Version 1.5 of Enemy Territory: Quake Wars, a multiplayer-focused first-person shooter set during the post-apocalyptic Strogg war, has been released by id Software and Splash Damage. There’s been many changes since 1.4, including:
- User interface improvements – “new customization options for turret lock-on warnings… mine trigger warnings can similarly be toggled on or off”
- New customization CVARs – “it’s now possible to set mouse sensitivity on a per-vehicle basis… new cvars for quickly switching spawn points”
- Ranks and statistics – “in-game scoreboard once again correctly displays player ranks”
- Bot improvements – “bots now understand the battlefield even better than before and will act more like a human player would”
The 1.5 BETA is restricted to Unranked servers, so you will be able to run your own or play on one of the servers provided by our GSP partners. Please note that participation in this beta is completely voluntary and that the 1.5 BETA is not backwards-compatible with ETQW 1.4. In other words, once you’ve installed the 1.5 BETA, you will not be able to play on ETQW 1.4 servers unless you have a second game install. If you don’t feel like testing, you can just skip this release and wait for the final version – 1.4 servers will continue to work normally until then.
Download: [ enemyterritory.com ]
Splash Damage and id Software have released the version 1.4 update (changelog) for their sci-fi multiplayer first-person shooter, Enemy Territory: Quake Wars. I don’t have a Linux-specific changelog just yet (but when there is, it’ll be up at the ET:QW GNU/Linux FAQ), but here’s a rundown on the many UI and gameplay changes this patch brings.
Edit: Thanks to Logy for posting the Linux details:
- SDL joystick support
- as for the Windows version there is no GUI to configure, you need to read:
- listController shows the joysticks that are bound
- you can also set in_showJoy to see joystick buttons and axes printed to the console
- tested with one xbox 360 controller
- other joysticks and multiple joysticks should work fine, but is untested (editor’s note: a SIXAXIS controller worked for me)
- support for render threading with a new binary: etqw-rthread.x86
- this requires a modified libSDL however (1.2.12), which is provided
- the patch to the source modifications is provided as well
- in this binary, r_useThreadedRenderer can be modified (still defaults to 0 however)
- r_displayRefresh is not supported on Linux (SDL provides no support for this)
- updated the cvar to avoid confusion
- cleaned up some input code hacks in SDL that are now covered by better i18n support in game core
- bind more keys through SDL (print/menu/pause/scrollock), distinguish left/right on shift/ctrl/alt
- support the lwin/rwin key binds (official gamecode may not allow binding them yet)
- fix crash if mic failed to init when trying to read sound (Alsa backend)
- support r_swapInterval cvar to control vsync (was not hooked up before)
- only supported in SDL >= 1.2.10
- the attribute reporting for it seems broken on most distributions
- add s_alsa_mic to use a different Alsa device for the mic input
- add sys_nohup cvar to ignore SIGHUP signals (if you ever need it)
The version 1.2 client for QuakeWars: Enemy Territory has been updated by
- voice chat support (OSS and Alsa backends)
- OSS sound: fixed the dsp device from s_dsp -> s_device
- s_noMic to skip the mic init / voice input
- by default, don’t require Ctrl+Alt+~ for console toggle
- r_useThreadedRenderer hardcoded to 0 – is not supported in the Linux build atm
- cleanup and simplify the frame timing code, hopefully fixing the fps banding problems
- fix showFPSBandings crash, com_showFPS needs to be enabled
- make SIGHUP shutdown more explicit, as it’s not a crashbut rather a requested shutdown (controlling terminal exited)
- set r_useFBODestinationBuffer to 0 when detecting an NVidia card(required for 5700 series otherwise performance degrades too much)
- misc updates to fix potential gamecode crashes
- add zpaks to the setups
There was also a server update recently to fix a threading issue. ETQW is a multiplayer-oriented first-person shooter developed by Splash Damage set prior to Quake 2 during the Strogg invasion of Earth.
Here are a few recent documentation updates and articles of note:
- Beyond3D, withassistance from Splash Damage, examined ETQW’sMegaTexture technology.
- A guest blog entry at the official
CommunitySite explains the game’s Experience System, which bestows rewards andrecognition on players for their achievements and skill.
- The author of the previous article also maintains the
ETQW 4 Newbiessite, which has updated guides for communication, scripting, teamwork, weapons, trickjumping,and VOIP.
Download: [ enemyterritory.com (mirror list) ]
The version 1.2 update for EnemyTerritory: Quake Wars has been released by
We will release an updated linux client tonight or tomorrow. This firstversion will not have VOIP, but it will let everyone play on 1.2 servers.
I plan to work out the voicechat support within the next few days and releaseanother update. For now we are pretty busy monitoring the autoupdate processand the general 1.2 rollout.
The patch brings balance tweaks, fireteam improvements, a refined Stopwatchmode, various user interface changes, bot updates, and the usual bugfixes.
If you’re interested in watching high-level ET:QW play,
Download: [ AtomicGamer |
After a few days of work, and seeing a very solid Linux demo release, we arereleasing the full client for Linux. See the new files section below fordownloads.
Our ftp will saturate pretty fastwhen we release new files, watch the
QuakeWars community site foradditional mirrors.
The system requirements and recommended kernel configuration notes areidentical to those of the
id Software has released the Linuxdemo for Enemy Territory: QuakeWars, the multiplayer-oriented first-person shooter developed by
The files are available on the BitTorrent tracker and will be on the mirrorssoon. If you have the Windows version already you can get the -update releaseand copy the pk4 files manually.
There is no full client yet, I need to merge some code, package things up andget it tested for a bit. Soon though.
The demo features a single map,
Other notes: You’ll want to enable low latency (CONFIG_HZ_1000=y) and preemption in your kernel for optimal performance; here are the system requirements:
- GNU/Linux x86 system:
- x64/amd64 systems supported through 32 bit emulation layer only
- BSD systems through Linux ABI compatibility
- Pentium(r) 4 2.0 GHz or Athlon(tm) XP 2000+ processor
- 512MB RAM
- Kernel 2.6, configured for 1000Hz tick and other low latency settings
- 3D acceleration (not required for server):
- SDL >= 1.2  ( >= 1.2.10 recommended )
- latest OpenGL drivers – correctly configured!
- nVidia(r) GeForce 5700 (except LE and VE)
- ATI(r) Radeon 9700
id Software and
That said, the retail Linux dedicated server has been released; you candownload it and find additional documentation at the
It comes in two flavors: You can either grab the complete package includingmedia files, or you can get just the server binaries and copy the requiredmedia files off the ETQW DVD.
There have also already been several reviews posted online; many have beenaggregated here at the
In a recent
Question: Pazy: Was creating a Linux client a hindrance to the project or wasit more ‘natural’?
Answer: [SD]jRAD: idTech 4 is already setup to insulate most of the game fromwhat OS it’s running on, so overall the process is fairly straightforward(TTimo at id is in charge of handling the Linux versions of the game.) Theoverall quality of everything is usually improved because it’s run throughseveral different compilers and build processes.
Question: Pazy: Will the Linux/Mac versions have an on-disk installer or mustit be downloaded?
Answer: [SD]jRAD: The Linux and Mac versions will be available for download,shortly after the release of the PC version.
1up.com has aportion of a print interview with Splash Damage’s Paul “Locki” Wedgwoodonline, during which Locki mentions his Linux roots:
I started playing Quake, and at work, a workshop engineer said, “You can playthat on the Internet.” And I said, “What, you mean like Doom?” And he said”Yeah.” So I said, “Where do I get this ‘Internet’?” [Laughs]
Well, actually, I think I’d [gone] on holiday to Spain, and I took a laptopwith me. This was back in…gosh, this must be 1996 or something. I went overto Spain with this laptop and I bought Linux from America. They sent me thisbig book and the seven CDs and I decided I was going to build myself a TCP/IPInternet router using my laptop and Linux and a PCMCIA modem. So I spent mytwo weeks on holiday with all of the discs, reading this Linux Bible [fromYggdrasil]…and I got this laptop running with full support for this PCMCIAmodem card and a TCP/IP router installed and network address translation andeverything. I went into the office and I set it all up, and then I went intothe core control center and I said, “You guys have got the Internet now via myrouter!”
Planetquakewars.net alsoposted a lengthy interview with Locki, which mostly covers the game’s genesis.Finally, there are some new videos from the retail version up at
Activision issued a
To date, Enemy Territory: QUAKE Wars has won more than 15 awards and has beenheralded as one of the most anticipated new titles in 2007 by nearly a dozenpublications.
“The opportunity to develop Enemy Territory QUAKE Wars has been mind-blowinglycool!” said Splash Damage Owner and Creative Director Paul Wedgwood. “Thepassion and effort put in by our team at Splash Damage, combined with theamazing direction and mentoring we’ve received from id Software has led to anaward-winning game that we’re incredibly proud of. Our team can’t wait to joinfans across the globe to fight in Earth’s battle for survival!”
Enemy Territory: QUAKE Wars for Windows PC is rated “T” by the ESRB andcarries a suggested retail price of $49.99 for the regular edition and $59.99for the Limited Collector’s Edition. To learn more about the game and tosecure a pre-ordered copy, visit http://www.enemyterritory.com/.
Enemy Territory: QUAKE Wars takes place in the year 2065 and gives gamers thechance to play as the GDF or Strogg in one of five unique character classes,either online or offline with computer controlled AI teammates and opponents.Employing an arsenal of weapons, vehicles and deployable armaments, playersengage in an action-packed test of skill and coordinated teamwork through aseries of combat objectives. Persistent character growth and achievementsreward players for teamwork, while clearly defined mission and classobjectives guide new players to meaningful contributions on the battlefield.
The community page forQuake Wars also notes that a demo and SDK for mods are being worked on.Although these announcements are Windows-centric, have no fear, for the Linuxclient is in development as well.
Speaking of, the official QuakeWars Linux FAQ has updated beta builds for the dedicated server, andsolutions for common issues encountered to date.
Some new content came out of LeipzigGC:
- Nine screenshots@ Shacknews – in a few of them it looks like the GDF has arctic warfare camoin addition to the desert pattern we’ve seen before.
- A new trailer@ Gametrailers.com that showcases the on-foot and vehicular combat.
- An interviewwith Splash Damage’s Paul Wedgewoodthat details the objectives on the Island map.
Anotherinterview with Wedgewood @ Kotaku, where he says the game ships with 12maps divided into 4 campaigns.
Finally, if you want to get a leg up on the game’s nuances, the
The next id Software-produced titleslated for release is EnemyTerritory: Quake Wars, a multiplayer first-person shooter being developedby Splash Damage (who alsodeveloped Wolfenstein:Enemy Territory). ET: Quake Wars is set prior to Quake 2 and 4, duringthe initial Strogg invasion of Earth.
The biggest news is that a Windows semi-public beta test has begun;however, there are
That said, Timothee Besset
I don’t want to commit to any schedule for the ETQW Linux client at thispoint. Most of my time is spent working on the game itself, on the Linuxdedicated server and on the network infrastructure.
Once those things wind down (in the upcoming weeks) I will start workingspecifically on the client. But fear not, ATI and NVidia have expressedinterest in getting a Linux client early, so they can review how it performsand get their drivers adjusted. When we release, we’ll release a high qualityproduct, just like we do on Windows.
In any case, don’t expect to find Linux binaries on the retail DVD. It’s hardenough for everyone to get gold masters done, there are enough things to checkand worry about, I will not place additional strain on the procedure by tryingto squeeze my additional set of files on there.
In the meantime, there’s the official ETQW
PlanetQuake4.net has posted a preview of Enemy Territory: Quake Wars, the team objective-based multiplayer shooter being developed by Splash Damage for id Software. The preview discusses the new megatexturing feature, examines the two factions (human marines and the Strogg), and mentions the developers’ current Linux plans:
Other features include in game voice chat, absolute Linux support (though may not be 100% done at the time of shipping), Punkbuster for anti-cheating, and stopwatch mode for tournament play.
id software is announcing a new game to be done in collaboration with (Enemy Territory and RTCW developer) Splash Damage, Enemy Territory: Quake Wars. No word in the PR about release dates, cost, (Enemy Territory itself ended up free-as-in-beer) or Linux support. The PR does mention something previously unheard of, “MegaTexture” technology, and we would hope this is still OpenGL so as to be portable. There is a screenshot over at blues. Here is the view from the horse’s mouth:
Santa Monica, CA – May 16, 2005 – id Software™ and Activision, Inc. (Nasdaq: ATVI) today announced the development of ENEMY TERRITORY: QUAKE WARS™. Developed by Splash Damage and built on id Software’s new MegaTexture™ rendering technology, ENEMY TERRITORY: QUAKE WARS pits the armies of Earth against the invading alien Strogg in the ultimate online strategic shooter. Featuring strategic team play, persistent character promotions, day and nighttime combat missions, and the universe’s most powerful weapons and vehicles, ENEMY TERRITORY: QUAKE WARS transports players to the front lines of an epic new war for Earth.
“For years, fans have enjoyed incredible battles on the Strogg home planet; but with ENEMY TERRITORY: QUAKE WARS, we’re taking players back to the war that started it all – the Strogg invasion of Earth – where the choice is to fight with the humans or the alien Strogg in a massive campaign for survival,” said Todd Hollenshead, CEO, id Software. “Like all great id Software games, ENEMY TERRITORY: QUAKE WARS unites bleeding-edge technology, a fantastic universe, and meticulously balanced gameplay to deliver an engrossing and futuristic gaming experience.”
“We have been so proud of Wolfenstein: Enemy Territory’s™ rave reviews, ‘Game of the Year’ awards, and massive fan-base, so to work with id again in developing ENEMY TERRITORY: QUAKE WARS is an amazing opportunity.” states Paul Wedgwood, Lead Game Designer and Owner of Splash Damage Ltd. “The stories of the Strogg invasion of Earth have always fascinated me, and now through ENEMY TERRITORY: QUAKE WARS, we’re able to bring this incredible war to life with an uncompromising level of detail and realism.”
As the invasion begins, players choose to battle as one of five unique classes in either the EDF (Earth Defense Force – humans) or the barbaric alien Strogg armies, each augmented with specialist weapons and combat hardware. Troops utilize over 40 conventional and futuristic vehicles, deployable structures, and defense systems like quad-bikes, tanks, and alien walkers for epic ground assaults; or helicopters and anti-gravity ships to lend firepower from the air. Throughout each battle, teams establish bases, deploy defense structures, artillery, radar, and advanced forward-command systems into enemy territory while constructing and demolishing obstacles to speed progress and gain a tactical advantage over the enemy.
With realistic dynamic lighting and shadowing from headlights, searchlights and even the moon, battles can be fought during the day or night; while accurate simulation of the atmosphere, weather, and vegetation combine to create an unparalleled degree of realism. Battlefields are perfectly rendered using MegaTexture, a totally new rendering technology developed by id Software that crunches millions of polygons and a gigabyte-scale texture into a single, seamless and un-tiled landscape with unique detail down to the square inch or the un-obscured distant horizon.
Players can take on class specific missions or join a fireteam to utilize advanced command and communication options, including voice-chat and the game’s context sensitive mission order system. With bitterly contested multi-battle campaigns, each soldier fights not only for victory, but to gain valuable skills, special rewards for team-play, and persistent military promotions and medals. ENEMY TERRITORY: QUAKE WARS will debut at this year’s Electronic Entertainment Expo in Activision’s booth #1224 in the South Hall.
Edit by Crusader – Monday May 16 19:10:31 2005 – Lightkey pointed out a comment at the Splash Damage website which states Quake Wars will be a “full game”; moreover, the venerable Maarten also noted that unlike Wolf ET, “this won’t be a free download.”Also of note: the Splash Damage update confirms that Quake Wars will be using a modified DOOM III engine.
The purpose of this project is to develop a game that is very heavilly oriented toward teamwork and communication with a Capture the Flag set of rules. Each player has an arsenal of powerful weapons at their disposal, but they also have a jet-pack as well as the ability to slide across terrain. This results in a very fast and challenging gameplay. The highly skilled players flourish, but those who work together as a team always come out victorious.
There’s a teaser trailer and screenshots available at the developer’s blog already.
Kikizo recently interviewed id Software CEO Todd Hollenshead and designer Matt Hooper about the studio’s next game engine iteration, id Tech 5 (Doom 3 was id Tech 4), and its showcase title: Rage. Engine licensing, framerate, the significance of the name, and racing mechanics are discussed.
Also, id has announced the tournaments slated for their QuakeCon 2008 event:
The Intel QUAKE LIVE Championships
QuakeCon 2008 will mark the debut of the first-ever Intel QUAKE LIVE Championships pro tournament. QUAKE LIVE is id Software’s new game created to deliver the excitement and energy of a first-person multiplayer game to a broader audience through a free and easily accessible browser-based experience. The Intel QUAKE LIVE Championships will feature a classic $12,500 One Versus One tournament along with a $12,500 Capture the Flag Team Tournament.
The Activision Enemy Territory: QUAKE Wars Team Championships
Enemy Territory: QUAKE Wars™ makes its second annual tournament appearance with the Activision Enemy Territory: QUAKE Wars Team Championships. Featuring competitions on both PC and for the first time on Xbox 360, the tournament contests will enlist six-person teams to battle it out in double-elimination bracket-style competitive play, in which each squad will have the chance to attack and defend. On the Windows PC side, 16 teams will compete for $15,000 in prize money and in the Xbox 360 competition, eight teams will vie for $10,000 in prizes.
The Alienware Quick-Draw Challenge
For anyone who’s dreamed of competing for prize money on the QuakeCon main stage, the Alienware Quick-Draw Challenge offers $10,000 in prize money to randomly selected attendees competing in special QUAKE LIVE competitions throughout the course of the event.
QuakeCon will be held July 31st through August 3rd at the Hilton Anatole Hotel in Dallas, TX.