A second breath of life for Wolfenstein: Enemy Territory
- Website: https://www.etlegacy.com
- Downloads: https://www.etlegacy.com/download
- Wiki/FAQ: https://dev.etlegacy.com/projects/etlegacy/wiki
- Forums: https://dev.etlegacy.com/projects/etlegacy/boards
- Development (bug reports and feature requests): https://dev.etlegacy.com
- Repository: https://github.com/etlegacy/etlegacy
- Assets Repository: https://drive.google.com
- Legacy Lua API: http://legacy-lua-api.readthedocs.io
- Translation: https://www.transifex.com/projects/p/etlegacy/
- Contact: #etlegacy on irc.freenode.net and etlegacy/etlegacy on Gitter.im
INTRODUCTION
Enemy Territory: Legacy is based on the raedwulf-et project which in turn is based on the GPL'd source code of Wolfenstein: Enemy Territory.
The main goals of the project are fixing bugs, cleaning up the codebase and adding useful features while remaining compatible with the ET 2.60b version.
The Legacy mod is the default mod shipped with ET: Legacy. It aims to add many useful features and improvements, while staying close to the original gameplay, as well as being lightweight and extensible through Lua scripts.
For more information consult our changelog.
ET: Legacy development is a collaborative effort done in an open, transparent and friendly manner. Anyone is welcome to join our efforts!
Donations
By request, we have finally managed to create a PayPal account for donations. So if you like the ET: Legacy project or our game server, don't hesitate to send us some cash at Paypal: etlegacy@liebt-dich.info
Your contribution will be used to pay for our server and domain. To clarify, the project is not dependant on donations. But we don't reject them if you want to honor our work. Thank you!
GENERAL NOTES
Game data
Wolfenstein: Enemy Territory is a free release, and can be downloaded from Splash Damage.
This source release contains only the engine and mod code but not any game data, which is still covered by the original EULA and must be obeyed as usual.
In order to run ET: Legacy you will need to copy the original assets files (pak0.pk3, pak1.pk3 and pak2.pk3) to the etmain folder.
Compatibility with Enemy Territory 2.60b
ET: Legacy remains compatible with the ET 2.60b version as much as possible.
Please note that ET: Legacy is not compatible with PunkBuster enabled servers. ET: Legacy clients also cannot connect to servers running the ETPro mod.
Linux 64 bit
Please remember that 64 bit ET: Legacy clients can only connect to servers running mods providing a 64 bit version. You will be able to play 32 bit-only mods only if you compile ET: Legacy on a 32 bit system or crosscompile it for 32 bit architecture on a 64 bit system.
At the moment, only the Legacy mod is available in 64 bit version, while all other existing mods are available in 32 bit only version.
In case you are a running a 64 bit system, you probably might want to use the
bundled libraries which are located in a separate etlegacy-libs repository and
can be automatically downloaded using the git submodule
command. See the next
section for more details.
DEPENDENCIES
- CMake (compile-time only)
- OpenGL
- GLEW version 1.10
- SDL version 2.0.5
- ZLib version 1.2.8
- MiniZip
- libjpeg-turbo version 1.3, or libjpeg version 8
- libcurl (optional, enabled by default)
- Lua version 5.3 (optional, enabled by default)
- Ogg Vorbis (optional, enabled by default)
- Theora (optional, enabled by default)
- Freetype version 2 (optional, enabled by default)
- SQLite version 3 (optional, enabled by default)
- OpenAL version 1.17 (optional, enabled by default)
- Jansson (optional)
To get the latest source code install git and clone our repository hosted at Github.com:
$ git clone git://github.com/etlegacy/etlegacy.git
If the required dependencies are not installed on your system run:
$ git submodule init
$ git submodule update
This downloads the essential dependencies into the libs/
directory. You can choose
whether to use bundled libraries instead of the system ones by changing the
BUNDLED_LIBS
variable in the CMakeList.txt configuration file. You can then select
which bundled libraries to use by toggling the respective BUNDLED_XXX
variable.
COMPILE AND INSTALL
To install the binaries system-wide, you need to compile ET: Legacy with hardcoded fs_basepath.
The following variables can be adjusted in CMake:
-
INSTALL_DEFAULT_BASEDIR: sets default fs_basepath, i.e. where etl and etlded executables look for data files. In most cases it is CMAKE_INSTALL_PREFIX+INSTALL_DEFAULT_MODDIR. Defaults to empty value, because we want fs_basepath to be the current working directory when not installing the game system-wide.
-
(optional) INSTALL_DEFAULT_BINDIR: Location for executables. Appended to CMAKE_INSTALL_PREFIX. Defaults to "bin".
-
(optional) INSTALL_DEFAULT_MODDIR: Location for libraries and paks. Appended to CMAKE_INSTALL_PREFIX. Defaults to "share/etlegacy" and then "legacy" is appended to it.
Linux
Install required dependencies.
- option A: easybuild
In terminal, run:
$ ./easybuild.sh
ET: Legacy will be installed in ~/etlegacy
.
- option B: command line
In terminal, run:
$ mkdir build && cd build && cmake ..
To compile, run:
$ make
If you wish to install ET: Legacy system-wide, run:
# make install
Be sure to set the CMake variables (see above) beforehand.
NOTES:
-
Even if you have a 64 bit linux distribution which provides 32 bit versions of all the required libraries, you might also need the development libraries (-devel packages) installed on your system.
-
In order to compile the jpeg-turbo library properly you will need the nasm assembler.
Crosscompiling on Linux with MinGW-w64
In terminal, run:
$ mkdir build && cd build
$ cmake -DCMAKE_TOOLCHAIN_FILE=../cmake/Toolchain-cross-mingw-linux.cmake ..
$ make
By default, MinGW name is set to i686-w64-mingw32. You may have to change it in
cmake/Toolchain-cross-mingw-linux.cmake
depending on how it is called on your system.
Windows
Install:
- Visual Studio Community
- CMake and make sure it is added to your system PATH
-
option A: easybuild
- run easybuild.bat
ET: Legacy will be installed in My Documents\ETLegacy-Build
.
-
option B: Visual Studio
- create a
build
directory inside the directory which contains ET: Legacy sources - open Visual Studio Command Prompt in the Start menu
- change directory with
cd
to the newly created build directory
- create a
In the command prompt, run:
cmake -G "NMake Makefiles" -DBUNDLED_LIBS=YES .. && nmake
or
cmake -G "Visual Studio 10" -DBUNDLED_LIBS=YES ..
and open the resulting project in Visual Studio.
NOTES:
-
If compilation of bundled libraries is aborted for any reason, you will probably need to clean the libs directory and start over. This can be done by executing
git clean -df && git reset --hard HEAD
insidelibs/
directory. -
If the build fails during libcurl compilation because of missing sed utility, download it from GnuWin and place it into your system path or copy it into
MSVC/VC/bin
. It also comes with Git and can be placed into your system path automatically if you select that option during Git installation. -
In order to compile the jpeg library properly there is a need for a file named 'win32.mak'. Unfortunately this file isn't shipped with Windows 8.0 and 8.1 SDK versions. Solution: Get the Windows SDK 7 and copy 'win32.mak' to
libs/jpeturbo/
. -
Compiling renderer 2 on Windows requires GNU sed (gsed) to be installed. It can be downloaded from the GnuWin website.
Mac OS X
Install:
1. [Xcode](https://developer.apple.com/xcode/downloads/)
2. [Homebrew](http://brew.sh/)
3. [Homebrew Cask](http://caskroom.io/)
Then brew the following packages in the terminal app:
$ brew cask install xquartz
$ brew install --universal gnu-sed cmake glew sdl2 minizip jpeg-turbo curl lua libogg libvorbis libtheora freetype sqlite openal-soft
The --universal flag ensures both 32bit and 64bit libraries are installed. Although your system curl library supports both architectures, you also need to install its headers.
- option A: easybuild
In Terminal, run:
$ ./easybuild.sh
This will put an 'etlegacy' folder into your user folder.
- option B: command line
In terminal, run:
$ mkdir build && cd build && cmake ..
To compile, run:
$ make
If you wish to install ET: Legacy system-wide, run:
# make install
Be sure to set the CMake variables (see above) beforehand.
NOTES:
- In the legacy mod folder, the cgame_mac and ui_mac files are redundant since they are in the etl_bin.pk3 and will be extracted at runtime, so you can delete those. The client is named etl.app (and can safely be renamed), while the dedicated server is just a command-line binary named "etlded".
LICENSE
Enemy Territory: Legacy
Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
OpenWolf GPL Source Code Copyright (C) 2011 Dusan Jocic
ET: Legacy Copyright (C) 2012-2017 ET:Legacy Team mail@etlegacy.com
ET: Legacy is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
ET: Legacy is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with ET: Legacy (see COPYING.txt). If not, see http://www.gnu.org/licenses/.
ADDITIONAL TERMS: The Wolfenstein: Enemy Territory GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
EXCLUDED CODE: The code described below and contained in the Wolfenstein: Enemy Territory GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.
MD4 Message-Digest Algorithm
Copyright (C) 1991-1992, RSA Data Security, Inc. Created 1991. All rights reserved.
License to copy and use this software is granted provided that it is identified as the "RSA Data Security, Inc. MD4 Message-Digest Algorithm" in all mater ial mentioning or referencing this software or this function.
License is also granted to make and use derivative works provided that such work s are identified as "derived from the RSA Data Security, Inc. MD4 Message-Digest Algorithm" in all material mentioning or referencing the derived work.
RSA Data Security, Inc. makes no representations concerning either the merchanta bility of this software or the suitability of this software for any particular p urpose. It is provided "as is" without express or implied warranty of any kind.
MD5 Message-Digest Algorithm
The MD5 algorithm was developed by Ron Rivest. The public domain C language implementation used in this program was written by Colin Plumb in 1993, no copyright is claimed.
This software is in the public domain. Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, without any conditions or restrictions. This software is provided "as is" without express or implied warranty.