Quake Wars: Tactical Assault is a revamp of Enemy Territory: Quake Wars' core gameplay, with the intention of creating a grittier, more realistic environment than the base game, while still telling the story of the Strogg invasion of Earth. While Enemy Territory: Quake Wars tends to be a game of shoot first, often, and charge into the meatgrinder, Quake Wars: Tactical Assault strives to be more of a thinking man(or woman)'s game, where choosing your fights and positioning yourself to prevail carries the day.

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Blog RSS Feed Report abuse Latest News: Quake Wars: Tactical Assault v0.3.5

2 comments by Azuvector on Jul 23rd, 2010

QWTA v0.3.5 has been released. Along with a fancy trailer featuring some of QWTA's more visually interesting features:


Well, it's been a little while since the last release. Life's been a bit busy lately for various reasons, so sorry it's taken this long. Not a huge number of new features this time around, this release is more focused on fixing issues that have been found with QWTA v0.3.4 and smoothing out QWTA's realism-settings gameplay a bit more.

In other news, the QWTA site has had a few minor updates and upgrades.

Changes are listed below, as usual, but some of the highlights include:

  • Certain projectiles in BaseETQW can be randomly invisible, leading to unseen death. This no longer happens in QWTA. Sadly this issue appears unrelated to the invisible Magogs of BaseETQW, so that issue remains unfixed as of yet.
  • Vehicle explosions now properly attribute frags to the player who caused the explosion.
  • Realistic settings for GDF vehicle weapons are no longer prone to rapid overheating.
  • Logistics Points have been introduced to help limit the number of vehicles in play. Players have to purchase their vehicle drops with LP, in addition to the restrictions imposed by Force Escalation.
  • A set of CVars (g_vehicleSpawnMinPlayers*) for each vehicle in the game has been added to allow server admins who prefer to run QWTA with BaseETQW settings the freedom to restrict heavy vehicles from play until enough players have joined the game.
  • The HUD now has information pertinent to vehicle drops on it, rather than hidden in the context menu.
  • The Abaddon's Plasma Beam is now affected by Siege mode. It overheats quickly when in hover mode, but if you hunker down you're able to pour on the damage.
  • Vehicle decoys have limited ammunition now, when playing with realism settings.
  • A new Class Award has been added to the end of round scoreboard, optionally replacing the oft-mocked 'Newbie of the Battle' award. The Jack of All Trades award highlights players who switch their classes often to help their team, often losing out on the single-class awards as a result..

The minority of players who were experiencing the bizarre crash mentioned here are encouraged to give QWTA v0.3.5 a try and see if the problem is solved. Hopefully, it is, but if not, please try to make a post in that thread with any information you can provide if it's affecting you, as the cause is still a complete mystery.

The qwta_default.cfg and qwta_baseetqw.cfg files are now stored in the main pk4, so players who have autodownloaded QWTA can access them.

QWTA v0.3.5 is a complete installation of QWTA, please remove any old QWTA files before installing it.
This release is so far compatible only with Windows and Linux, the MacOS binaries are still pending, but should hopefully be released soonish...

Downloads are, as always, in the downloads section.

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QWTA v0.3.5 Sourcecode

QWTA v0.3.5 Sourcecode

Sep 24, 2010 Source Code 0 comments

QWTA v0.3.5's sourcecode. There are no additional changes to source in Hotfix 1 or Hotfix 2.

QWTA v0.3.5 Hotfix 2

QWTA v0.3.5 Hotfix 2

Aug 3, 2010 Patch 0 comments

Quake Wars: Tactical Assault v0.3.5 Hotfix 2 Adds MacOS support. Non-Mac players/servers should install this too.

QWTA v0.3.5 Hotfix 1

QWTA v0.3.5 Hotfix 1

Jul 31, 2010 Patch 2 comments

Quake Wars: Tactical Assault v0.3.5 Hotfix 1 Corrects an issue introduced in QWTA v0.3.4 where a minority of Windows players would be unable to load the...

Quake Wars: Tactical Assault v0.3.5

Quake Wars: Tactical Assault v0.3.5

Jul 23, 2010 Full Version 0 comments

Release v0.3.5 of QWTA. Full install, please remove old versions of QWTA before installing.

Quake Wars: Tactical Assault v0.3.4

Quake Wars: Tactical Assault v0.3.4

Apr 18, 2010 Full Version 1 comment

Quake Wars: Tactical Assault v0.3.4 has been released! Windows/Linux/Mac support. Highlights of this release: The Hammer lives up to the notion that it's...

Quake Wars: Tactical Assault v0.3.3 Hotfix 3

Quake Wars: Tactical Assault v0.3.3 Hotfix 3

Jan 10, 2010 Patch 0 comments

This patch corrects an issue where rewards/proficiencies would not increase other than for the vehicles stat.

Post comment Comments  (20 - 30 of 40)
cammanderWho
cammanderWho Jun 30 2009, 8:31pm says:

ok i notice on how theres "radar detects no infantry" and yet unless you are crouched below a certain hight you will be picked up on most radar systems of today sorry for the realism you tried to install

0 votes     reply to comment
griffing2
griffing2 Aug 19 2009, 3:43pm replied:

yeah umm sorry to burst ur bubble kid but ur wrong radar focuses on machines no weapons and armour u would never be seen by radar as a troop unless u have a freaking tracker beacon on u not satalite yes that is possible but the troops wouldnt be able to carry the equipment to know and the only way modern military personal know where troops are is by spoting them themselves or by unmaned aircraft which is still very rarely used as it is so yeah

+2 votes     reply to comment
Azuvector
Azuvector Jul 2 2009, 7:00pm replied:

I'd assume you'd be lost amidst the ground clutter. You know, when you pick up rocks, trees, bushes, etc. :) Strictly speaking too, radar wouldn't work too well in Quake Wars' indoor areas, in general.

+1 vote     reply to comment
agentk47
agentk47 May 17 2009, 10:23pm says:





how do you install the mod?



-2 votes     reply to comment
dave_5430
dave_5430 Mar 8 2009, 4:09pm says:

It ain't working on this end, no idea how old this thing is.

+1 vote     reply to comment
cammanderWho
cammanderWho Feb 27 2009, 10:47am says:

so whats this mod suppost to do? replace vehicles? add realism to vehicles? anything?

0 votes     reply to comment
Kristus
Kristus Jan 18 2009, 8:30pm says:

Great to see this being picked up again. :)

+1 vote     reply to comment
Cypher05
Cypher05 Jan 18 2009, 5:30pm says:

Awesome, glad to see your back good luck, I just now reinstalled etqw and decided to check out moddb and see if there any changes, and so far so good. :).

+1 vote     reply to comment
Oomphstein
Oomphstein Feb 3 2008, 5:32am says:

oh! btw!

stamina? or sprint as much as you want?¿

+1 vote     reply to comment
Oomphstein
Oomphstein Feb 3 2008, 5:36am replied:

i always forget something! >_<

bots?

+1 vote     reply to comment
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