
5. Global 51 - Yes! - Affirmative 52 - No! - Negative 53 - The enemy is weakened. - EnemyWeak 54 - Hi! - Hi 55 - Bye. - Bye 56 - Great shot! - GreatShot 57 - Yeah! - Cheer 581 - Thanks a lot! - Thanks 582 - You're welcome. - Welcome 583 - Oops! - Oops 584 - Sorry! - Sorry 585 - Hold your fire! - HoldFire 586 - Good game! - GoodGame
6. Function Just defaults to the function of your selected class - you cannot choose to say you are a class that you are not via the menu. Console command: wm_sayplayerclass or IamSoldier IamMedic IamEngineer IamFieldOps IamCovertOps
7. Objectives 71 - Command acknowledged! - CommandAcknowledged 72 - Command declined! - CommandDeclined 73 - Command completed! - CommandCompleted 74 - Destroy the primary objective! - DestroyPrimary 75 - Destroy the secondary objective! - DestroySecondary 76 - Destroy the construction! - DestroyConstruction 77 - Construction underway! - ConstructionCommencing 78 - Repair the vehicle! - RepairVehicle 79 - Destroy the vehicle! - DestroyVehicle 70 - Escort the vehicle! - EscortVehicle
------------------------------------------------------------------------------------
FIRETEAMS
In addition to the general team voice chats, you can call Fireteam 'attack!' or Fireteam 'fallback!'.
By selecting different Fireteam members, other options are available, depending upon the class of the players you have selected:
Soldiers Fireteam Voice Chats Soldier, covering fire! - FTCoveringFire Deploy mortar! - FTMortar
Medics Fireteam Voice Chats Heal the squad! - FTHealSquad Heal me! - FTHealMe (will show a medic icon over head) Revive team mate! - FTReviveTeamMate Revive me! - FTReviveMe (will show a medic icon over head)
Engineers Fireteam Voice Chats Destroy objective! - FTDestroyObjective Repair objective! - FTRepairObjective Construct the objective! - FTConstructObjective Deploy landmines! - FTDeployLandmines Disarm landmines! - FTDisarmLandmines
Field Ops Fireteam Voice Chats Call airstrike! - FTCallAirStrike Call artillery! - FTCallArtillery Call mortar barrage! - FTMortarBarrage Resupply squad! - FTResupplySquad Resupply me! - FTResupplyMe (will show a ammo icon over head)
Covert Ops Fireteam Voice Chats Explore area! - FTExploreArea Explore at co-ordinates! - FTExploreAtCoordinates Destroy satchel objective! - FTSatchelObjective Infiltrate! - FTInfiltrate Go undercover! - FTGoUndercover Provide sniper cover! - FTProvideSniperCover
The above commands ONLY available if you have selected the appropriate class of player in your Fireteam.
------------------------------------------------------------------------------------- Using Voice Chats in Key Binds
Global Voice Chat vsay [vsay_string] eg vsay GoodGame
Team Voice Chat (to whole team) vsay_team [vsay_string] eg vsay_team NeedBackup
Fireteam Voice Chat
vsay_buddy [class_number] [number_of_players] [list_of_players_fireteam_IDs] [vsay_string]
where: class_number can be -1=any class, 0=soldier, 1=medic, 2=engie, 3=fieldops 4=covertops.
I'm not sure what number_of_players option is about but Wolfenstein 4 Dummies says to specify zero.
And likewise, the player id is not very useful for a key bind so omit them from any binds you want to use.
example to say command to all classes in Fireteam: vsay_buddy -1 0 needbackup
example to say command to Fireteam fieldops: vsay_buddy 3 0 ftcallartillery
(Thanks again to Wolfenstein 4 Dummies for publishing these commands)
| | | | bind "w" "_forward" "" "default" bind "s" "_back" "" "default" bind "a" "_moveleft" "" "default" bind "d" "_moveright" "" "default" bind "x" "_prone" "" "default" bind "y" "_prone" "" "default" bind "SPACE" "_moveup" "" "default" bind "c" "_movedown_kbd" "" "default" bind "q" "_leanleft" "" "default" bind "e" "_leanright" "" "default" bind "SHIFT" "_sprint" "" "default" bind "CTRL" "_speed" "" "default" bind "g" "_throwGrenade" "" "default" bind "1" "_weapon0" "" "default" bind "2" "_weapon1" "" "default" bind "3" "_weapon2" "" "default" bind "4" "_weapon3" "" "default" bind "5" "_weapon4" "" "default" bind "6" "_weapon5" "" "default" bind "r" "_reload" "" "default" bind "f" "_activate" "" "default" bind "CAPSLOCK" "_tophat" "" "default" bind "h" "_grenadenext" "" "default" bind "-" "_stroyDown" "" "default" bind "=" "_stroyUp" "" "default" bind "," "zoomOutCommandMap" "" "default" bind "." "zoomInCommandMap" "" "default" bind "o" "toggle g_showwaypoints 0 1" "" "default" bind "t" "clientMessageMode" "" "default" bind "z" "clientMessageMode 1" "" "default" bind "v" "_context" "" "default" bind "TAB" "_showScores" "" "default" bind "m" "_taskmenu" "" "default" bind "n" "_commandmap" "" "default" bind "l" "_limbomenu" "" "default" bind "PAUSE" "pause" "" "default" bind "TAB" "_menuNavForward" "" "menu" bind "TAB" "_menuNavBackward" "SHIFT" "menu" bind "TAB" "_menuNavBackward" "RIGHTSHIFT" "menu" bind "ESCAPE" "_menuCancel" "" "menu" bind "ENTER" "_menuAccept" "" "menu" bind "KP_ENTER" "_menuAccept" "" "menu" bind "ESCAPE" "_menuCancel" "" "bindmenu"
bind "MOUSE1" "_attack" "" "default" bind "MOUSE2" "_altattack_kbd" "" "default" bind "MOUSE3" "_shroudAbility2" "" "default" bind "MOUSE4" "give leyenergy 100" "" "default" bind "MOUSE5" "_shroud" "" "default"
bind "MWHEELDOWN" "_weapswap" "" "default" bind "MWHEELUP" "_weapswap" "" "default" bind "ALT" "_melee" "" "default"
bind "f" "_use" "" "default" bind "g" "_throwGrenade" "" "default" bind "e" "give health" "" "default" bind "q" "give ammo" "" "default" bind "j" "vote y" "" "default" bind "n" "vote n" "" "default" bind "x" "kill" "ALT" "default" // Selfkill bind "RIGHTALT" "_teamvoice" "" "default" // Voice bind "RIGHTCTRL" "_voice" "" "default" // Voice bind "LEFTSHIFT" "_sprint" "" "default" bind "SHIFT" "_togglesprint" "" "default" bind "CTRL" "_movedown_kbd" "" "default"
bind "KP_UPARROW" bind "KP_DOWNARROW" bind "KP_5" bind "KP_RIGHTARROW" bind "KP_LEFTARROW" bind "KP_ENTER" bind "KP_INS" "_use" "" "default" bind "KP_END" bind "KP_PGDN"
bind "DEL" "in_restart" bind "END" "_ready" "" "default" bind "HOME" bind "INS" bind "PGUP" "timeScale 10; echo Timescale 10" bind "PGDN" "timeScale 1; echo Timescale 1"
bind "SPACE" "_waitForDeploy" "" "dead" bind "c" "_waitForMedic" "" "dead"
bind "F1" "clientTeam allied; clientClass medic_allied; addchatline '^4Resistance'" "" "default" bind "F2" "clientTeam axis; clientClass medic_axis; addchatline '^1Axis'" "" "default"
bind "F5" "clientClass engineer_axis; clientClass engineer_allied; addchatline '^1ENGINEER'" "" "default" bind "F6" "clientClass soldier_axis; clientClass soldier_allied; addchatline '^1SOLDIER'" "" "default" bind "F7" "clientClass medic_axis; clientClass medic_allied; addchatline '^1MEDIC'" "" "default"
bind "F5" "toggle r_skipAtmosphere 0 1" "" "ALT" bind "F6" "toggle r_shadows 0 1" "" "ALT" bind "F7" "toggle g_showHud 0 1" "" "ALT" bind "F8" "toggle r_showshadowcount 0 2" "" "ALT" bind "F9" "toggle r_showlightcount 0 1" "" "ALT"
bind "F10" "toggle g_showWayPoints 0 1" "" "default" bind "F11" "screenshot" "" "default" bind "F12" "toggleNetDemo" "" "default"
bind "LEFTARROW" "clientquickchat allied/quickchat/soldier/voicecomm/neg" bind "UPARROW" "clientquickchat axis/quickchat/soldier/context/needammo" bind "DOWNARROW" "clientquickchat allied/quickchat/soldier/context/needrevive" bind "RIGHTARROW" "clientquickchat allied/quickchat/soldier/voicecomm/affirm"
bind ")" "com_unlock_timingmethod 0" bind "(" "com_unlock_maxFPS 500"
| | | BitLocker Drive Encryption is a full disk encryption feature included with Microsoft's Windows Vista Ultimate, Windows Vista Enterprise and Windows Server 2008 operating systems designed to protect data by providing encryption for entire volumes. By default it uses the AES encryption algorithm in CBC mode with a 128 bit key, combined with the Elephant diffuser for additional disk encryption specific security not provided by AES. BitLocker is only available in the Enterprise and Ultimate editions of Windows Vista. In the RTM release of Windows Vista, only the operating system volume could be encrypted using the GUI and encrypting other volumes required using WMI-based scripts included in Windows Vista in the %Windir - System32 folder. An example of how to use the WMI interface is in the script manage-bde.wsf, that can be used to set up and manage BitLocker from the command line. With Windows Vista Service Pack 1 and Windows Server 2008, volumes other than the operating system volume can be BitLocker-protected using the graphical Control Panel applet as well. Overview There are three implementation models for BitLocker encryption. Two models require a cryptographic hardware chip called a Trusted Platform Module (version 1.2 or later) and a compatible BIOS. A third model does not have the TPM chip requirement:
- Transparent operation mode: This mode exploits the capabilities of the TPM 1.2 hardware to provide for a transparent user experience—the user logs onto Windows Vista as normal. The key used for the disk encryption is sealed (encrypted) by the TPM chip and will only be released to the OS loader code if the early boot files appear to be unmodified. The pre-OS components of BitLocker achieve this by implementing a Static Root of Trust Measurement—a methodology specified by the Trusted Computing Group. This mode is vulnerable to a cold boot attack, as it allows a machine to be booted by an attacker.
- User authentication mode: This mode requires that the user provide some authentication to the pre-boot environment in order to be able to boot the OS. Two authentication modes are supported: a pre-boot PIN entered by the user, or a USB key.
The third model, without the TPM chip requirement: - USB Key Mode: The user must insert a USB device that contains a startup key into the computer to be able to boot the protected OS. Note that this mode requires that the BIOS on the protected machine supports the reading of USB devices in the pre-OS environment.
The following permutations of the above are supported, all with an optional escrow key in Active Directory: - TPM only
- TPM + PIN
- TPM + PIN + USB Key
- TPM + USB Key
- USB Key
Operation
Contrary to the official name, BitLocker Drive Encryption is a logical volume encryption system. A volume may or may not be an entire drive, and can span one or more physical drives. Also, when enabled TPM/Bitlocker can ensure the integrity of the trusted boot path (e.g. BIOS, boot sector, etc.), in order to prevent most offline physical attacks, boot sector malware, etc. In order for BitLocker to operate, the hard disk requires at least two NTFS-formatted volumes: one for the operating system (usually C:) and another with a minimum size of 1.5GB where the operating system boots from. BitLocker requires the boot volume to remain unencrypted, so it should not be used to store confidential information. Unlike previous versions of Windows, Vista's "diskpart" command-line tool includes the ability to shrink the size of an NTFS volume so that the system volume for BitLocker can be created. A tool called the "Bitlocker Drive Preparation Tool" is also available from Microsoft that allows an existing volume to be shrunk to make place for a new boot volume, and for the necessary bootstrapping files to be transferred to it.
Once an alternate boot partition has been created, the TPM module needs to be initialized (assuming that this feature is being used), after which the required disk encryption key protection mechanisms such as TPM, PIN or USB key are configured. The volume is then encrypted as a background task, something that can take a considerable amount of time with a large disk. Only once the whole volume has been encrypted are the keys protected, and it considered secure.
Encrypting File System may be used in conjunction with BitLocker to provide protection once the operating system kernel has been loaded. Since BitLocker decrypts on-disk files before the Windows operating system has loaded (and thus outside of the operating system context), all file operations from the perspective of the operating system will proceed as if there is no encryption on the files being accessed by the operating system. Protection of the files from processes/users within the operating system can only be performed using encryption software that operates within Windows, such as Encrypting File System. BitLocker and Encrypting File System therefore offer protection against different classes of attacks.
In Active Directory environments, BitLocker supports optional key escrow to Active Directory, although a schema update may be required for this to work (i.e. if the Active Directory Directory Services are hosted on a Windows version previous to Windows Server 2008).
Other systems like BitLocker can have their recovery key/password entry process could be spoofed by another bootmanager or OS install. Once the spoofed software captured the secret, it could be used to decrypt the VMK, which would then allow access to decrypt or modify any information on the user's BitLocker-encrypted hard disk. By configuring a TPM to protect the trusted boot pathway, including the BIOS and boot sector, this threat can be removed.
Security Concerns
According to Microsoft sources, BitLocker does not contain an intentionally built-in backdoor; there is no way for law enforcement to have a guaranteed passage to the data on the user's drives that is provided by Microsoft. The possible existence of a backdoor has been one of the main concerns among power-users since the announcement of built-in encryption in Vista. Although the AES encryption algorithm used in Bitlocker is in the public domain, its actual implementation in BitLocker, as well as other components of the software, are closed source. The code is available for scrutiny by selected Microsoft partners and enterprises, subject to a non-disclosure agreement, however the wider security community cannot independently verify that there is not a backdoor built into the product and has to take Microsoft's word in this regard.
The "Transparent operation mode" and "User authentication mode" of BitLocker use the TPM hardware to detect if there are unauthorized changes to the pre-boot environment, including the BIOS and MBR. If any unauthorized changes are detected, BitLocker requests a recovery key on a USB device, or a recovery password entered by hand. Either of these cryptographic secrets are used to decrypt the Volume Master Key (VMK) and allow the bootup process to continue.
Nevertheless, in February 2008, a group of security researchers published details of a straightforward cold boot attack that allows a Bitlocker-protected machine to be compromised by booting the machine off a USB device into another operating system, then dumping the contents of pre-boot memory. The attack relies on the fact that DRAM retains information for up to several minutes (or even longer if cooled) after power has been removed. Use of a TPM module alone does not offer any protection, as the keys are held in memory while Windows is running, although two-factor authentication, i.e. using TPM together with a PIN, offers better protection for machines that are not powered on when physical access to them is obtained. Similar full disk encryption mechanisms of other vendors and other operating systems, including Linux and Mac OS X, are vulnerable to the same attack. The authors recommend that computers be powered down when not in physical control of the owner (rather than be left in a "sleep" state) and that a password also be required to boot the machine.
BitLocker can also operate in a "USB Key"-only mode. The security risk in this case is that the key is left with the computer, or that a malicious program (either pre-boot or post-boot Windows malware) could read the startup key off of the USB Key and store it. It could be used later to decrypt and access the BitLocker-secured hard disk. This risk can be reduced by removing the USB Key from the USB port before Vista completely starts up. This should prevent post-boot malware from capturing the key, or the key being stolen together with the computer.
Lastly, all software-based encryption systems are vulnerable to various side channel attacks such as acoustic cryptanalysis and hardware keyloggers.
See also - Disk encryption
- Full disk encryption
- Disk encryption software
- Features new to Windows Vista
- List of Microsoft Windows components
- Vista IO technologies
| | | | Board games use as a central tool a board on which the players' status, resources, and progress are tracked using physical tokens. Many also involve dice and/or cards. Most games that simulate war are board games (though a large number of video games have been created to simulate strategic combat; see "Video Games" below), and the board may be a map on which the players' tokens move. Virtually all board games involve "turn-based" play; one player contemplates and then makes a move, then the next player does the same, and a player can only act on their turn. This is opposed to "real-time" play as is found in some card games, most sports and most video games.
Some games, such as chess and Go, are entirely deterministic, relying only on the strategy element for their interest. Children's games, on the other hand, tend to be very luck-based, with games such as Candy Land having virtually no decisions to be made. Most other board games combine strategy and luck factors; the game of backgammon requires players to decide the best strategic move based on the roll of two dice. Trivia games have a great deal of randomness based on the questions a person gets. German-style board games are notable for often having rather less of a luck factor than many board games.
Board game groups include Race games, Roll-and-move games; Abstract strategy games; Word games and Wargames as well as the Trivia and German-style board games mentioned above. Some board games fall into multiple groups and even incorporate elements of other genres; Cranium is one popular example, where players must succeed in each of four main skills: artistry, live performance, trivia, and language skill.
| | | | Founder of Piquet and designer of the Piquet wargame series.
| | | How can I boost my system performance for Enemy Territory?Wolfenstein: Enemy Territory allows you to customize your settings so that you can improve the visuals or decrease them. Some of them have a greater impact on performance than others. Below are some settings that will improve your performance, but at the expense of the visuals:
Set the system options to 'Fastest'
com_maxfps (set to a high number i.e 400)
cg_atmosphericeffects 0
cg_wolfparticles 0
r_fastsky 1
r_picmip 3
cg_drawgun 0 | | | bot_debug - Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1
- type: bool (cheat)
- default: 0 (false)
bot_debugMapScript - Allows you to debug the bot script.
- type: bool (cheat)
- default: 0 (false)
bot_doObjectives - 0 = bots let the player play the hero, with the bots filling a supporting role, 1 = bots do all the major objectives along with the player
- type: bool
- default: 1 (true)
bot_drawActionDist - How far away to draw the bot action info. Default is 2048
- type: float (cheat)
bot_drawActionGroupNum - Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled.
- type: int (cheat)
bot_drawActionNumber - Draw a specific bot action only. -1 = disable
- type: int (cheat)
bot_drawActionRoutesOnly - Draw only the bot actions that have the defined route.
- type: int (cheat)
bot_drawActions - Draw the bot's actions.
- type: bool (cheat)
- default: 0 (false)
bot_drawActionTypeOnly - Draw only actions that have a gdf/strogg goal number matching the cvar value. Check the bot manual for goal numbers. -1 = disabled.
- type: int (cheat)
bot_drawActionVehicleType - Draw only the actions that have this vehicleType set. -1 = disable
- type: int (cheat)
bot_drawActionWithClasses - Draw only actions that have a validClass set to anything other then 0 ( 0 = any class ).
- type: bool (cheat)
- default: 0 (false)
bot_drawActiveActionsOnly - Draw only active bot actions. 1 = all active actions. 2 = only GDF active actions. 3 = only Strogg active actions. Combo actions, that have both GDF and strogg goals, will still show up.
- type: int (cheat)
bot_drawActiveRoutesOnly - Only draw the active routes on the map.
- type: bool (cheat)
- default: 0 (false)
bot_drawBadIcarusActions - Draw actions with an icarus flag, that aren't in a valid vehicle AAS area.
- type: bool (cheat)
- default: 0 (false)
bot_drawClientNumbers - Draw every clients number above their head
- type: bool (cheat)
- default: 0 (false)
bot_drawDefuseHints - draw the bot's defuse hints.
- type: bool (cheat)
- default: 0 (false)
bot_drawIcarusActions - Draw actions with an icarus flag, that appear valid to the AAS.
- type: bool (cheat)
- default: 0 (false)
bot_drawNodeNumber - draw a specific vehicle path node
- type: int (cheat)
bot_drawNodes - draw vehicle path nodes
- type: bool (cheat)
- default: 0 (false)
bot_drawObstacles - Draw the bot's dynamic obstacles in the world
- type: bool (cheat)
- default: 0 (false)
bot_drawRearSpawnLocations - Draw the rear spawn locations for each team
- type: bool (cheat)
- default: 0 (false)
bot_drawRouteGroupOnly - Only draw routes that have the groupID specified.
- type: int (cheat)
bot_drawRoutes - Draw the routes on the map.
- type: bool (cheat)
- default: 0 (false)
bot_followMe - Have the bots follow you in debug mode
- type: int (cheat)
bot_godMode - Set to the bot client you want to enter god mode. -1 = disable.
- type: int (cheat)
bot_hud - Print out the bots debug info onto the players HUD. Set to the clientNum of the bot to debug. 0 = disable. Make sure bot_debug is 1.
- type: int (cheat)
bot_ignoreEnemies - If set to 1, bots will ignore all enemies. Useful for debugging bot behavior
- type: int (cheat)
bot_ignoreGoals - If set to 1, bots will ignore all map objectives. Useful for debugging bot behavior
- type: int (cheat)
bot_minClients - Keep a minimum number of clients on the server with bots and humans. -1 to disable
- type: int [-1, 32]
bot_minClientsMax - Maximum allowed value of bot_minClients. Only affects the in-game UI.
- type: int [-1, 32] (init)
bot_pause - Pause the bot's thinking - useful for screenshots/debugging/etc
- type: bool (cheat)
- default: 0 (false)
bot_showPath - Show the path for the bot's client number. -1 = disable.
- type: int (cheat)
bot_spectateDebug - If enabled, automatically sets the debug hud to the bot being spectated
- type: bool (cheat)
- default: 0 (false)
bot_testPathToBotAction - based on which aas type aas_test is set to, will test to see if a path is available from the players current origin, to the bot action in question. You need to join a team for this to work properly! -1 = disabled.
- type: int (cheat)
bot_threading - enable running the bot AI in a separate thread
- type: bool
- default: 1 (true)
bot_useDeployables - 0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables
- type: bool
- default: 1 (true)
bot_useVehicles - 0 = bots dont use vehicles, 1 = bots do use vehicles
- type: bool
- default: 1 (true)
| | |  Bramburg Dam (et_dam) Beta 1 for ET 6.90 MB AUG.24.2007 This is a conversion of Bramburg Dam (mp_dam) designed and released by Splashdamage for Return to Castle Wolfenstein. It is based on the corresponding map 'dam' which was part of RTCW 1.0 single player campaign. All credits go to the developers at Splashdamage who designed this great map for RTCW, so in no way you are allowed to make money with it. I left layout and gameplay widely untouched. This map conversion was built for fun only, so don’t expect much from it. I’m just a hobby mapper. Probably best played with a maximum of 6-8 players per team, as the map isn't very large and gameplay extends only to a limited part of it (most of the axis side of the dam isn't really involved). The map surely isn’t suitable for large public servers with 30+ players. Stopwatch-mode should be cool, having map concept and objectives layout in mind. Few notes: 1) There is a map-entry called "et_dam" in the database of splatterladder.com, however, there is no info or download-link and I have never ever heard of such a map before or seen it somewhere for ET. So, if there's a conversion out already that I'm not aware of ... here's another. So what, it's just a fun project anyway. 2) Yes, this map is dark. So was mp_dam. 4) Changes: - mapscript & several entities related to spawning reworked to fit ET needs. - timelimit raised by 5 min to 15 min. - some RTCW-only textures replaced by ET-textures - most RTCW-sounds replaced with comparable stock ET-sounds - most RTCW-models replaced with comparable stock ET-models - terrain re-textured using DotProduct2 shader + Alpha Fade system. Credits to Simon "Sock" O'Callaghan. Why a beta? Simple: I have no clanmates for map-testing as I have no clan. You’re the guinea-pigs. Ah yes, the commandmap is crappy, no doubt. If you’re a Photoshop-guru and want to help out: you are welcome, I'll send you the tracemap! (I’m serious!) If there's no input at all, I'll just see what errors I can find myself and throw out a 'final'. Contact me for error reports or suggestions: urachus@web.de Cheers, pr0t3st a.k.a. Ramon To-Do list: - add splashdamage-logo (poster?) - fix textures here and there - Add texture-layer (moon) to sky-shader? - do better terrain lightening/alpha- and phong-shading, maybe - get a better command map … hmmh - fix camerascript for the spotlights at the dam towers. They do some weired movements at mapstart. | | |  Basic Information ---------------- Author : Brevik Email address : andy_tma_walker@hotmail.com ---------------- Map Information ---------------- Game : Return to Castle Wolfenstein: Enemy Territory Title : braundorf_b4 Filename : braundorf_b4.pk3 Version : Beta 4 Version Release date : 07/10/2005 Decription : A small sized map designed for competition and public play Installation : Place the braundorf_b4.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map braundorf_b4. ---------------- Objectives ---------------- # The Allies need to blow the main and side entrances to gain access to the bunker to blow the bunker controls # The Axis need to stop the Allies from doing the above ---------------- Additional Map Information/Credits ---------------- Changes from B2 - B3: - New spawn exit from Axis bunker spawn - Voice announcements for objectives (particularly capturable middle spawn) - Clipping in certain areas Changes from B3 - B4: - Addition of tracemap... Prefabs and thanks: Shelving and bunk bed prefabs from http://www.drakir.tk <-- superb resource site Ifurita for the command map, the fantastic command map icons, and the barracks sign, not to mention the advice, help and inspiration. blushing_bride for his advice, and texture/architectural input. life for his advice on map making (especially lighting) and the rest of the people in the Night Watch clan for all their help and positive/constructive comments during testing Kekkyoku and Prophet from the NA comp community for input/feedback and inspiration to get the next version released. The ETNation forum community for feedback and constructive criticism, and especially vowel for giving Braundorf the chance in its first competition Additional thanks to blushing_bride for the readme.txt template (not that he knew much about it...) The search button on http://www.splashdamage.com for answering nearly every question I had about mapping. Tutorials used: http://www.wolfensteinx.com/surface/tutorials.html <-- every new mapper should work through these tutorials before starting mapping. http://www.planetquake.com/simland/pages/articles.htm <-- I'm not sure I did the master's tutorials justice, but I tried... http://www.planetwolfenstein.com/bubbawolf/wolfmapping.html <-- really good tutorials ---------------- Problems still to be resolved ---------------- Lighting still not up to scratch - dark shadows and light leaks Sky shader Multiple victory message ---------------- Testing ---------------- Please leave feedback at http://www.clan-nightwatch.org/ ---------------- Copyright © 2004 This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. | | |  breakout_360 Version 3.6.0 10th September, 2006 10.1 megabytes --------------------------------------------------- Alteration to the Axis church spawn to allow easier escape. Protection given at rear of church to prevent allies from lobbing grenades in. New tunnel exit to the crypt. --------------------------------------------------- 1944, France, soon after D-Day. A company of Allied soldiers are trapped by superior Axis forces near a french village. They must salvage a tank from the depot, force their way through the village and escape along the railway track. This is a compact map, with the action focussed around the railway bridge, but the environment is very open allowing plenty of choice and scope for tactics. All the buildings can be entered. | | |  Identity : Map for "Wolfenstein - Enemy Territory" Title : The Breakout File name : breakout_371.pk3 Map name : breakout Version : 3.7.1 (Created Jun 2007) Author : 2Bit (www.tibetclan.com) 10.0 MB's JUN.20.2007 Installation: Put the pk3 file into the etmain folder. NUmber of players: recommend 6-10 per team - above that it gets very hectic Other maps : Glider Assault TankBuster British Bulldog 2tanks 6flags 110 Factory Ludendorff Bridge Tiger Available from www.tibetclan.com or www.pythononline.co.uk/et The Story : 1944, France, soon after D-Day. A company of Allied soldiers are trapped by superior Axis forces near a french village. They must salvage a tank from the depot, force their way through the village and escape along the railway track. Description : This is a compact map, with the action focussed around the railway bridge, but the environment is very open allowing plenty of choice and scope for tactics. All the buildings can be entered. Gamemodes : Objective, Stopwatch. Thanks : Splash Damage and Activision for the best (free!!) game I've ever played. Drakir, Iffy and Detoeni for various neat prefabs. Amethyst7 for his great skybox. | | |  Bremen b1 ... March 10th, 2007 ... 3.26 MB ======================================================= Author : Dersaidin Real name : Andrew Browne Location : Australia E-mail : dersaidin@gmail.com Game : Wolfenstein - Enemy Territory ======================================================= Description ======================================================= The Allies are attempting to steal an important.. thing... from the Axis. Its invisible and already on the back of the truck, or maybe its the truck itself. Whatever. I'm sick of making story lines, just escourt the damn truck. Axis objectives - Stop the Allies from stealing stuff. - Stop the Allies from destroying the Main Entrance. - Hold the forward spawn. - Stop the Allies from constructing a command post, or destroy it if it has been made. - Be alert, the Allies may attempt attack through a side door. Don't let them satchel the side door. - Stop the allies from powering up the generator. Defend the keycard. - Don't let the Allies steal the truck. - Build the truckbarriers to hinder the Allied escape. Allied objectives - Steal stuff (its invisible and in the back of a truck somewhere in the city). - Blow open the Main Entrance to push through the city. - Take control of the forward spawn. - Construct the command post to activate a forward spawn. - Satchel the side door to gain additional access. - Use the keycard to power up the generator. - Repair and steal the truck. - Don't let the Axis hold up the truck with a truck barrier. Spawntimes: Axis 30 Allies 20 ======================================================= Prefab Acknowledgements ======================================================= - Goldrush - my previous maps ======================================================= Bugs ======================================================= - Command map looks shit ======================================================= Thanks ======================================================= Special thanks to: swinyboi (DE) Neillie (UK) SPU9 (DE) iTG`stewie (NL) chosen (DE) [NW]reyalP (US) inFlux`imP (BE) dignitasFrop () perfo () Shaderman (DE) gtv`arni (DE) fnTc^h3ll (NL) Neddeh from [ToG] - http://ned.theoldergamers.com/ For use of his server. sequentiaL gaming - http://www.sql-gaming.com For use of their server My clan, Adversus http://www.adversus.com.au/ #adversus on irc.ausirc.net or quakenet iceman34 (AU) angelus (AU) riCo (AU) (actually, skip rico) HANZ (AU) goober (AU) mahadeva (AU) noname- (AU) tursimo (AU) KAD (AU) lol! Hectorz (AU) - but not Moley (AU) Vamped (AU) haste (AU) slant (AU) ======================================================= Programs used ======================================================= - Enemy Territory and ETPro - GtkRadient 1.5.0 - Adobe Photoshop CS - Crimson Editor 3.60 - Wood Workshop 1.00.0512 - Winzip ======================================================= Change log ======================================================= bremen_b1 + added allied autospawn change to flag when truck is back in first half = changed building route near allied first spawn - removed spare room near office + added gardens near axis second spawn + added real terrain in cp area + added more props in streets ("prefabed" from grush) = rescaled windows/doors/railings + fixed clipramps added for various doors + fixed railings near CP odd clipping + fixed side door + added crater(s) to terrain for coolness = changed truck, now indestructible (after initial repair) bremen_a1 - made | | | Bren
 | | |  23.1 MB Release Date: MAR.05.2006 __bridges__ readme: March 2006 __bridges__ is the final version of the bridges_betas ET map, project, hobby, saga - by Neil aka mrfin. It took a good while to complete (started in late summer 04) but time for such things has been limited for me and such a project takes alot of work for one person. email: mrfin@mrfin.co.uk www.mrfin.co.uk/bridges.htm Map details: The Axis are attempting to escape Eastwards from Northern Italy with a train cargo of booty. To do this they need to fix the a train with spares on a truck. Trouble is that the Allies are on to them! The map is made up of 3 open areas connected by road and rail tunnels. The objectives are the vehicles, the road tunnel barrier and 2 rail bridge barriers. Axis have to get the Spares Truck to the Train, fix the train, then get the Train back across the bridges to the waiting cargo to win. Time Limit: 30 minutes. Spawn time: 30 seconds allies, 20 seconds axis spawn entities for 64 players Modes supported: objective (isn't set up for lms) Credits: Thanks are in order to many - to the developers/creators of RTCW, ET, RADIENT, EASY GEN .... a long list. Thanks all for the brilliant work, resulting toys and tools. Thanks again to those from the Splash Damage ET level design forum for their patience and help. Big thanks to Chruker who helped me with script issues... Many thanks also to Schaffer who kindly made the excellent Command Map... To all the server admins and players that have tested the earlier versions and especially those who emailled feedback. ...to the long suffering girlfriend/computer widow... ooops  legal: As far as copyright goes all I can say is that nearly all of this map is made using assets from ET - textures, models, sounds etc. and these belong their rightful owners. However, the actual map is a creation of mine of mine - so please DO NOT alter it without asking me first. The map is also free for all those in the online gaming community and should not be used in any way for commercial gain. Anyhow - I Hopy you enjoy it  Neil aka. mrfin | | | | Highly decorated World War II commando leader, commander of the 9th Regiment of the Arab Legion, founder of the Sealed Knot English Civil War reenactment society, Reader of Military History at Sandhurst, author of several books on military history, also author of Charge! Or How to Play Wargames and The War Game: Ten Great Battles Recreated from History.
| | |  british_bulldog_150 Version 1.5.0 17th September, 2005 bulldog_150.pk3 ---------------------------------------------------- The entire action centres on the race to deliver 6 gold crates into your team's vaults. Engineers are not necessary: there are no dynamitable objectives and nothing to build. This is a manic romp and not to be taken seriously GOLD CRATES Grab each of your 6 gold crates one at a time and deliver them to the vault. Allied crates from the East cages must go into the West vault, and vice-versa. Similarly for the Axis crates in the North cages to the South vault and vice-versa. Arrows shown in team colours (Allies=blue Axis=red) guide the way for the current objective. FLAGS There are four flag poles. They are NOT forward spawn points: instead they function like a Command Post. Each flag captured improves your team's Charge speed: 0 flags = no bonus 1 flag = small bonus 2 flags = same bonus as a Command Post, plus Cov Op landmine warnings are transmitted 3 flags = decent bonus 4 flags = great bonus STARS Stars will drop to the ground from time to time. Grab them before they disappear to be granted power-ups and bonuses. Notable powerups are: Expressway - 1 star required. This provides a launch pad from the spawn point to the opposite side of the map. Handy when the next objective is over there. Sleigh pad - 5 stars required. This provides a jump pad (located at the snowman) up to the flying sleigh. The pad operates only when the sleigh is overhead. When ridden, the sleigh will launch dual panzer strikes at the enemy base. | | | | Promotes historical wargaming in Britain, holding events including tournaments periodically.
| | |  Brundlenburg Antenna. Made by Fritz Chestnut. Thanks everyone at http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewforum&f=9&sid=5c63353d2ecfc998f1b8837115165e6a Note: The map file is included. Any one can modify it or use any part, just give me credit please. Thanks to http://www.planetwolfenstein.com/4newbies/ And http://www.sikstrom.nu/rikard/prefabs.htm for some cool shelfs. | | | The Buffalo Bills are a professional American football team that's based in the Buffalo, New York metropolitan area, playing seven of their home games in the suburb of Orchard Park, and, beginning in 2008, an eighth home game in Toronto. They are members of the Eastern Division of the American Football Conference (AFC) in the National Football League (NFL). The Bills began competitive play in 1960 as a charter member of the American Football League and joined the NFL as part of the AFL-NFL merger.
The Bills won two consecutive American Football League titles in 1964 and 1965, but the club has not won a league championship since the merger. Buffalo is also the only team to win four consecutive American Football Conference Championships, though they failed to win any of the subsequent Super Bowls. The Bills were named as the result of the winning entry in a local contest, which named the team after the AAFC Buffalo Bills, a previous football franchise from the All-America Football Conference that merged with the Cleveland Browns in 1950. That team, in turn, was named after William Frederick "Buffalo Bill" Cody. The Bills' cheerleaders are known as the Buffalo Jills. The official mascot is Billy Buffalo. The Bills conduct summer training camp at Saint John Fisher College in Pittsford, NY, a suburb of Rochester. They are the only NFL team to play their home games within New York State. Both the New York Jets and the New York Giants play in the suburb of East Rutherford, New Jersey outside of New York City. On October 2, 2005, the Bills played the New Orleans Saints in the first NFL regular season game held in San Antonio, Texas. They are also the only team to play home games in Canada and, currently, the only one to have two home sites (and only the third in modern NFL history; the Green Bay Packers had played games at sites in Green Bay and Milwaukee from 1933 until 1994 (and continue to maintain a separate ticket plan for former Milwaukee season ticket holders), and the aforementioned Saints split home games between San Antonio, Giants Stadium and Baton Rouge, Louisiana in 2005 due to Hurricane Katrina).  | | | | A bug check (also known as a system crash, stop error, or kernel error) is when the Windows operating system halts the moment it reaches a condition where it cannot operate safely. A bug check can be deliberately caused from a kernel-mode driver with either the KeBugCheck or KeBugCheckEx function. However, this should only be done as a last option when a critical driver has corrupted data and it is impossible to recover from the problem.
When a bug check is issued a crash dump file will be created if the system is configured to create them. This file contains a snapshot of useful low-level information about the system that can be used to debug the root cause of the problem.
If the user has enabled it, the system will write an entry to the system event log. The log entry contains information about the bug check (including the bug check code and its parameters) as well as a link which will report the bug to Microsoft and provide the user with prescriptive suggestions if the cause of the check is definitive and well-known.
Next, if a kernel debugger is connected and active when the bug check occurs, the system will break into the debugger where the cause of the crash can be investigated. If no debugger is attached, then a blue text screen is displayed that contains information about why the error occurred, which is called a blue screen or bug check screen.
The user will only see the blue screen if the system is not configured to Automatically Restart (which became the default setting in Windows XP). Otherwise, it appears as though the system just rebooted (blue screen might be seen for just an instant).
Note that bug checks are only supported by the Windows NT kernel. The corresponding system routine in Windows 9x, named SHELL_SYSMODAL_Message, doesn't halt the system like bug checks do; it just displays a BSoD and allows the user to continue execution.
The Windows DDK and the WinDbg documentation both have reference information about most bug checks. The WinDbg package is available as a free download and can be installed by most users. The Windows DDK is larger and more complicated to install.
| | | - The Bumblebee Assault 'Copter is the most heavily armored air vehicle, able to shrug off small collisions with ease.
- This slow moving vehicle has nothing but a nose-mounted machinegun for the pilot to use, but really shines when players are making use of the two gunner and two passenger-gunner positions.
- Flying the Bumblebee is relatively simple compared to the other air vehicles, but it is incapable of tricks such as rolls and dives. Its slow speed makes it easier to hit, but with good gunners, most targets can be taken out before you are, and the flares will recharge fast enough that it is difficult to hit you using guided missiles
- The Pilot can hit Caps Lock for Free Look, allowing the Minigun turret to fire away from the direction of flight.
- Formerly named the Buffalo.
| | | | Bungie is an American video game developer founded in May 1991 under the name Bungie Software Products Corporation by two undergraduate students at the University of Chicago, Alex Seropian and Jason Jones. Originally based in Chicago, the company concentrated primarily on Macintosh games during its first nine years of existence, producing the popular Marathon and Myth series as well as games such as Oni. In 2000, Bungie was acquired by Microsoft, and their current project Halo: Combat Evolved was turned into a first-person shooter and launch title for Microsoft's new Xbox game console. Halo went on to become the Xbox's "killer app", and the game and its two sequels have sold millions of copies.
On October 5, 2007, Bungie announced that it had split with Microsoft and become a privately held independent company, Bungie LLC. Despite splitting from Microsoft, the studio will still be producing products for Xbox 360 but is free to develop for other platforms. The company is currently based in Kirkland, Washington.
Among Bungie's side projects are Bungie.net, the company's official website, which includes forums as well as statistics-tracking and integration with Halo 3 and Halo 2, respectively. Bungie also sells company-related merchandise and runs other projects including an official Bungie podcast and online publications about game topics. The company is well-known for its informal and dedicated workplace culture, and is currently working on multiple projects, including Halo 3: Recon and Halo 3 downloadable content.
| C | |  11/04/03 Title: Caen File: caen.pk3 mapname: caen Author: Zig-Zag - zigzag@nxfear.com Description: Map for Wolfenstein:Enemy Territory "The Allies have occupied the town of Caen and have set up a Battalion headquarters. The Axis must push the Allies back across the river, get a tank across to break into the battalion headquarters, and steal their maps." Instructions: Place caen.pk3 into you "Wolfenstein - Enemy Territoryetmain" directory. Gamemodes supported: Objective, stopwatch. LMS not supported Tools: GtkRadiant 1.3.8-ET, Q3map2 2.5.7, Photoshop 7.0, Project Dogwaffle Build time: 8 weeks Thanks: Splash Damage and Activision for the free game, DragonFly @ Rtcwfiles.com, the folks on the Splash Damage forums for posting their wealth of knowledge. The following for map suggestions and beta testing feedback: AceAlive, Schaffer, ChumChum, Crimson Pig, [AE]Northerner, LoT-Blue, the members on Rtcwfiles.com and probably a few others I'm forgetting. | | |  Author: Zig-Zag (USA) Email: zigzag@nxfear.com caen2.pk3 September, 4th, 2005 6.20 MB | | |  Basic Information ------------------------------------------------- Designer : Zig-Zag (USA) Designer2: TNR360 (MX) Made with permission from Zig-Zag Contact: tnr360 at hotmail dot com ------------------------------------------------- Map Information ------------------------------------------------- Game : Return to Castle Wolfenstein: Enemy Territory Title : Caen 3 Filename : caen3_b3.pk3 Version : Beta 3 Release date : 04/21/2007 8.28 MB Installation : Place the caen3_b3.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map caen3 Beta3 changes--- *Fixed Air Strike/ Arty bug (Aborting Can't see target.) *New Building *Removed 2 MGs *Opened river building more *Ambience sound changed and lowered volume *New Skybox *Fixed Window opening bug that allowed axis to take OBJ without tank *More crates and boxes for cover on allied side of river *Opened new windows B2R1 changes--- *Fixed missing car model/skin Beta2 Changes--- *Missing texture bug fixed *Map Name fixed Caen3 Changes--- *Map slightly Darker *Craters from mortar Impact *Fireable Flak88 Gun *River almost Dry *Bridge permanently destroyed *5 new MG42 nests *Smoke effects *Burning vehicles *New terrain texture *War ambience sound *More rubble and debri *Stolen Maps Objective is now taken to the radio inside first allied spawn building (the one with the flag) *Tank moves on it's own Contact: tnr360 at hotmail dot com | | |  File info: title : CAHA: tavern filename : caha_tavern_b2 game : wolfenstein: enemy territory version : beta 2 date : 18.June.2006 author : Roger "redRum" Creus url : http://www,cyanureill.net email : roger.creus@gmail.com gametype : objective, stopwatch, campaign mines : disabled max. players : 12 per team ------------------------------------------------------------------------------------------- How to play: .Unzip caha_tavern_b2.zip into your etmain folder. .launch the game. .Find a server running caha_tavern_b2 or. .start a server through the Host menu. .Enjoy. ------------------------------------------------------------------------------------------- Story: 1942. China. Province of Liaoning. The well known tavern Fire Garden has been taken by an allied squad. They are using it as a document depot, and have set two security system levels to ensure the spy lists inside it are safe. A german squad has found out the allied shellac. They get ready for battle and rush into the building. ------------------------------------------------------------------------------------------- Objectives: Axis: .Primary: Destroy the security power generator B. .Primary: Destroy the security power generator A. .Primary: Steal the spy lists. .Primary: Escape with the lists through the sewers. .Secondary: Destroy the cellar wall to open an escape route; you must have destroyed the generator A to get access to the cellar. .Secondary: Destroy the 3rd floor stairs wall and get faster acces to the top floors. Allies: .Primary: Don't let axis destroy the security power generator B. .Primary: Don't let axis destroy the security power generator A. .Primary: Hold the spy lists. .Primary: Don't let axis escape with the lists. .Secondary: Don't let axis reach the cellar and protect the sewers exit. .Secondary: Hold or rebuild the 3rd floor stairs wall to cut the allied path. ------------------------------------------------------------------------------------------- Misc: editor : GtkRadiant 1.4.0 compiler : q3map2 2.5.16 specs : AMD Athlon 64 3,2Ghz, 2GB RAM, Radeon X700 pro 512mb light compile : -light -custinfoparms -dirt -export -fast -nocollapse -patchshadows -shade -compensate 3 -gamma 1.5 -lightmapsize 512 -thresh 0.25 -samples 3 compile stats : bsp: 112 secs. vis: 17 secs. light: 4400 secs. ------------------------------------------------------------------------------------------- Main changes from B1: .Added a fireteam locations file for etpro. .The cellar wall is now destructable by any explosives, grenades included. .Fixed Generator B. .Fixed map objective descriptions. .Remade the top floor walls roofs to reduce the poly count. .Remade the lobby ceiling model which has about 1200 less polys now. .Fixed brushwork leaks. .Improved vis blocking in certain parts. .Few more non significant changes and fixes. ------------------------------------------------------------------------------------------- Known Issues: .One layer command map. .Allies can't spawn at the 1st. floor but it's shown as a spawn in the command map. ------------------------------------------------------------------------------------------- Credits: Textures: .terrain_example set by Sock. original file here: http://www.planetquake.com/simland/pages/articles/terrain1_1.htm .photorealistic set by BerneyBoy. Textures have been modified. original file here: http://www.planetquake.com/berneyboy/ .SD. Models: .Buddha model by Todd Gantzler. .SD, ID. FireTeam Locations File: .TOG|Neddie Entities: .Erik-Ftn, ID software. Map Concept: .Ben "Wulf" Bennet. Feedback and ideas: .Neddie, Codename Ty, Wulf, 56ker. ------------------------------------------------------------------------------------------- Greetings: .Radiant and Ydnar.. for these magic tools. .Sock.. for the great articles and resources. .Monitotxi, Aratbass and 56ker.. for coding and keeping my website polite. .Wulf, Neddie and Codename Ty.. for the support and ideas. .the TOG clan.. for the server and time spent on testing. .-7- and the New Wanderers Order.. for the server and time spent on testing. .the ppl at SD forums.. for giving me all the info I needed. ------------------------------------------------------------------------------------------- Permissions: You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks without permission from the author. You may not Redo/reproduce/update this map in any way without permission from the author. | | | Call of Duty is a first-person shooter video game series set in World War II, with the exception of Call of Duty 4: Modern Warfare, which is set in modern times. The series began on the PC, soon expanding to consoles and handhelds. The series includes offshoot games that follow the same gameplay as the main series. The series is published by Activision and Aspyr Media and developed by Infinity Ward (creators of the series), Gray Matter Interactive, Spark Unlimited, Treyarch, Pi Studios, and Amaze Entertainment using a variety of game engines including id Tech 3 and the Treyarch NGL.
Main Series
Call of DutyCall of Duty (released October 29, 2003) is a first-person shooter video game based on the Quake III: Team Arena engine. This war game simulates the infantry and combined arms warfare of World War II. The game was published by Activision and developed by Infinity Ward. It was accompanied in September 2004 by an expansion pack, Call of Duty: United Offensive, which was produced by Activision, and developed by Gray Matter Interactive, with contributions from Pi Studios. The Mac OS X version of Call of Duty was ported by Aspyr Media. In late 2004, the N-Gage version was developed by Nokia and published by Activision. Other versions were released for PC, including Collector's Edition (with soundtrack and strategy guide), Game of the Year Edition (includes game updates), and the Deluxe Edition (which contains United Offensive expansion and soundtrack in the USA. In Europe the soundtrack is not included).
Since November 12, 2007, the game and its sequels have been available for purchase via Valve's content delivery platform, Steam. Call of Duty: United Offensive
Call of Duty: United Offensive is an expansion pack for the popular first-person shooter computer game, Call of Duty and is set chiefly around the Americans at Bastogne. It is developed by Gray Matter Interactive, with contributions from Pi Studios, and published by Activision. It was released for Microsoft Windows on September 14, 2004. Call of Duty 2Call of Duty 2 is a first-person shooter video game and sequel to the critically acclaimed game Call of Duty. It was developed by Infinity Ward and published by Activision. It was released on October 25, 2005 for PC, June 13, 2006 for Mac OS X and November 15, 2005 for the Xbox 360. Other versions were made for mobile phones as well as Pocket PCs and Smartphones.
The game is set during World War II and is experienced through the perspectives of four soldiers in the Red Army, British Army and United States Army.
The game was met with a positive public reception, receiving mostly positive reviews from critics. The Xbox 360 version sold over 250,000 copies in its first week, and had sold 1.4 million copies by October 2006.
Call of Duty 3
Call of Duty 3 is a World War II first-person shooter and the third installment in the Call of Duty video game series. It has been released for all three seventh generation video game systems: the Xbox 360, PlayStation 3, and Wii. It has also been released on the PlayStation 2 and Xbox. Call of Duty 3 is the only numerical sequel to date to have been a console-exclusive game alongside its side-story games like Call of Duty 2: Big Red One and Call of Duty: Finest Hour before it. It was released on November 7, 2006.
This game was a launch title for the PS3 and Wii in the U.S., Europe, and Australia. It was also the first major installment in the Call of Duty series not to be developed by Infinity Ward. Call of Duty 4: Modern WarfareCall of Duty 4: Modern Warfare is the fourth installment of the series (eighth, counting expansion packs), developed once again by Infinity Ward instead of Treyarch. It is the first game in the series not to be set during World War II, as well as the first to receive a Mature (M) rating for all consoles (except the Nintendo DS) as opposed to the Teen rating held by each of its predecessors. This was released on the PC, Xbox 360, PlayStation 3, and also a handheld version on the Nintendo DS. Download and retail versions for the Mac OS X were released by Aspyr in September 2008. As of June 2008, Call of Duty 4 had sold 10 million copies, making it one of the most succesful first person shooters of all time. It has also rocketed to the most played game on Xbox Live ahead of Halo 3 and Gears of War.
Call of Duty: World at War Call of Duty: World at War developed by Treyarch is the fifth and newest installment featuring WWII in the main series, excluding expansion packs and sub-series. On June 9, 2008, it was confirmed that the game would be titled Call of Duty: World at War and would be set in the Pacific theater and Eastern front of World War II. Call of Duty: World at War was released for the PC, PS3, Wii, Xbox 360 consoles and the Nintendo DS handheld in North America on November 11, 2008, and November 14, 2008 in Europe. Related GamesCall of Duty: Finest Hour
Call of Duty: Finest Hour is a console version of Call of Duty. It includes online play which can hold up to 32 players on the Playstation 2, and Xbox.
Call of Duty 2: Big Red OneCall of Duty 2: Big Red One is a console version of Call of Duty 2 developed by Treyarch, based around the American 1st Infantry Division. The game was released on Gamecube, PlayStation 2, and Xbox at around the same time as Call of Duty 2 for the PC and Xbox 360. Call of Duty: Roads to VictoryDeveloped by Amaze Entertainment, Call of Duty: Roads to Victory is a World War II first-person shooter for the PlayStation Portable. It was released on March 14, 2007. It is the third portable installment of the franchise, first being on the N-Gage and the second on the Pocket PC. The campaign plays through the perspectives of three Allied soldiers in the 82nd Airborne, the Canadian 1st Army, and the British Parachute Regiment.
Call of Duty: World at War Final FrontsDeveloped by Rebellion Developements, Call of Duty World at War Final Fronts is a World War II video game and the PlayStation 2 exclusive version of Call of Duty World at War. Final Front features three different campaigns. The U.S. are fighting in the Pacific theater, the British are advancing on the Rhine River into Germany, while the Soviets hold the Eastern European front. | | | | Teams compete throughout a series of maps, with Skills and Ranks being carried over to each level of the Campaign. This is the game mode where you get to really watch those hard earned Skills and Ranks build up!
| | |  Author: Unknown campus_territory.pk3 October 8th, 2004 26.6 MB | | |  canyon3.pk3 9.05 MB's | | |  Capture The Gold c_t_g.pk3 1.44 MB's | | | Carbonated Games was the first-party game developer studio for Microsoft Casual Games in Microsoft Game Studios. It was run by Joshua Howard, and was active from 2004 until its disbanding on March 27, 2008. Carbonated Games developers were located in Redmond, WA; Hyderabad, India; and Beijing, China. Its alumni went on to Hidden City Games, Microsoft Aces (Microsoft Flight Simulator), Hourglass Games, the Microsoft Xbox Live Arcade group, GameHouse, and DigiPen Institute of Technology. During its tenure, the studio created games for Xbox Live Arcade, MSN Messenger, MSN Games, and Microsoft Surface, including: - Fable II Pub Games — Xbox 360 (2008); the last game created by the Carbonated studio
- Flowerz -- MSN Games (2008); the last game released under the Carbonated logo
- Jigsaw Too -- MSN Games (2008)
- Hexic 2 — Xbox 360 (2007)
- Aegis Wing — Xbox 360 (2007)
- Rock, Paper, Scissors -- MSN Messenger (2007)
- Tic Tac Toe -- MSN Messenger (2007)
- Firefly -- Microsoft Surface (2007)
- Hop It! -- MSN Games (2007)
- Solitaire In Motion -- MSN Games (2007)
- GoPets -- MSN Messenger (2007)
- Jigsaw -- MSN Messenger (2007)
- Sudoku Too -- MSN Games (2007)
- Sudoku -- MSN Messenger (2006)
- Texas Hold 'Em Poker -- MSN Games (2006)
- Uno — Xbox 360, MSN Games, MSN Messenger (2006)
- Hexic HD — Xbox 360 (2005)
- Catan: The Computer Game -- MSN Games (2005)
- You Know It! Trivia -- MSN Games (2005)
- Hexic — Xbox, MSN Games, MSN Messenger
- 7 Hand Poker — MSN Messenger
- Mozaki Blocks -- MSN Games
Carbonated also built Backgammon, Chess, Checkers, Hearts, Spades, and other casual games. | | | | Card games use a deck of cards as their central tool. These cards may be a standard Anglo-American (52-card) deck of playing cards (such as for bridge, poker, Rummy, etc), a regional deck using 32, 36 or 40 cards and different suit signs (such as for the popular German game skat), a tarot deck of 78 cards (used in Europe to play a variety of trick-taking games collectively known as Tarot, Tarock and/or Tarocchi games), or a deck specific to the individual game (such as Set or 1000 Blank White Cards). Uno and Rook are examples of games that were originally played with a standard deck and have since been commercialized with customized decks. Some collectible card games such as Magic: The Gathering are played with a small selection of cards which have been collected or purchased individually from large available sets.
Some board games include a deck of cards as a gameplay element, normally for randomization and/or to keep track of game progress. Conversely, some card games such as Cribbage use a board with movers, normally to keep score. The differentiation between the two genres in such cases depends on which element of the game is foremost in its play; a board game using cards for random actions can usually use some other method of randomization, while Cribbage can just as easily be scored on paper. These elements as used are simply the traditional and easiest methods to achieve their purpose.
| | |  Author: Unknown carentan_alpa_1.pk3 January 31, 2007 9.92 MB | | | The Carolina Panthers are a professional football team based in Charlotte, North Carolina, representing both North Carolina and South Carolina in the National Football League (NFL). They are currently members of the National Football Conference (NFC) South Division in the NFL. The Panthers, along with the Jacksonville Jaguars, began play as 1995 NFL expansion teams.
The Panthers conduct summer training camp at Wofford College in Spartanburg, South Carolina, which is the alma mater of Jerry Richardson, the team's owner.  Donnie Nightfall says, "Panthers RULE!!!" | | |  ************************************************ *********** Castle Attack Beta 5.0 *********** ************************************************ Enemy Territory Multiplayer Level Release Date: 26/Sept/06 ************************************************ file : castleattack_b5.pk3 author : []v[] email : castleattack@mannsreality.co.uk WebPage : http://www.mannsreality.co.uk/ ************************************************ Construction : editor : GTK Radiant 1.4 and 1.5 programs : Terrain generator by Nem, easygen, Terragen build time : too long and a bit.. ************************************************ Installation : castleattack_b5.pk3 : goes in the "/etmain" folder ************************************************ Scenario : Axis forces have set up a secret base in a castle in the french region of Loire.Steal whatever documents you can find and steal the radio parts to enable you to transmit the documents. The radio is located in the village. A group of Allied soldiers have been air-dropped into the village, they will hope to gain the radio parts and documents, then repair the radio and transmit the documents from the damaged village radio.Defend the castle at all costs. And prevent the allies from transmitting the documents. ************************************************ Objectives : ALLIES : ****** - Destroy the first tank barrier. - Destroy the entrance to the castle. - Use the tank to destroy the memorial. - Capture the radio parts. - capture the secret documents. - capture the forward spawn. - Build the command Post. AXIS : **** - Build the first tank barrier. - Build the second tank barrier. - Defend the memorial in the castle. - Defend the radio parts. - Defend the secret documents. - Defend the forward spawn. - Build the command Post. ************************************************ Thanks : - MoP's wine bottle model. - Splash Damage for making ET and the SD forums and search button. - EB's spawn script and objective script, modified to suit. - MrFin and Loffy for feedback - gollums modified skeleton pack. - kamikazee,allanon,[Cerberus],Shaderman,Codename Ty,die die : feedback and support - plus anyone who's ever answered questions on splash damage forums. ************************************************ Changes since b3 : - Updated Command Map - Altered terrain and alphamap - Reduced file sizes and removed waste - Fixed Memorial CM marker now disappears when its destroyed. - Fixed unclipped curve at bunker gate. - New tunnel from bunker to castle turrets. - Extra passage in dungeon. - Dynomitable wall in dungeon. - Better access to roof and terrain all round. ************************************************ Copyright and permissions : This level may be electronically distributed only at NO CHARGE to the recipient in its current state, and MUST include this readme file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. You may not disassemble this map to form new maps. copyright for map design and layout belongs to the author ************************************************ | | | | Author and founder member of the UK wargaming scene in the 60's. Helped popularise miniature wargaming.
| | |  File type Map for "Wolfenstein - Enemy Territory" Title Chartwell File name chartwell_120.pk3 Map name chartwell Version 1.2.0 (Created November 2006) Author 2Bit (www.tibetclan.com) Other 2Bit maps Breakout Glider Assault TankBuster British Bulldog 6Flags 110 Factory 2Tanks Ludendorff Bridge Tiger! - available from www.tibetclan.com or www.pythononline.co.uk/et Nbr of players Recommended 6-16 per team Installation Put the pk3 file into the etmain folder. Scenario 1943, Chartwell, England. Axis paratroops attack the home of Churchill to steal the D-Day plans. Axis Victory Axis win if they successfully steal and transmit the D-Day plans before the map timer expires. Gameplay Axis initial spawn is at the the buildings in the grounds of the house. If they destroy the AA gun or the AA gun controls then the Axis spawn changes randomly for every Axis spawn, with the spawners arriving at any part of the map. Allies must repair both in order to prevent Axis paratroopers. This makes the Axis attack easier as they can attack from any direction. To enter the house Axis must destroy the Main door or either of the side doors. Axis must grab the key from the Dining Room and take it to the Safe in the Study. Either of the Study doors must be destroyed to get in (one needs dyna, one needs satchel). Once the Safe is opened, take the D-Day plans to the Command Post for victory. Axis Cov Ops can booby trap the entrances to the AA gun and AA gun controls, by standing nearby for a few seconds. Allied Cov Ops can defuse them in the same way. Booby traps show as faint transparent bars, and are set off if an allied soldier touches them. Gamemodes Objective, Stopwatch. Thanks to Splash Damage and Activision for everything. Detoeni for his excellent models. The textures were drawn from many sources, so I'd like to thank the following for their invaluable contribution: LeMog, DaveGH, BerneyBoy, Uchronic, Blushing Bride, Chavo One, Massive, StormShadow and Nightwolf. And anyone else whose texture I may have inadvertently used. TibeT Clan and associates for testing and feedback. | | |  Map by Tasian chateau_voilegarde_b3.pk3 14.4 MB's | | |  Chaudron Arena 1vs1 at Ardennes Battlefield in the nighttime duel. chaudron.pk3 1.70 MB's | | |  Author: Kommando (USA) Email: kommando2000@hotmail.com 1944_cherbourg2.pk3 6.83 MB January 15th, 2004 | | | The Chicago Bears are a professional American football team based in Chicago, Illinois. They are members of the North Division of the National Football Conference (NFC) in the National Football League (NFL). The team is legally and corporately registered as Chicago Bears Football Club, Incorporated.
The Bears have won nine Professional American Football league championships (eight NFL Championships and Super Bowl XX), trailing only the Green Bay Packers, who have twelve. The Bears have the most enshrinees in the Pro Football Hall of Fame, with 26 members. The Bears have also recorded more regular season and overall victories than any other NFL franchise.
The club was founded in Decatur, Illinois, in 1919, and moved to Chicago in 1921. Along with the Arizona Cardinals, it is one of only two remaining extant franchises since the NFL's founding. The team played home games at Wrigley Field on Chicago's North Side through the 1970 season. With the exception of the 2002 season, they have played their home games at Chicago's Soldier Field every year since 1971. The stadium is located next to Lake Michigan, and was recently remodeled in a modernization intended to update stadium amenities while preserving a historic Chicago structure. The team has a fierce, long-standing rivalry with the Packers, whom they have played in over 170 games.
The team headquarters, Halas Hall, is located in the Chicago suburb of Lake Forest, Illinois. The Bears practice at adjoining facilities there during the season. They hold their annual training camp from late July to mid-August on the campus of Olivet Nazarene University in Bourbonnais, Illinois.  | | | Computer game designer Chris Crawford attempted to define the term game using a series of dichotomies: - Creative expression is art if made for its own beauty, and entertainment if made for money. (This is the least rigid of his definitions. Crawford acknowledges that he often chooses a creative path over conventional business wisdom, which is why he rarely produces sequels to his games.)
- A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
- If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.
- If a challenge has no “active agent against whom you compete,” it is a puzzle; if there is one, it is a conflict. (Crawford admits that this is a subjective test. Some games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
- Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a competition. (Competitions include racing and figure skating.) However, if attacks are allowed, then the conflict qualifies as a game.
Crawford's definition may thus be rendered as: an interactive, goal-oriented activity, active agents to play against, in which players (including active agents) can interfere with each other. | | | clan (plural clans) - A traditional social group of families in the Scottish Highlands having a common hereditary chieftain
- (anthropology) A group of people all descended from a common ancestor, in fact or belief.
- Any association of people behaving clannishly.
- (video games) A group of players who habitually play on the same team in multiplayer games.
A clan is a group of people united by kinship and descent, which is defined by perceived descent from a common ancestor. Even if actual lineage patterns are unknown, clan members may nonetheless recognize a founding member or apical ancestor. The kinship-based bonds may be merely symbolical in nature, whereby the clan shares a "stipulated" common ancestor which is a symbol of the clan's unity. When this ancestor is not human, this is referred to as animallian totem. Clans can be most easily described as tribes or sub-groups of tribes. The word clan is derived from 'clann' meaning 'children' in the Scottish Gaelic language and the word entered into English as a label for the tribal nature of Scottish Gaelic society in about the year 1425. In the 20th century, the word entered into use internationally in scientific descriptions of territorial and group behavior in various species of mammals, including hyenas, badgers and rats.
| | |  INSTALL. - COPY IN C:Archivos de programaWolfenstein - Enemy Territoryetmain - IN YOUR CAMPPING FILE SERVER THE NAME MAP IS " clan_training " NOTE: THIS MAP IS FOR CLAN AND NEWBIES ************************ Basic Information ************************ Author : Daniel "HITMAN007" Email address : hitmanmaps@spymac.com Webpage : http://www.mapperet.tk - http://hitmanmaps.spymac.net ****************** TOOLS: ****************** - GTK- RADIANT 1.4 - ERIKS-FTN ENTITIES UPDATE BETA2 - DRAKIR PREFAB - PAINT SHOP PRO ********************* Map Information ********************** Game : Wolfenstein Enemy Territory Title : clan_training Filename : clan_training.pk3 Release date : 2004-07-04 Compile time : 59 minutes Aprox. Compile machine : AMD Duron 800, 320MB/Ram *************************************** Special thanks and Credits to: *************************************** - DRAKIR- www.drakir.tk - ERICK-FTN - http://user.tninet.se/~fzo823r - MARKO FORUMS - http://swat-clan.com/marko/forums - RON007 - www.level-designer.de | | | 3.1 League Specific Competition Format
All Enemy Territory: Quake Wars 4vs4 League matches are played in the following format:
· Four (4) players per team · Stopwatch game mode · 1 map per match · Best of three (3) set format; first team to win two (2) sets wins · Twenty minute (20:00) round time limit · Friendly Fire On
3.2 League Specific Rules/Restrictions
· Each player must be running the ETQW: Pro Mod, Version 0.55b
3.3 Map Specific Scoring/Rules/Restrictions
· N/A
3.4 Weapon or Class Specific Rules/Restrictions
· Guard Towers and MG Nests are ILLEGAL · Smoke Grenades are LEGAL
Vehicle Restrictions
· Use of all vehicles (ground and air) is ILLEGAL
Deployable Restrictions
· Use of Supply Crates (minus nades) is LEGAL · Use of 3rd Eye Cameras is ILLEGAL · Use of Radar is ILLEGAL · Use of Anti-Personal Turrets is ILLEGAL · Use of all Field Ops and Oppressor Turrets is ILLEGAL · Use of Anti-Vehicle Turrets is ILLEGAL
Infantry Restrictions
· Use of Airstrikes is ILLEGAL · Use of the Rocket/Obliterator is ILLEGAL · Use of the GPMG/Hyperblaster is ILLEGAL · Use of all Mines is ILLEGAL · Maximum of one (1) Sniper/Railgun per team, however Covert Ops/Infiltrator aren’t limited
3.5 Game Specific Rules/Restrictions
All Enemy Territory: Quake Wars 4vs4 League matches are played in Stopwatch mode. The first round of a set has a time limit of twenty minutes (20:00). If the attacking team completes all of the map objectives before the time limit expires they will have “set” a time. The time that the attacking team needed to complete all map objectives becomes the time limit of the second round of the set. If a full hold occurs during the first round of a set, then the second round of a set will have the default time limit of twenty minutes (20:00). After the first round of each set ends, the teams will swap sides to play the second round. This stopwatch format is also known as “ABBA” format.
Scoring Guidelines:
· If Team A sets a time (completing all objectives) during the first round of a set, and Team A successfully defends at least one objective during the second round of a set with time expired, Team A wins that set and is awarded one point.
· If Team A successfully defends at least one objective during the first round of a set (a full hold), and Team A sets a time (completing all objectives) during the second round of a set, Team A wins that set and is awarded one point.
· If each team defends at least one objective within their defensive round of a set (known as a double full hold) with time expired, no points are awarded for that set.
· If the score is 1-1 or 1-0 after two (2) sets have been played, a third overtime set is played. The team to complete the most objectives in the third set is declared the winner. If both teams have completed the same amount of objectives, the team to complete this shared objective in the least amount of time is declared the winner.
· Under normal circumstances, scores are to be reported either 2-0 or 2-1; with each point representing a set win. However, if both of the first two sets resulted in double full holds, the next team to win a set under the overtime rules, is declared the winner of the match with a final score of 1-0.
| | | Part Four: The classes
Need some tips to play at your full effectiveness? Whether you need a beginner's guide to the classes or advanced strategies for winning, this is the place. Complete info on the class-specific skills and advice that's guaranteed to boost your score.
======= Soldier =======
Unlike the other classes, the soldier is defined entirely by the weapon they choose to carry. No special abilities, no mission-specific goals, and little use for the power bar. So, this guide will be a discussion of the pros and cons of the various weapons available, and how best to use them. ***Mortar:***
Not a terribly easy weapon to use. Carrying it drastically slows your speed, like all heavy weapons, and it's utterly useless in a firefight. However, it's the only weapon that allows you to attack the front lines not just from a distance, but from complete safety behind walls. The mortar must be deployed before it can be fired, and then the elevation (range) and azimuth (horizontal facing) are adjusted with the mouse. Hitting the primary fire key drops in a round, which is then lobbed through the air. Fortunately, the command map (G) can be used to display the target of shells that fall outside of your field of view. Any artillery strikes called by Field Ops will also appear on your map and in your sights, so you can sit back and let others pick your targets for you. Note that, assuming equal elevation and no intervening barriers, each 5 degrees of elevation below 90 will lob a mortar round almost exactly 1 square's distance on the command map. The mortar begins with 12 shots, and each drains 1/2 of a full power bar.
***Panzerfaust:***
The "other" explosive weapon. You start with only 4 shots, and each consumes a full power bar. The Panzerfaust will slow your running to a brisk walk when the weapon is equipped, and it cannot be fired while prone. The best uses for it are clearing out bunkers and entrenched defenders from a distance, allowing your team to advance before reinforcements can arrive. At middle ranges it's actually fairly affective against lone soldiers, due to the sheer speed of the projectile. It's less suitable for short-range combat, due to the one-second charge time before firing and the huge blast radius, but it can be used as a last-ditch kamikaze attack. A rocket is a guaranteed kill if it hits within 10 feet, but the damage drops off sharply after that and at as little as 16 feet the damage is nonexistent.
***Flamethrower:***
The flamethrower can be immensely powerful when used correctly. When used incorrectly, it's more of a menace to your own team than to your enemies. The most important thing to remember is that the flamethrower is a short-ranged weapon, suitable for ambushes because your victim will be blinded by the flames and generally unable to retaliate before they're dead. The flames burn for a few more moments after you hit someone, and do an additional 25 damage or thereabouts. The flamethrower is best used with short passages and blind corners where you can get the first shot on people while they run by; even a short burst can kill someone at full health. It can also be used well offensively, but there are a few things you can't forget. First, your speed is drastically lessened while firing. That means it's more difficult to set yourself on fire... but also means enemies will be able to retreat and take you out with grenades or by blindly firing through your impressive-looking but ineffective wall of flames. Second, never, never, NEVER take the second rank in a charge when you have a flamethrower. Firing into a melee is a good way to kill teammates and lose friends. Furthermore, even though tight quarters are your friend be careful about firing at walls. The flames will rebound, and you aren't immune to setting yourself on fire. Finally, forget about using the flamethrower on large outdoor maps - it just isn't up to par.
***MG42:***
The only way to use the MG42 effectively outside of point-blank range is to lie prone and engage the tripod (alt-fire). This zooms in slightly but prevents you from moving the gun more than about 20 degrees in any direction. In other words, make sure you have someone to watch your back when you're using the MG42 because you're incredibly vulnerable from every direction but one. In many ways, the MG42 is the opposite of the flamethrower. It works best, unsurprisingly, facing into long corridors and choke points. It's also a long-range weapon, and depends on sheer rate of fire to make up for the inaccuracy. Finally, it's almost entirely a defensive weapon. Note that this doesn't mean it can't be used on the attack - in fact, one of the best ways to use it is to set up outside of a heavily trafficked area and "defend" it against the people that should be there keeping you out. A well-placed soldier using the MG42 can pin down a section of the map by themselves for some time, and with good support from field ops and medics there's little they can't survive.
***Thompson/MP40:***
Honestly, there's not much to say about the sub-machinegun. There's little use for a soldier with one, because any class (other than Covert Ops) can carry one and perform other useful functions. If you want a Thompson and ammo, it's really best to pick Field Ops so you can contribute something else to your team.
Soldiers have semi-exclusive access to the Heavy Weapons skill, while other classes can gain experience by using the mounted MG42s found in the levels, but aren't likely to come by it as quickly or easily as a true soldier.
So here's everything you need to know about the Heavy Weapons skill, taken from the manual. (if you want to read the entire thing, check the Wolfenstein: Enemy Territory group in the start menu) ^^^Heavy Weapons^^^
This rewards players for kills with Heavy Weapons. Players of any class will earn 3XP for a kill using an Emplaced or Mounted MG. Soldiers earn 3XP for kills with the Mobile MG42, Panzerfaust, Flamethrower or Mortar. You earn 3XP whether the kill is due to explosive splash damage or a direct hit.
***Heavy Weapons Level 1:*** Improved Projectile Resources Your combat experience allows you to use your projectile weapons with greater ease. Firing a Panzerfaust or Mortar will now take 1/3rd less Power Bar than previously.
***Heavy Weapons Level 2:*** Heavy Weapon Proficiency Your technical know-how means that your overheating Emplaced or Mobile MG will cool at twice the normal rate.
***Heavy Weapons Level 3:*** Improved Dexterity You've been lugging heavy chunks of metal around the battlefield for so long, your speed penalty is now decreased. You will still be slowed when firing the Flamethrower, but when carrying it or your other weapons - your speed is now faster.
***Heavy Weapons Level 4:*** Improved Weapon Handling Such is your skill at toting weaponry, you are now able to handle a Light Weapon in one handed slot, freeing up the two handed slot for an alternate Heavy Weapon. This means you can now carry an SMG and a Mortar, for instance.
======= Medic =======
Starting out, the medic is probably the least-flexible and least-equipped of all the classes in Enemy Territory. You start with a Thompson (MP40 if Axis) with a single clip of ammo, a grenade, 8 syringes, and the health pack. So it should be fairly obvious that at least initially, a medic is not a front-line fighter. Their primary strength lies with keeping the rest of their team combat-ready, and their syringes even allow them to revive the recently-killed on the field of battle.
The two unique abilities of the medic are the health pack and syringe. The health pack drops a kit which provides 20 points of health, and initially requires a quarter of the medic's power bar to use. When level 2 first aid is reached the health packs require only 15% of the power bar, allowing the medic to heal a much larger amount in the same amount of time.
The syringe, on the other hand, can actually be used to revive the dead. When a comrade is killed, a red icon will appear above their body. While the syringe icon is there, they can be revived by selecting the syringe, standing over the teammate, and pressing fire. Note that the icon will disappear if the player enters the respawn queue or takes too much damage, so get to them as quickly as you can. You can also see the syringe icon on the compass in the corner of the screen if you're close enough, so you can use it to locate fallen allies quickly.
A good medic will find themselves in the line of fire quite often, but they should never be the first line of an assault. Instead, it's better to hang back, wait for the first wave of soldiers to engage the enemy, and then run in with a needle to raise the fallen and health packs to revitalize the wounded. Charging into the middle of a firefight with nothing but a syringe in hand is risky, but can easily turn the tide of a close battle while earning valuable experience. Just remember that a medic is no good to their team dead, so don't hesitate to heal yourself when you need it.
A medic can expect to gain experience, and thus ranks, very quickly on the front lines of combat. First aid is probably the first improvement you'll see, and one of the most important. The benefits are another clip and grenade, decreased power cost for health packs, full revive for teammates, and finally the adrenaline syringe. These will greatly decrease your dependence on lieutenants, and allow you to heal your team much faster. The last bears special mention - it gives you 10 seconds of adrenaline, during which your stamina bar will not decrease and you take only half damage from all attacks. Obviously, being able to run into and out of heavily defended positions can be incredibly useful at the right times. Battle sense and light weapons are the other areas medics are likely to improve in, and all of the light weapon abilities are useful... especially the extra clip given at level 1. Battle sense gives great benefits at level 2 by recharging your stamina bar faster, and at level 3 by increasing your health by an additional 15.
Finally, remember that the power of a lone medic should not be overlooked. Their ability to heal themselves, when coupled with their innate regeneration, makes them excellent for defending a position by themselves when necessary. A medic behind the barrel of an MG42 can often hold off an entire team for some time by healing themselves when necessary. So here's the lowdown on first aid, the medic's special ability
^^^First Aid^^^
This is a Medic-specific skill that rewards players for reviving team-mates and healing them with Health Packs. Medics earn 1XP each time they heal someone with a Health Pack and 4XP every time they revive another player with their Syringe.
***First Aid Level 1:*** Medic Ammo Medics receive an extra ammunition clip and grenade with their basic weapon load-out.
***First Aid Level 2:*** Improved Resources 2 syringes extra max ammo, 2 extra on spawn plus Medic pack only takes 15% Power Bar instead of 25%
***First Aid Level 3:*** Full Revive Syringes now return fallen team-mates to full health.
***First Aid Level 4:*** Adrenalin Self To equip the adrenalin shot press the Special Weapon 1 key (5 by default) twice and then press the primary fire key to inject the Adrenaline syringe. Doing so will impart a temporary bonus in Health and Stamina. For 10 seconds you will only suffer half damage from any attack and your Stamina Bar will not decrease at all, even if you are sprinting. This will give you the ability to rush into and out of strongly defended areas which may prove of critical tactical importance.
======= Engineer =======
In many ways, the engineer is the most important class in Enemy Territory. They are, of course, the only class that can build structures, repair vehicles, and dynamite objectives. In fact, Rail Gun is the only map that can be won without the aid of an engineer - on every other map, each team needs at least one to achieve victory.
The first decision to be made as an engineer is which weapon to choose. The Thompson/MP40 is a good all-around choice, with a good balance between accuracy, power, and firing rate. You really can't go wrong with a good submachinegun, after all. The rifle is the only other choice for an engineer - K43 for the Axis, and the M1 Garand for the Allies. Each shot packs more than double the punch of the SMGs, but the clip is limited and you're stuck with semi-automatic fire. The rifle is also extremely inaccurate when you're running around and jumping, making it a close-range weapon unless you have time to crouch or (ideally) go prone. For the middle ranges, the pistol is probably a better choice. However, if you want access to the rifle grenades you will, of course, need to choose a rifle. The rifle grenades are nearly equal to the Panzerfaust in destructive capability in the hands of a practiced user, and the ability to lob grenades over 100 yards with pinpoint accuracy can consistantly result in one-hit kills. Level 1 engineering gives access to 8 of them, which should keep you in explosives for a long time. Just remember that the grenades are fast, but not jet-propelled; they will drop due to gravity, so aim 5 to 20 degrees above your target as well as leading them. Each grenade also drains half of your power bar, so keep a close eye on it when charging a demolition point. Not only is it possible to drain all of your power and be forced to rely on the rifle itself, but that's the same power bar you use to plant dynamite or lay land mines. Wouldn't want to have to camp a heavily-guarded objective by yourself for 20 seconds with a pistol before you can even stick a bundle of explosive love on it, would you? So rifle vs SMG, which is better? For the Axis it's a pretty clear-cut decision - the K43 has a 10-shot clip, the rifle grenades are too good to pass up, you're not going to be planting dynamite very often, and the ten bullets you get is enough to take out any attacker at close range. For the Allies it's a harder question. The rifle grenades ARE excellent for clearing out clusters of Axis defenders, but the rifle itself is decidedly subpar. You get the same poor accuracy as the K43, but each clip has only 8 bullets and must be completely emptied before you can reload. That means most battles will drain a full clip, because you can't afford to start a battle with just two bullets in the gun. If you expect to engage mostly in long-range combat go for the rifle, otherwise you might be better off with the Thompson. All weapons aside, how the engineer should be played primarily depends on which side of the assault they're on. The Axis find themselves defending on most maps - when there are objectives for the Allies to demolish, it's vital that at least one engineer remains within at most a 15 second run of the objective. Nothing will annoy the Allies more than the sound of "dynamite defused," and nothing will annoy your team more than losing a match within the first 10 minutes. In the early moments of the map you're free to roam and build stationary fortifications, so take advantage of it. Not only will you gain quite a bit of experience, but you'll have them standing before they're needed rather than trying to build a barrier (for instance) while under fire from tanks and airstrikes. In "multi-goal" maps such as Würtzburg Radar that require either building or demolitions before the Allies can achieve their primary objective, however, a quick engineer can usually slip in to defuse dynamite, destroy a bridge with a quick plant, and so forth. The longer you can delay the Allies from getting to their real goal, the less time you'll need to defend it. So on maps like Siwa Oasis and Radar, for instance, guarding the destroyable walls can buy your team at least a minute per unsuccessful attempt. If you can keep a secondary entrance closed, you'll also make it that much harder to get past your team's defenses. Remember, an engineer taking time to plant is a nice, juicy target. And finally, use the land mines! The engineer's other specialty, each team can have up to 10 land mines placed at any time. Each depletes half of your power bar to drop, and they must then be manually armed with the pliers like dynamite - in other words, setting up a comprehensive landmine defense takes some time. They're best placed at the choke points or near goals as a last-ditch tactic against opponents who have gunned down (or bypassed) all of your defenders. Keep a careful eye on the death messages if you do this, and run back to check and re-plant mines. Don't use the exact same places, though... shuffle them around a few feet each time to keep defenders guessing. On the Allied side, you're more than likely going to find yourself on the attack the majority of the time. When you can, stick with your team and try to invade en masse. With a good medic at your side you're far more likely to survive and accomplish your goals, and that's what the game is all about. Stay out of the first wave, shooting rifle grenades past your teammates to hit likely ambush points and camping spots. When the coast is clear, make a run for the objective and do the deed! Another viable tactic is the "commando run." Head for the back entrance (most maps have one) while your team distracts the enemy. Avoid conflict and head to the goal by the safest route possible. With a little luck the defenders will all be on the front lines, and by approaching from an unusual entrance you may be able to get the drop on any stragglers. Avoid using your power bar on the approach if possible; your first plant should draw the attention of the entire Axis team if they're paying attention, but you should have time to place a second stick before the defenders arrive. If you can buy even a few more seconds defending the goal, a single engineer should run out of time trying to defuse a pair of dynamites. I've seen this done successfully once with a pair of engineers.... the sight of a lone Axis engineer trying to defuse 5 bundles of explosives made me laugh until my sides hurt. One of the biggest problems with the lone engineer is landmines; if you're significantly ahead of your allies, odds are no Covert Ops will have scouted the area. On the other hand, engineers have the least to fear from landmines as long as you remember a few simple tips. First, the mines are triggered when stepped on, but only explode when you step off of them. If you aren't actively engaged in a firefight, stop as soon as you hear the distinctive "click - hiss..." Pull out your pliers and get to work. You'll defuse the landmine, gain some XP, and be on your way. If you can achieve rank 4 engineering you'll have even less to fear, because you'll be issued a flak jacket that protects against half the damage from all explosions. Here's the lowdown on the Engineering skill,
^^^Engineering^^^
This is an Engineer-specific skill that rewards players for constructing/demolishing objectives and the use of explosives. Engineers earn 3 XP for repairing a vehicle or MG. They also earn XP for constructing or destroying constructible objectives: 5XP for a 50% of Power Bar objective such as repairing an MG nest, 7.5 for a 100% Power Bar objective like repairing a tank and up to 10XP for destroying an Objective. Engineers also earn 3XP for a Rifle Grenade kill, 4XP for a Land Mine or Dynamite kill, 4XP for defusing an enemy Land Mine and 6 points for defusing enemy Dynamite.
***Engineering Level 1:*** Improved use of Explosive Ammunition Inventory includes four extra Rifle Grenade rounds and four extra Hand Grenades.
***Engineering Level 2:*** Improved Dexterity The experience of handling explosives in combat allows Engineers to arm and defuse Land Mines and Dynamite in half the time.
***Engineering Level 3:*** Improved Construction and Destruction The expertise of the veteran Engineer means that constructing and repairing objects and setting Dynamite or Land Mines uses 1/3rd less Power Bar charge than normal.
***Engineering Level 4:*** Issued Flak Jacket Only the most expert Engineers who have proven their ability to survive on the battlefield are issued with these expensive Flak Jackets which provides the player with 50% damage deflection from explosive weapons.
======= Field Ops =======
That's right you're now the man! The only class that can not only call in air and artillery strikes with your trusty smoke canister and binoculars, but you're a walking ammo cache to boot! You'll be carrying a standard weapons loadout of a knife, a pistol (single handed weapon) and a sub machine gun (two handed weapon) into battle, but you're packing much more punch than that with your special abilities, so let's learn how to best use this power without blowing up our own troops. Since the Field Ops class is a weapon based class, the best spot for a Field Ops under normal cir*****stances is with someone who is going to be doing little else than trying to decimate as much of the enemy forces as possible, the Soldier Class. The Soldier is the heavy weapons expert and packs the biggest punch, so naturally he'll be chewing up ammo faster than any other class. Either in a support postion of defense or helping pave the way on the attack, a Field Ops is a vital part of keeping the big guns booming with ammo packs-o-plenty. Now let's talk a bit about the pros and cons of calling in strikes. Since the Artillery Strike is ordered with the binoculars as opposed to the Air Strike, which requires the throwing of a smoke canister to mark the strike location, the Artillery Strike is much more of a long distance weapon. Both strikes must be used outdoors only as a plane or long distance gun battery could not possibly get their shots indoors, and buildings in Enemy Territory are indestructable. Having to take the fight indoors basically cuts the Field Ops options in half, leaving him a lightly armed ammo supply. This class should still be teamed up with a Soldier to keep them happily mowing down enemies both indoors and out. In general, with the ability to call in major, damaging strikes that can destroy vehicles or groups of enemies, the Field Ops is best used outdoors. Both Air and Artillery strikes require a full power bar to be executed, so you must make your shots count. As you progress in rank, the Field Ops specific skill, "Signals", will allow you to progressivly give more ammo per pack, double the intesity of Strikes and even take less power per strike as well as adding the ability to spot disguised foes. This all stacks up to one class that is best used on the larger areas and possible bottle necks where the enemy must travel in groups. All of these improvements are used since with great power, the Field Ops also becomes a popular target for Snipers and Covert Ops looking to remove an enemy that can cause such open devastation. Bear this in mind when surveying the area with the limited view area of the binoculars. More than one Artillery Strike has been denied via the sniper's bullet, and this is where his partner the Soldier comes in. When finding positions to cover and hold, the Soldier should be providing support while a strike marker or call is being made. Nobody on the other team is going to want a strike called in, trust me. Pick a safe spot to work your magic from if at all possible. A big area of interest with a few goals to accomplish will be to cover and support, or cover and destroy an engineer that has something to construct for your team to progress. Using the bridge in the Fuel Dump level as an example, an Allied Field Ops and Soldier combo can provide vital cover to an exposed Engineer who's constructing the bridge, while an Axis Field Ops and Soldier team would be trying to keep the build site under constant fire. A heavy barrage of Artillery fire will pretty much take care of anything in the Wolfenstein world, and I just love simple solutions to life's little problems. Now go forth and cause mass destruction. Wipe out a machine gun nest with a glance. Detroy thundering tanks with a puff of smoke, but don't forget to keep your buddies stocked with ammo. A bang is better than a click anyday of the week.
Here's how the Field Ops progresses with the class specific "Signals" reward system
^^^Signals^^^
This is a Field Ops-specific skill that rewards players for killing enemy players or destroying objectives with Artillery or Air Strikes, and supplying team-mates with ammo packs. Field Ops earn 1XP for giving one of your team's players an Ammo Pack. You'll earn 3XP for every enemy player you kill with an Air Strike, 4XP for killing them with an Artillery Strike and 5XP for destroying an Objective with either. ***Signals Level 1:*** Improved Resources Your proven logistical efficiency is rewarded by access to Improved Resources. Every Ammo Pack you distribute will contain an extra magazine clip and issuing the Ammo Pack will only deplete your Power Bar by 15% instead of 25%.
***Signals Level 2:*** Improved Signals Your experience as a fire support observer gains you improved efficiency. Calling in an Artillery or Air Strike uses up only 2/3 of your Power Bar, allowing you to call in fire support more frequently than before.
***Signals Level 3:*** Improved Air and Ground Support Your expertise in identifying key enemy targets is rewarded by diverting more fire support resources to your designated targets. Each Air Strike now has two aircraft incoming and each Artillery Strike lasts twice as long.
***Signals Level 4:*** Enemy Recognition Your observational skill and battlefield experience now means that you can identify disguised enemy Covert Ops. Placing your cross-hairs over an Enemy infiltrator will result in a Disguised Enemy prompt and their location will be highlighted on your team's Command Map.
======= Covert Ops =======
Playing as Covert Ops, the newest total Wolfenstein class born in Wolfenstein: Enemy Territory, you must get a new mind set in place. You are the best-equipped class to run the lone wolf tactic. Running on your own, outside a supported fire team, you'll progress through rank by undermining the enemy efforts whether defense, or offense. You are swift, silent and deadly. You are the night.
Your weapons loadout when starting as a Covert Ops class player is based on stealth and accuracy. Your silenced pistol (single handed weapon) and choice of a silenced M1S Garand or K43 for sniping joy, or the scoped automatic FG42, or even the accurate and automatic Sten MkII S make up an arsenal of deadly, ghost like power. Combine this with the class specific smoke grenade and satchel charges, season with the standard grenade and you've got yourself a walking hazard. With the standard loadout, the Covert Ops would be little more than a glorified sniper, except for his special abilities that take the class to a new level that becomes more valuable to a team with proper use. You've also been given the ability to take stealth up a notch or two, offering access to bases that normally your team could not enter without high explosives, or a tank!
One of the first things to learn as a Covert Ops is your value to the team's intel gathering. A Covert Ops player will display all enemies that he sees, onto the command map for his team. What he sees, they can see just by pulling up the command map. Also, using his Covert Ops binoculars, the player can mark (using the crosshair) enemy landmines for his entire team to either avoid, or detroy with explosives. The Covert Ops spots the landmine with his binoculars, keeping the crosshair on it until the mine is marked and shows up on his team's command map. A team radio announcement will automatically go out letting everyone know the map is updated with this valuable info. Now that's handy and definitely going to put a frown on the face of the enemy Engineer who just planted the little trap. That's far from the only way for the Covert Ops to cause grief to the enemy, there's also the power of "Disguise". When you kill, or come across a dead foe, you have the abilty to take his clothes so that the enemy will see you as one of his own, with some minor changes. To take an enemy uniform, you must stand over the body of a dead enemy to activate the Uniform icon. Keep Activate/Use pressed to take the uniform and put it on. The enemy's body will now be without pants and remain as a warning to his team that they have a spy in their ranks. While wearing an enemy uniform (Disguise), the Covert Ops can use enemy Team Doors that were normally locked against any intrusion. These doors are normally marked and show a lock and chain icon when being attempted by an undisguised Covert Ops, or any other class. While disguised, you will show up at a distance as the player you took the uniform from if someone has player identify on, but up close it won't show, alerting them that you're a fraud. Now that you can slip into enemy strong holds without all those nasty explosives, it's time toss another wrench into the gears of your enemy's plans.
Once inside the defenses, a Covert Ops can use his satchel charges with great effect. A satchel will destroy the inner Axis defences on the Fuel Dump level, as well as blow the generator on the Seawall Battery level so his team can slip through the back door for a two pronged attack. The options are vast and a well trained Covert Ops is a deadly menace to the opposition while being an invaluable intelligence tool for his team. Here's how the rewards are given:
^^^Covert Operations^^^
This is a Covert Ops-specific skill group, which rewards players for reconnaissance, reporting battlefield intelligence, sabotage and Scoped Weapon skills. ANY player earns 5XP for kills with a headshot, 3XP for kills with a bodyshot, armshot or legshot. A Covert Ops will earn 3XP for each Land Mine spotted and 5XP for disguising themselves using an enemy uniform. You'll earn 5XP for every kill with a Satchel Charge and 7XP every time you use a Satchel Charge to destroy an Objective.
***Covert Operations Level 1:*** Improved Use of Scoped Weapon Ammunition Each Ammo Pack you get from a Field Ops or Ammo Cabinet includes one extra clip of ammunition for your Scoped Weapon
***Covert Operations Level 2:*** Improved use of Sabotage and Misdirection Your expertise allows you to use your Satchel Charges and Smoke Grenades more often: your Power Bar usage will be reduced by 1/3rd.
***Covert Operations Level 3:*** Breath Control Your mastery of the Sniper's art results in a 50% reduction in both recoil jump and weapon sway with Scoped Weapons.
***Covert Operations Level 4:*** Assassin Your expertise with the knife allows you an instant kill with any backstab.
Written By: Don Matta Strategy Guide for Wolf ET - Version 0.1
| | |  Basic Information ------------------------------------------------- Author : Masterkiller(Qc)" Email address : lachose@gmail.com or fluffpower@hotmail.com Webpage forum : http://easymapping.free.fr/html/modules/newbb/viewtopic.php?viewmode=flat&topic_id=1307&forum=4 15.9 MB's MAR.01.2008 ------------------------------------------------- Map Information ------------------------------------------------- Game : Wolfenstein: Enemy Territory Title : Clavier Filename : clavier.pk3 Release date : 2008-03-1 Decription : Axis have build a big trojan infection in all computer in America. Allied need to destroy the main computer to kill this trojan. Allied use "the Shrink-Gun2008 to shrink like a mouse to did the mission. Axis know Allied comming soon then use Shrink-Gun2008 to shrink too. Program : Radiantgtk 1.4.0 Milkshape 3D Jasc Paint Shop Pro 9 Fl Studio 5 Build time : 3 weeks. Compile time : 1 hours Compile machine : AMD Athlon 2200, 1024mb Installation : Place the clavier.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: /map clavier to start the small campaign. (clavier, goldrush,clavier,oasis) Textures : 100 new in the pk3 file. Sounds : 47 new sounds. Models : 12 new model. 2 from me, 10 from internet.(see thanks below) ------------------------------------------------- Info! ------------------------------------------------- #. This is a "FUN" map for the spring. Winter is so long and i have nothing to do so i did this map. The map is intended to be fun playing but also at the same time being competive. So that it can be used as a war map between clans. ------------------------------------------------- Special thanks and Credits to: ------------------------------------------------- Friend and tester: Steven,Fred,Samuel, from easymapping psylopat,Brain-Storm,His-Infernal-Majesty Website: http://easymapping.free.fr/ http://wikimapping.free.fr/ http://www.enemyterritory-stuff.net/ http://www.spyjuice.com/tutorials_et.html http://www.heppler.com/shader/ http://www.splashdamage.com Model: -Oak-tree Mapmodel (c)GrimReaper Krischan "GrimReaper" Makowka E-mail: Grimreaper@planetquake.com -Alpine Assault misc_models -"Willy's" Jeep -dt_oblitz -Fire Fighting Accessory's Model and textures by Detoeni http://www.planetwolfenstein.com/detoeni ©Phil "Detoeni" Gresley 2005 Detoeni.uk -GrandFather Clock MD3 model by rayban. -models of documents for wolf:et http://www.splashdamage.com/forums/viewtopic.php?t=17129 frames: 16 rayban ( raybanb@gmail.com ) -zp_m3_flakpanzer38 -zpsm_m4_arado196 readme original concept design by Shaderman. project adopted by zenith-ply. technical name: Arado Ar 196 codename: ardo contact: zenithply@aol.com http://www.surfacegroup.org/forums/ © zenith-ply 2007 -wp_190 -wp_halftrack Model by MuffinMan, converted to md3 by Uberdave textured by Detoeni http://www.wolfproject.net/ Prefab special thanks elevator: wezelkrozum ------------------------------------------------- Copyright © 2008 masterkiller(qc) all rights reserved This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. ------------------------------------------------- | | | The Cleveland Browns are a professional American football team based in Cleveland, Ohio. They play in the North division of the American Football Conference (AFC) in the National Football League (NFL). The Cleveland Browns began play in 1946 as a charter member of the All-America Football Conference and joined the NFL in 1950 after the AAFC folded. The team won all four AAFC titles and had one undefeated season (1948 - 15–0), as well as four NFL Championships.  | | | | A Content Management System is a computer software system for organizing and facilitating collaborative creation of documents and other content.
| | | How can I add colors to my name?
Go to OPTIONS in the game. The first line sets your name, while the second line is for clan tags. The color for each letter is made by pressing left shift and 6 in that order to get the " ^" followed by a number or character for the color. My name, "Noob", is all blue letters so I only use a " ^4" in front of the first letter. The numbers corresponding to the other main colors are: 1 - Red 2 - Green 3 - Yellow 4 - Blue 5 - Cyan 6 - Magenta 7 – White 8 - Gray 9 - Black
Here are the full of color codes for ETQW: | | | | =WF= color code is: ^4=^MW^4F^M= [SPACE] Name | | | | Wolfenstein Colors | | 1 | red | | f | blue | | | 2 | green | | g | light green | | | 3 | yellow | | h | medium green | | | 4 | blue | | j | dark red | | | 5 | light blue | | k | brown | | | 6 | pink | | l | medium orange | | | 7 | white | | ; | medium grey | | | 8 | orange | | z | medium grey | | | 9 | grey | | x | dark orange | | | 0 | black | | c | dark purple | | | q | dark red | | v | light pink | | | w | light grey | | b | light green | | | e | purple | | n | light yellow | | | r | cyan | | m | very light green | | | t | medium blue | | , | light orange | | | y | dark grey | | . | light yellow | | | u | very light blue | | / | medium yellow | | | i | medium red | | - | sort of green | | | o | dark yellow | | = | sort of green | | | p | black | | | green | | | a | dark orange | | [ | light grey | | | s | medium yellow | | ] | sort of green | | | d | dark light blue | | ' | light cyan | | | | * | dark red |
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| | |  Basic Information ------------------------------------------------- Author : Blushing_Bride Email address : yub.nub@hotmail.com ------------------------------------------------- Map Information ------------------------------------------------- Game : Wolfenstein: Enemy Territory Title : colosseum_b5 Filename : colosseum_b5.pk3 Version : Beta Version Release date : 23/10/2006 Decription : A medium sized map designed for competition and public play Installation : Place the colosseum_b1.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map colosseum_b1 ------------------------------------------------- Objectives ------------------------------------------------- # The Allies need to blow open the door to secure forward spawn and then try and retrieve both gold crates from the courtyard # The Axis need to stop the Allies from doing the above ------------------------------------------------- Additional Map Information/Credits ------------------------------------------------- Prefabs and thanks : Ifurita for making tonnes of stuff for cathedral which i then copy and pasted into this map. Iffy's webby http://planetwolfenstein.com/4newbies/ Sock whose textures i have pinched and modified. Find the originals at http://simland.planetquake.gamespy.com/pages/materials.htm Drakir for helping me do the returnable objective script and some prefabs. His webby http://www.drakir.tk/ Many thanks to everyone at http://www.splashdamage.com/ for information about mapping Clan Nightwatch (http://www.clan-nightwatch.org/) for helping me test this map And thanks to anyone else who feels that they deserve thanking who i might have forgotten. Send me an email and ill make a big thanks to you in the next release. ------------------------------------------------- Testing ------------------------------------------------- Feel free to discuss this map at http://www.clan-nightwatch.org/ and leave feedback and advice on what to fix and what to balance ------------------------------------------------- Copyright © 2006 This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. | | | Colt 45 | | | | Combat, or fighting, is purposeful violent conflict intended to establish dominance over the opposition.
The term "combat" (French for fight) typically refers to armed conflict between military forces in warfare, whereas the more general term "fighting" can refer to any violent conflict. Combat violence can be unilateral, whereas fighting implies at least a defensive reaction. However, the terms are often used synonymously along with the term "Battle Ready".
Combat may take place under a certain set of rules or be unregulated. Examples of rules include the Geneva Conventions (covering the treatment of soldiers in war), medieval Chivalry, and the Marquess of Queensberry rules (covering boxing).
Combat in warfare involves two or more opposing military organizations, usually fighting for nations at war (although guerrilla warfare and suppression of insurgencies can fall outside this definition). Warfare falls under the laws of war, which govern its purposes and conduct, and protect the rights of soldiers and non-combatants.
Combat may be armed (using weapons), or unarmed (not using weapons). Hand-to-hand combat (melee) is combat at very close range, feeling the opponent with the body (striking, kicking, strangling, etc.) and/or with a melee weapon (knives, swords, batons, etc.), as opposed to a ranged weapon.
| | | | aasStats ..... show AAS statistics
activateAFs ..... activates idAFEntity based entities
activateVehicles ..... activates physics on sdTransport based entities
addarrow ..... adds a debug arrow
addChatLine ..... internal use - core to game chat lines
addline ..... adds a debug line
addObituaryLine ..... internal use - core to add obituary lines
addPerformanceQuery ..... Displays a new performance query
admin ..... perform administration commands
aviGame ..... writes AVIs for the current game
aviRenderDemo ..... writes AVIs for a render demo
benchmark ..... benchmark
bind ..... binds a command to a key
bindRagdoll ..... binds ragdoll at the current drag position
blinkline ..... blinks a debug line
buildFrequencies ..... build a frequency table for the fixed huffman compressor
calcMinDist ..... calc required min dist given [prevmindist] [prevmaxdist] [distmult] [newmaxdist] [newdistmult]
callvote ..... call a vote to change server settings, etc
camera ..... Sets the current view to a named camera entity, or clear the camera if no name is given
cameraNext ..... Sets the current view to the next camera found in the map
cameraPrev ..... Sets the current view to the previous camera found in the map
centerview ..... centers the view
checkNewVersion ..... check if a game update is available
checkRenderEntityHandles
clear ..... clears the console
clearLights ..... clears all lights
clearPerformanceQueries ..... Removes all performance queries
clearToolTipCookies ..... clears all tooltip state cookies, so they will be played again
collisionModelInfo ..... shows collision model info
collisionTest ..... runs through all entityDefs and checks for erroneous collision data whilst generating cached models
combineCubeImages ..... combines six images for roq compression
compressRenderDemo ..... compresses a render demo file
conDump ..... dumps the console text to a file
connect ..... connects to a server
crash ..... causes a crash
cubeToSkybox ..... converts a cubemap to a skybox (uses less memory thana full cubemap but only stores half a sphere)
cutNetDemo ..... cuts a network demo if valid markers are set
cvar_restart ..... restart the cvar system
cvarAdd ..... adds a value to a cvar
cvarMultiply ..... multiplies a value to a cvar
cycle ..... cycles a cvar
damage ..... apply damage to an entity
declMemoryReport ..... provides a memory report for loaded decls
deleteSelected ..... deletes selected entity
demoShot ..... writes a screenshot for a demo
dir ..... lists a folder
dirtree ..... lists a folder with subfolders
disasmScript ..... disassembles script
disconnect ..... disconnects from a game
dotRenderPrograms ..... dots render programs
dumpCollisionModelStats
dumpCVars ..... writes out all cvars to base/cvars_.txt
dumpMonolithicInfo
dumpToolTips ..... dumps out all the tooltips to tooltips.txt
echo prints text
envshot ..... takes an environment shot
error ..... causes an error
exec ..... executes a config file
exit ..... exits the game
exportScript ..... exports scripts to a compilable format
findFreeString ..... finds the next free string id
finishBuild ..... finishes the build process
fireteam ..... perform fireteam related commands
freeze ..... freezes the game for a number of seconds
game_memory ..... displays game class info
gameError ..... causes a game error
generateNetDemoKeyFrames ..... generate a keyframe file for a network demo
getviewpos ..... prints the current view position (x y z) yaw pitch roll
gfxInfo ..... show graphics info
give ..... gives one or more items
god ..... enables god mode
gpuPerformanceQueries ..... Add a standard set of gpu performance queries (this needs an instrumented nvidia driver)
halfSphereToCube ..... converts spheremap to cubemap
halfSphereToSkybox ..... converts spheremap to a skybox
help ..... shows help
hitch ..... hitches the game
htmlCVars ..... write out the cvars to cvars.html
in_restart ..... restarts the input system
keepTestModel ..... keeps the last test model in the game
keyFrameNext ..... advances to the next key frame while playing back a network demo
keyFramePrev ..... reverses to the previous key frame while playing backa network demo
kill ..... kills the player
killClass ..... removes all entities of 'class'
killMoveables ..... removes all moveables
killRagdolls ..... removes all ragdolls
killTransports ..... removes all transports
killType ..... removes all entities of 'type'
listActiveEntities ..... lists active game entities
listAF ..... lists articulated figures
listAnims ..... lists all animations
listBinaryDecls ..... lists the contents of a binary decl file
listBinds ..... lists key bindings
listClasses ..... lists game classes
listClientEntities ..... lists Client Entities
listCmds ..... lists commands
listCollisionModels ..... lists collision models
listControllers ..... lists connected controllers and their unique hashes
listCVars ..... lists cvars
listDecals ..... lists decal types
listDecls ..... lists all decls
listDictKeys ..... lists all keys used by dictionaries
listDictValues ..... lists all values used by dictionaries
listEffects ..... lists effects systems
listEntities ..... lists game entities
listEntityDefs ..... lists entity defs
listEvents ..... lists all active events
listGameCmds ..... lists game commands
listGUIs ..... lists all allocated GUIs
listGUIThemes ..... lists GUI themes
listImages ..... lists images
listLines ..... lists all debug lines
listLocStrs ..... lists localization strings
listMaterials ..... lists materials
listMedia ..... lists all models
listModelDefs ..... lists model defs
listModels ..... lists all models
listModes ..... lists all video modes
listOutOfLevelDecls ..... lists all decls which were parsed outside of level load
listPerformanceQueries ..... Lists the available performance queries
listRenderBindings ..... lists render bindings
listRenderEntityDefs ..... lists the entity defs
listRendererCmds ..... lists renderer commands
listRenderLightDefs ..... lists the light defs
listRenderPrograms ..... lists render programs
listScriptObjects ..... lists script objects
listSkins ..... lists skins
listSoundCmds ..... lists sound commands
listSoundDecoders ..... list active sound decoders
listSounds ..... lists all sounds
listSoundShaders ..... lists sound shaders
listSpawnArgs ..... list the spawn args of an entity
listStuffTypes ..... lists stuff types
listSurfaceTypes ..... lists surface types
listSystemCmds ..... lists system commands
listTables ..... lists tables
listTemplates ..... lists templates
listTexUsage ..... lists model texture usage
listThreads ..... lists script threads
listToolCmds ..... lists tool commands
listVehicleScripts ..... lists vehicle scripts
listVertexCache ..... lists vertex cache
listVotes
makeAmbientMap ..... makes an ambient map
makeEnvMaps ..... Recreates the environment maps for the level
makePerlin ..... makes perlin nose maps
mapshot ..... takes an environment shot
memoryDump ..... creates a memory dump
memoryDumpCompressed ..... creates a compressed memory dump
memoryDumpPerClass ..... creates a memory dump per class
memoryReport ..... creates a memory report
modulateLights ..... modifies shader parms on all lights
networkSpawn ..... spawns a game entity during a network game
nextAnim ..... shows next animation on test model
nextFrame ..... shows next animation frame on test model
nextMap ..... change to the next map
noclip ..... disables collision detection for the player
nodeAdd ..... adds a vehicle nav node to the map for the bots
nodeDel ..... deletes the nearest node.
nodeGenerateFromBotVehicleActions ..... generate nodes from the bot's vehicle camp/roam actions
nodeLink ..... create a link from the last node to this one and back. pass 'oneway' to make it a one way link. pass 'start' to start a new chain of links.
nodeName ..... renames the nearest node (handy for script access). argument:
nodeRadius ..... sets the radius for the nearest node. argument:
nodeTeam ..... changes the team the nearest node is associated with. team:
nodeView ..... view a node
notarget ..... disables the player as a target
parse ..... prints tokenized string
path ..... lists search paths
pauseNetDemo ..... toggles pause while playing back a network demo
placeDemoCutEndMarker ..... places end marker for demo cutting
placeDemoCutStartMarker ..... places start marker for demo cutting
playJumpStartDemo ..... plays back a jump start demo
playNetDemo ..... plays back a network demo
playRenderDemo ..... plays back a render demo
popLight ..... removes the last created light
popPerformanceQuery ..... Removes a performance query
prevAnim ..... shows previous animation on test model
prevFrame ..... shows previous animation frame on test model
printAF ..... prints an articulated figure
printDecal ..... prints a decal type
printEffects ..... prints an effects system
printEntityDef ..... prints an entity def
printGuiProperty ..... Prints a property in the named gui
printGuiStats ..... Prints statistics for a gui
printLocStr ..... prints a localization string
printMaterial ..... prints a material
printModel ..... prints model info
printModelDefs ..... prints a model def
printSkin ..... prints a skin
printSoundShader ..... prints a sound shader
printStuffType ..... prints a stuff type
printSurfaceType ..... prints a surface type
printTable ..... prints a table
printTemplate ..... prints a template
printVehicleScripts ..... prints a vehicle script
quit ..... quits the game
rcon ..... sends remote console command to server
reconnect ..... reconnect to the last server we tried to connect to
recordNetDemo ..... records a network demo
recordRenderDemo ..... records a render demo
regenerateWorld ..... regenerates all interactions
reloadAnims ..... reloads animations
reloadDecls ..... reloads decls
reloadEngine ..... reloads the engine down to including the file system
reloadGuiGlobals ..... reloads gloabal gui properties
reloadImages ..... reloads images
reloadLanguage ..... reload language dictionaries
reloadModels ..... reloads models
reloadScript ..... reloads scripts
reloadSounds ..... reloads all sounds
reloadSurface ..... reloads the decl and images for selected surface
reloadUserGroups ..... reloads user groups
remove ..... removes an entity
removeline ..... removes a debug line
renderNetDemo ..... plays back a network demo, capturing frames to disk
reparseDecls ..... reparses decls
reportAnimState ..... Reports the entity number's current animation state
reportEffectUsage
reportImageDuplication ..... checks all referenced images for duplications
reportPakChecksums ..... reports a set of MD5 hashes for pak files
reportSurfaceAreas ..... lists all used materials sorted by surface area
reset ..... resets a cvar
s_restart ..... restarts the sound system
saveMoveables ..... save all moveables to the .map file
saveNodes ..... saves the nav nodes to .nav
saveRagdolls ..... save all ragdoll poses to the .map file
saveSelected ..... saves the selected entity to the .map file
say ..... text chat
sayFireteam ..... fireteam text chat
sayTeam ..... team text chat
screenshot ..... takes a screenshot
serverInfo ..... shows server info
serverMapRestart ..... restart the current game
serverStartDemos ..... forces all clients to start recording demos
set ..... sets a cvar
seta ..... sets a cvar and flags it as archive
setGuiProperty ..... Sets a property in the named gui
setMachineSpec ..... detects system capabilities and sets com_machineSpec to appropriate value
sets ..... sets a cvar and flags it as server info
setServerLicenseCode ..... Set server License Code
sett ..... sets a cvar and flags it as tool
setu ..... sets a cvar and flags it as user info
setviewpos ..... sets the current view position (x y z) yaw pitch roll
shaderPerformance ..... Export some shader performance info
showDictMemory ..... shows memory used by dictionaries
showInteractionMemory ..... shows memory used by interactions
showStringMemory ..... shows memory used by strings
showTriSurfMemory ..... shows memory used by triangle surfaces
sizeDown ..... makes the rendered view smaller
sizeUp ..... makes the rendered view larger
spawn ..... spawns a game entity
startBuild ..... prepares to make a build
stats ..... stats debugging tool
stopNetDemo ..... stops network demo recording
stopRecordingRender ..... stops render demo recording
takeViewNote
teleport ..... teleports the player to an entity location
testAnim ..... tests an animation
testBlend ..... tests animation blending
testDamage ..... tests a damage def
testDeath ..... tests death
testDecls ..... runs through all decls and checks for broken/defaulted ones
testGUI ..... Replace the main menu with a test gui.
testImage ..... displays the given image centered on screen
testLight ..... tests a light
testModel ..... tests a model
testParticleStopTime ..... tests particle stop time on a test model
testPointLight ..... tests a point light
testPrecache ..... Precaches an entitydef, then spawns it, to check for any additional unprecached media
testProficiency
testShaderParm ..... sets a shaderParm on an existing testModel
testSIMD ..... test SIMD code
testSkin ..... tests a skin on an existing testModel
testSound ..... tests a sound
testWarning ..... test warnings!
timeNetDemo ..... times a network demo
timeRenderDemo ..... times a render demo
timeRenderDemoQuit ..... times a render demo and quits
toggle ..... toggles a cvar
toggleNetDemo ..... toggles demo recording status
touch ..... touches a decl
touchCollision
touchFile ..... touches a file
touchFileList ..... touches a list of files
touchModel .... touches a model
trigger ..... triggers an entity
unbind ..... unbinds any command from a key
unbindall ..... unbinds any commands from all keys
unbindRagdoll ..... unbinds the selected ragdoll
useWeapon ..... switch to the named inventory item. this is looked upfrom the player's team def
validateModel ..... validates a model
vid_restart ..... resizes/fullscreens the game window
vote ..... send your vote response
vstr ..... inserts the current value of a cvar as command text
wait ..... delays remaining buffered commands one or more frames
where ..... prints the current view position (x y z) yaw pitch roll
wikiCVars ..... write out the cvars to cvars.txt, suitable for pasting into wiki
winExceptionHandler ..... 1 enables the built-in exception handling, 0 disables it.
writeConfig ..... writes a config file
writeImage ..... writes the given image to disk
writeJumpStartDemo ..... writes a jump start demo file, allows you to start further in a demo
writePrecache ..... writes precache commands
zoomInCommandMap ..... zoom in the command map
zoomOutCommandMap ..... zoom out the command map
| | | god - Makes the player invulnerable.
- Note: A GDF player coming into contact with a Strogg energy force field will still die.
give ammo - Return your ammo to full value.
give health - Return your health to full value.
give class - Switch to a specific class without respawning.
- Replace with the appropriate class.
- GDF Examples:
- give class solider
- give class medic
- give class engineer
- give class fieldops
- give class covertops
- Strogg Examples:
- give class aggressor
- give class technician
- give class constructor
- give class oppressor
- give class infiltrator
g_maxProficiency - Set this to "1" and then respawn into the map. You will now have all the campaign unlocks.
- This is usefull for testing a map with the upgraded skill rewards.
- In particular:
- Faster Sprint (test trick jumps and time runs between objectives)
- GDF Grenade Launcher and Strogg Plasma Launcher (test bounces, accessibility)
noclip - Allows the player to "fly" around the map and through geometry.
notarget - Enemy bots and Base Defense Turrets will not attack you.
spawn - Spawn a deployable into the map where you are standing, facing towards you. The deployable will spawn in with the correct team settings (ie. if you are a Strogg and you spawn a GDF Anti-personnel turret it will shoot at you unless you are in godmode, in which case it will ignore you).
- Replace with the appropriate deployable.
- GDF Examples:
- spawn deployable_amt_gdf
- Note: This is the Engineer's Artillery Interceptor Turret
- spawn deployable_antipersonnel_gdf
- spawn deployable_antiarmour_gdf
- Note: This is the Engineer's anti-vehicle turret
- spawn deployable_artillery
- spawn deployable_radar
- spawn deployable_rockets
- spawn deployable_ssm
- Note: This is the Field Ops' Hammer Launcher
- Strogg Examples:
- spawn deployable_antipersonnel_strogg
- spawn deployable_antiarmour_strogg
- Note: This is the Constructor's anti-vehicle turret
- spawn deployable_psi
- Note: This is the Infiltrator's Psi Radar
- spawn deployable_railhowitzer
- spawn deployable_shield_generator
- Note: This is the Constructor's Artillery Interceptor Turret
- spawn deployable_ssg
- Note: This is the Oppressor's Dark Matter Cannon
spawn - Spawn a vehicle into the map where you are standing, facing towards you. The vehicle will spawn in as a neutral team so as a developer you can enter any vehicle regardless of your team (ie. if you are Strogg you can spawn a GDF Anansi and fly around).
- Replace with the appropriate vehicle.
- GDF Examples:
- spawn vehicle_anansi
- spawn vehicle_badger
- Note: This is the old name for the Armadillo
- spawn vehicle_bumblebee
- spawn vehicle_husky
- spawn vehicle_mcp
- spawn vehicle_platypus
- spawn vehicle_titan
- spawn vehicle_trojan
- Strogg Examples:
- spawn vehicle_desecrator
- spawn vehicle_goliath
- Note: This is the old name for the Cyclops
- spawn vehicle_hog
- spawn vehicle_hornet
- Note: This is the old name for the Tormentor
- spawn vehicle_icarus
| | | cm_drawColor - color used to draw the collision models
- type: string (cheat)
cm_drawFilled - draw filled polygons
- type: bool (cheat)
- default: 0 (false)
cm_drawMask - collision mask
- type: string [none, solid, opaque, water, playerclip, moveableclip, ikclip, slidemover, body, corpse, trigger, vehicleclip, rendermodel, projectile, explosion, monster, forcefield, crosshair, flyerhive] (cheat)
com_allowConsole - allow toggling console with the tilde key
- type: bool
- default: 1 (true)
com_gpuSpec - hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality
- type: int
com_showFPS - show frames rendered per second
- type: bool
- default: 0 (false)
con_noPrint - print on the console but not onscreen when console is pulled up
- type: bool
- default: 1 (true)
developer - developer mode
- type: bool
- default: 1 (true)
g_debugLocations - type: bool (cheat)
- default: 0 (false)
g_debugMask - debugs a deployment mask
- type: string (cheat)
g_disableVehicleSpawns - disables vehicles spawning from construction pads
- type: string (cheat)
g_drawRouteConstraints - draws lines showing route constraints
- type: int (cheat)
g_maxShowDistance g_showCollisionModels - type: bool (cheat)
- default: 0 (false)
g_showCollisionWorld g_showEntityInfo - type: bool (cheat)
- default: 0 (false)
g_showHud - draw the hud gui
- type: bool
- default: 1 (true)
g_showTriggers - draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey.
- type: bool (cheat)
- default: 0 (false)
g_warmup - Length (in minutes) of warmup period
- type: float
pm_noclipspeed - speed the player can move while in noclip
- type: float
pm_noclipspeedsprint - speed the player can move while in noclip and sprinting
- type: float
pm_noclipspeedwalk - speed the player can move while in noclip and walking
- type: float
pm_spectatespeed - speed the player can move while spectating
- type: float
pm_spectatespeedsprint - speed the player can move while spectating and sprinting
- type: float
pm_spectatespeedwalk - speed the player can move while spectating and walking
- type: float
pm_thirdPerson - enables third person view
- type: bool (cheat)
- default: 0 (false)
pm_thirdPersonAngle - direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
- type: float (cheat)
pm_thirdPersonClip - clip third person view into world space
- type: bool (cheat)
- default: 1 (true)
pm_thirdPersonHeight - height of camera from normal view height in 3rd person
- type: float (cheat)
pm_thirdPersonRange - camera distance from player in 3rd person
- type: float (cheat)
r_clear - force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
- type: string (cheat)
r_debugViewEntities r_fullscreen - 0 = windowed, 1 = full screen
- type: bool
- default: 1 (true)
r_lockedView r_shadowPass - enable shadow pass
- type: bool (cheat)
- default: 1 (true)
r_shadows - enable shadows
- type: bool
- default: 1 (true)
r_showBatches - draw each batch with a different color
- type: bool (cheat)
- default: 0 (false)
r_showBatchInfo - report batch counts for various types
- type: int (cheat)
r_showBatchSize - highlighting of draw batches that fall below the desired polygons per draw call (purple really bad, red bad, yellow moderate, green good), 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
- type: int [0, 3] (cheat)
r_showLightCount - 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
- type: int [0, 3] (cheat)
r_showLights - 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
- type: int [0, 3] (cheat)
r_showMegaTextureSTGrid - Show megaTexture ST grid
- type: bool (cheat)
- default: 0 (false)
r_showModelTypes - show model types, red - md5, blue - area, green - lodentity, white - other
- type: int (cheat)
r_showOverDraw - 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
- type: int [0, 3] (cheat)
r_showPortals - draw portal outlines in color based on passed / not passed
- type: int (cheat)
r_showPrimitives - report drawsurf/index/vertex counts
- type: int (cheat)
r_showShadowCount - colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows
- type: int [0, 4] (cheat)
r_showShadows - 1 = visualize the stencil shadow volumes, 2 = draw filled in
- type: int [0, 4] (cheat)
r_showSurfaceInfo - show surface material name under crosshair
- type: int (cheat)
r_showTris - enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
- type: int [0, 3] (cheat)
r_skipDiffuse - 1 = use black for diffuse, 2 = use white for diffuse
- type: int (cheat)
r_skipImposters - Skip imposter generation and rendering
- type: bool (cheat)
- default: 0 (false)
r_skipInstances - skip rendering of instances
- type: bool (cheat)
- default: 0 (false)
r_skipSpecular - use black for specular
- type: bool (cheat)
- default: 0 (false)
r_skipStuff - Don't draw stuff models
- type: bool
- default: 0 (false)
r_usePortals - 1 = use portals to perform area culling, otherwise draw everything
- type: bool (cheat)
- default: 1 (true)
r_useScissor - scissor clip as portals and lights are processed
- type: bool (cheat)
- default: 1 (true)
r_visDistMult r_visDistOfs si_adminStart - admin required to start the match
- type: string
si_pure - server is pure and does not allow modified data
- type: bool
- default: 1 (true)
si_rules - ruleset for game
- type: string
- Note: set this to "sdGameRulesObjective" if you want to test a single map. Other choices include "sdGameRulesCampaign" and "sdGameRulesStopWatch".
timescale - scales the time
- type: float [0.1, 10]
ui_showGun - show gun
- type: bool
- default: 1 (true)
win_allowMultipleInstances - allow multiple instances running concurrently
- type: bool (cheat)
- default: 0 (false)
| | | | A competition or contest is an event where people get together to see who is the best at something. Someone who takes part in a competition ("enters for a competition") is called a competitor. The competitors compete against one another. The person who wins may get a prize. This may be a trophy or sometimes a money prize.
Competitions can be for all sorts of things: online gaming, sport, writing, music, dancing, science, chess etc.
There will probably be a referee. The referee will make sure that the game is played fairly and that the competitors obey the rules. In things like music there will be an adjudicator who will decide which person they think is the best.
| | | | In communications or computer systems, a configuration is an arrangement of functional units according to their nature, number, and chief characteristics. Often, configuration pertains to the choice of hardware, software, firmware, and documentation. The configuration affects system function and performance.
| | | Configure scripts are an automated method of modifying source code before compilation in order to produce code tailored to the system on which a binary executable is to be compiled and run. Configure scripts are typically run immediately before compilation on the machine on which the software is to be used.
Configure scripts are generated by the Autotools suite of build management tools. These scripts query the system on which they run for environment settings, platform architecture, and the existence and location of required build and runtime dependencies. They then use the gathered information to process and fill out templates, customarily ending in .in. After successful completion, it is common for configure scripts to print a report to the developer invoking them.
Because of the platform independence and broad developer experience with the configure script interface, many popular pieces of free software and proprietary software use this system during their system detection and makefile generation phase. After configure scripts have been created, building software that makes use of them is as simple as
./configure && make && make install Free software that uses configure- Apache HTTP Server
- MySQL
- PHP
- GCC
- Mono
- X.Org Server
- GNOME and GTK+
- KDE, but not Qt
- NcFTP
- OpenTTD
And many more. | | | | My modem connection is craptastic, and I keep getting 'connection interrupted'. What should I do?
Upgrade to broadband, next question. But seriously, you can get a playable connection using a modem is you do some basic stuff. It may not always work, but often it will. First, set your rate to 3500 to 4000 max. Do this by entering /rate 3500 in the console, or putting seta rate 3500 in your config file. Next, you may need to cap your fps. Some people cap it as low as 25, but that will get you booted from PB servers if the administrator is using the recommended PB cvar settings, so cap it to 43. Do that by typing /com_maxfps “43”, or entering seta com_maxfps “43” in your config. 43 has a double benefit. Not only may it help your connection, but it is also one of the magic numbers that allows you to jump higher due to the way the game engine handles physics, providing of course that your system can maintain 43 fps. Do that by typing /com_maxfps “43” in the console.
The last thing to do is to tweak your modem, and you can find info about it here: The PHHortress and UpsetChaps Gaming Connection Guide.
| | | Coppermine Photo CMS Documentation
This documentation is intended to help you use this photo script, Coppermine. Depending on whether you are logged in as admin or member or anonymous you will see something different on this page. If you have a question that is not answered here please check the forum at Coppermine for PHP-Nuke To control the look of this document you may edit the css file located the modules/coppermine/docs/styles.css directory. Skip to menu info Skip to admin menu info Skip to config info
Categories, albums and pictures
The script works in the following way :
- Pictures are stored in albums
- Albums may be organised in categories
- Categories can be nested (subcategories)
If you don't have many albums, you don't need to use categories. In that case you don't create any category and all your albums will appear on the main page of the script. There is a special category named "User galleries". This category can't be deleted. If a user belongs to a group where "can have a personal gallery" is set to YES, he will have the right to create his own albums and his gallery will be a sub-category of "User galleries". The administrator can create albums in any category, you must be logged in as a user to post to your user gallery. Regular users can only create albums in "User galleries/Their_username".
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This goes to the page that lists all the categories, the gallery home page
My gallery
View your user gallery
Upload your Photo
Your Users/Members may upload photos to groups where they are a member or their user gallery. To use this feature you must not be logged in as admin but logged in as your user that you created when you installed nuke. Using the batchupload feature is faster to upload multiple pics, and you may the edit the picinfo of each picture in an album using the Edit Pics link next to the album thumb in album list view or the link under the bigger photo in displayimage.
Last uploads :: Last comments :: Most viewed :: Top rated
These links go to the "meta albums" Last uploads - Last comments - Most viewed - Top rated. These albums are made of pictures from the category/album that you are in at the time that you click them, and if not in a category/album the pictures shown with be from all the categories/albums
My Favorites
This is a temporary album that lasts as long as your cookie from us. Use the link below the pictures to add picture to this album.
Searching the gallery
When you click the search link you can search for photos by keyword.
Login
Login to use registered member functions such as uploading photos and sending ecards
Log out
Logout to finish your session
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| | ![]() | | ![]() | When you are logged in as an admin, the script has two modes of operation: Admin mode & User mode. You switch between Admin & User mode by clicking on the corresponding link in the menu bar at the top of the screen. When you are in admin mode, you can administer the gallery and the following menu bar appears : When you are in user mode you are just a regular user and can't access the admin pages unless you are the site admin.
ADMIN MENU
The following are functions you are able to do while in admin mode, using the admin menu
Upload approval
This is where you can approve photos for posting, as well as edit their descriptions.
Batch add pictures
Click this link to add pictures you have uploaded to the albums directory via ftp. You must have already created the categories and albums that you want to put them in. If you create folders via ftp you will need to change the permissions on them to 777 before using this link. You may the edit the picinfo of each picture in an album using the Edit Pics link next to the album thumb in album list view or the link under the bigger photo in displayimage. You may want to set the albums properties visibility to admin only while you batch add and add descriptions
Review Posted Comments
Read, modify and delete comments posted regarding pictures
Ban Users
Here you can control the banning of users, this link uses the built in function of phpBB for nuke, full instructions are there.
The group control panel The group control panel
This is where you define what members of a group can and can't do. The disk quota applies only for groups where "Can have a personal" gallery has been set to "YES". Only pictures uploaded by a user in his personal gallery are included in the quota. Use the anonymous group to define what non-registered users can and can't do. Quota and "Can have a personal gallery" are meaningless for anonymous users. Bear in mind that if a user is a member of a group where "can rate pictures", "can post comments" or "can upload pictures" is set YES, he will have the right to perform these operations only in albums where they are allowed, ie. uploading pictures will only be possible in albums where "Visitors can upload pictures" has been set to YES. If "can have a personal gallery" is set to YES, the members of the group will have their own gallery in the "User galleries" category where they will be able to create their own albums. If you allow member to upload photos but not have user galleries the user album folders(albums/userpics/10001-?) will still be used to store their uploaded photos. If "priv. upl. approval" is set to NO, pictures uploaded by members of the group in albums created in their own gallery won't need to be approved by the admin. You may add addition groups but you will need to add users to this group manually by going to the user manager.
Users
Here you change a specific user's group, view their the amount of their quota that is being used as well as make change to the pictures they are able to see though groups checkboxes. For more information see the Permissions part of the document.
Album Management
This is where you can create, delete or change the order of albums. If you want a personal album this is the first stop otherwise create the category that you want your new album in if any. At this time this is a javascript feature so make sure it is on before accessing this page. Click the new button first. Then type the name in the input area below the order album section, and save you modification. This is also where you can delete albums click on the album name and click delete. To change the order of your albums click on the album name you want to move and click on the up or down button. To change the name of an album click on the name and edit the text below,and click Apply modifications.
If enabled a light will appear below the admin menu (admin only)
If enabled a light will appear below the admin menu (admin only). This shows a red yellow or green light. Green Light: your version is the current version, you're all good. Yellow Light: Upgrade Available. Red Light: means security alert, we hope to never have to use this, but if you see it please visit our site for more information
Modifying albums/picture
This menu is adjacent to each albums description in the category or album list view. Delete allows you to delete the album and all pictures it contains. Properties allows you to modify the name, description and permissions of the album, see more about this feature in the Album properties section below Edit pics allows you to modify the title/caption/keywords etc... of the pictures in the album
Album properties
The "Album" drop down list at the top right allows you move between albums to set preferences. The "Album category" drop down list allows you to move an album between categories. If you set this to "* No category *" then the album will be displayed on your main page. The "Album description" field is shown next the albums thumbnail in the album list. Coppermine understands the following bbCodes (the same bbCodes that are used by phpBB) in image and album description
The thumbnail is the picture that will represent the album in the album list. Who can see this?You can define who can view the pictures of this album. When "visitors can upload picture" is set to YES, it is possible to upload pictures in this album. Note that a visitor will have the right to upload pictures into an album where this option is set to YES only if he is a member of a group for which "Can upload pictures" is set to YES. Non registered users are members of the "Anonymous" group. The same rules as above apply for "Visitors can post comments" and "Visitors can rate pictures".
Permissions
This gallery comes with a complex set of permissions. Users can be part of Anonymous, Members or any other group you create in the user group control panel. Registered users are by default part of the registered users group. You can add a group to an users groups click on the Users link in the menu and find the user in the list or enter their name in the edit user box the select the main group they are part of, then using the checkboxes add other group you want them to be part of ( check boxes only give permission to see pictures of that group). Using the album properties link next to each album. You can set which group can see a particular album. You can then set in your config page whether anonymous can see the icons for the private albums, if this is set to off and a category only has albums that a user can't see the category won't be shown either. Test using separate browser with different logins(member types) that you have set these permissions right. To summarize you must set: user groups,user's group,album properties,anon can see private in config to have it all work.
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The following settings are where you can "customize" coppermine for your needs, this is also where "new" features are enabled. For those seeking to hack or customize coppermine or are accessing these settings though phpmyadmin or other browser based mysql administration the config name is next to each title
General settings
Gallery name Current Value: ECK Photo Gallery gallery_name
This is the name of your gallery. It will appear at the top of your home page(edit it's display in template.html), and in the nice titles. Do not use html tags in this field
Gallery description Current Value: Your online photo album gallery_description
This is a short description of your gallery. It will appear at the top of your homepage below the name of your gallery.(edit it's display in template.html) You can use the char to manage the display of longer descriptions, edit other display in your theme css
Gallery administrator email Current Value: admin@eck-gaming.com gallery_admin_email
Your e-mail address. All emails sent by the gallery are sent with this email address.
Address to nuke folder Current Value: http://www.eck-gaming.com/ ecards_more_pic_target
This is the URL where nuke is installed. This is used for links for the e-card "see more pictures link" and the bookmark link. ie http://www.mysite.tld/html/ Don't forget the trailing slash or your ecards links won't work
Language Current Value: english lang
This is the default language for your gallery. All language files are stored in the lang directory on your server. The language files with an "-utf8" suffix are unicode encoded files. If you select an -utf8 file as the default language and you set "Character encoding" to "Unicode (utf-8)" then the script will auto detect the preferred language of the visitor based on what is configured in his browser. If the corresponding language is available it will be used else the default language file will be used. When the script auto detect the preferred language, it stores the result in a cookie on the visitor's computer. To reset this cookie (and so force the script to do another auto detection) call it with something like: http://yoursite.com/modules.php?name=coppermine&newlang=xxx Once you have added some comments or pictures to your gallery, you should not change the character set of your gallery. If you do so, non-ASCII character may not be shown correctly. You must have the language available in you nuke language files to enable it's use in your gallery
Theme Current Value: 2 theme
Use this line to select the theme of your gallery. Themes are stored in sub-directories of the themes directory. Only themes designed for this version will work. The best way to edit themes is to make a copy of the default theme folder, name as you like (inside the theme folder), edit the css and template files as necessary. Once you have uploaded your files your theme name will be displayed here
Page Specific Titles instead of >Coppermine Current Value: Enabled nice_titles
Use this line for page specific titles in the title bar of the browser. These are the same as the breadcrumbs that appear on the page.
Show Right Blocks Current Value: Not Enabled right_blocks
Use this to show the right blocks while in coppermine, you may want to change the value of Number of columns for the album list to 1 to make it all fit.
Album list view
Width of the main table (pixels or %) Current Value: 100% main_table_width
This is the width of tables used on your main page or when you are viewing thumbnails of an album. You can enter a width in pixels or specify it in percents. The default value is 100%. This is called in the cpg function starttable(); if a percent is not specified (important for theme designers)
Number of levels of categories to display Current Value: 2 subcat_level
The default value is 2. With this value the script will display the current categories plus one level of sub-categories.
Number of albums to display Current Value: 12 albums_per_page
This is the number of albums to display on a page. If the current category contains more albums, the album list will spread over multiple pages.
Number of columns for the album list Current Value: 2 album_list_cols
Number of columns for the album list. The default value is 2. If your nuke them is not very wide or your're using coppermine as your home page, you might change this value to 1
Size of thumbnails in pixels Current Value: 50 alb_list_thumb_size
This is the size of the thumbnails that are displayed for each album. 50 means that the thumbnail will fit inside a square of 50x50 pixels. If the size you specify there is larger than "Pictures and thumbnails settings/Max width or height of a thumbnail", the thumbnail will be stretched.
The content of the main page
This option allows you to change the content of the main page displayed by the script. The default value is "breadcrumb/catlist/alblist/lastup,1/lastcom,1/topn,1/toprated,1/random,1/anycontent" You can use the following "codes"
- "breadcrumb": Home Category Name Album Name (the navigation links)
- "catlist": category list
- "alblist": album list
- "lastup": last uploads
- "lastcom": last comments
- "lastupby": last uploads by current user
- "lastcomby": last comments by current user
- "topn": most viewed
- "toprated": top rated
- "random": random pictures
- "anycontent": The anycontent block ( a new block just edit any content to put whatever you want here)
These can be placed in any order and are optional (except catlist and alblist they are needed for navigation) The ,2 means 2 rows of thumbnails. breadcrumb/catlist/alblist/lastup,2/lastcom,2/topn,2/toprated,2/random,2/anycontent
Show first level album thumbnails in categories Current Value: Enabled first_level
This will show all of your albums under there categories in the home page of coppermine Thumbnail view
Thumbnail view
Number of columns on thumbnail page Current Value: 4 thumbcols
Default value is 4 this means that each row will show 4 thumbnails.
Number of rows on thumbnail page Current Value: 3 thumbrows
Default value is 3 this means that each column will show 3 thumbnails.
Maximum number of tabs to display Current Value: 12 max_tabs
When the thumbnails spread over multiple pages, tabs are displayed at the bottom of the page. This value define how many tabs will be displayed.
Display picture caption (in addition to title) below the thumbnail Current Value: Enabled caption_in_thumbview
This will show a photos caption below the thumb if there is one.
Image view & Comment settings
Picture information are visible by default Current Value: Enabled display_pic_info
Define whether or not picture information (those that appear when you click on the (i) button on the fullsize page) should be visible by default. If this info is important for your gallery you may want to enable this as non-javascript enable browser and Navigator4 will not be able to see this info if not.
Filter bad words in comments Current Value: Enabled filter_bad_words
Remove "bad words" from comments. The "bad words" list is in the language file.
Allow smilies in comments Current Value: Enabled enable_smilies
Allows the use of smilies in comments. These will decoded on displayimage but will appear as chars ( :LOL: ) in thumbnail view and blocks
Disable Flood Protection Current Value: Not Enabled user disable_flood_protection
Disable consecutive comments on one pic from the same user
Email site admin upon comment submission Current Value: Not Enabled comment_email_notification
Changing this to yes will send email on each comment submission to the site administrator address "gallery_admin_email"
Max length for an image description Current Value: 512 max_img_desc_length
Maximum number of characters that an image description may contain.
Max number of characters in a word Current Value: 38 max_com_wlength
This is intended to prevent that someone break the layout of the gallery by posting a long comment without space. With the default value, words with more than 38 characters are censored.
Max number of lines in a comment Current Value: 10 max_com_lines
Prevent a comment for containing too many new line char.
Maximum length of a comment Current Value: 512 max_com_size
Maximum number of characters that a comment may contain.
Show film strip Current Value: Enabled display_film_strip
Show film strip below the image (an additional nav tool)
Number of items in film strip Current Value: 5 max_film_strip_items
Number of frames in film strip. Change this to lees if you find the displayimage page too wide for your layout.
Allow viewing of full size pic by anonymous Current Value: Enabled allow_anon_fullsize
The default value
Pictures and thumbnails settings
Quality for JPEG files Current Value: 80 jpeg_qual
The quality used for JPEG compression when the script resizes an image. Value can range from 0 (worst) to 100 (best). This value can be set to 75 when using ImageMagick.
Max dimension of a thumbnail Current Value: 100 thumb_width
Max dimension of a thumbnail (do not change this after you have pictures}
Max width or height of a thumbnail Current Value: ht thumb_use
With the default value thumbnails will fit inside a box of 100x100 pixels.(do not change this after you have pictures)
Create intermediate pictures Current Value: Enabled make_intermediate
By default, whenever you upload a picture, the script creates a thumbnail of the picture (picture name with a thumb_ prefix) plus an intermediate version (picture name with a normal_ prefix). If you set this option to NO, the intermediate picture is not created.
Max width or height of an intermediate picture Current Value: 400 picture_width
The intermediate pictures are those that appears when you click on a thumbnail. Do not change this after you have pictures. The default value is 400, it means that the intermediate picture will fit inside a square of 400x400 pixels, this works well with a 15 inch monitor and 1024 x 768 screen size with most layouts.
Max size for uploaded pictures (KB) Current Value: 1024 max_upl_size
Any picture with a file size larger than this value will be rejected by the script. You should set this to a value less than you server's php setting for this
Max width or height for uploaded pictures (pixels) Current Value: 2048 max_upl_width_height
Limit the dimensions of the pictures that are uploaded. Resizing large pictures requires a lot of memory and consumes CPU.
User settings
Allow new user registrations Current Value: Enabled allow_user_registration
Turning this on will show the register link in the menu for anonymous or unlogged in members
User registration requires email verification
NOT USED IN THIS VERSION
Allow two users to have the same email address
NOT USED IN THIS VERSION
Users can can have private albums Current Value: Enabled allow_private_albums
If set to YES then your gallery can contain albums that can be visible only by users that belong to a certain group. If a user is a member of a group that can have its own gallery and this option is turned on then this user will have the permission to hide some of this albums to other users.
Custom fields for image description (leave blank if unused)
These fields are displayed within the "picture information" area. They will appear only if you give them a name. You use one to four of these.
Pictures and thumbnails advanced settings
Show private album icon to unlogged user Current Value: Not Enabled show_private
Default behavior of coppermine is to show a private album icon and info for private albums by setting this to yes will not show the picture or info
Characters forbidden in filenames Current Value: $/:*?"'<>|` forbiden_fname_char
When the filename of a picture that is uploaded contains one of these characters, it will be replaced with an underscore. Don't change this unless you know exactly what you are doing.
Accepted file extensions for uploaded pictures Current Value: GIF/PNG/JPG/JPEG/TIF/TIFF allowed_file_extensions
Any file uploaded whose extension is not in this list will be rejected by the script. This is intended to prevent a user from uploading non-image files. The script can only handle image files, so you won't add support for instance for video files by adding AVI to the list.
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