Welcome!
TJMod 1.6.3 Released! - November 11th, 2009
TJMod 1.6.3 is out, 1.6.2 was not released since it was more like a 'public test' because I knew there would be issues to fix.
Among the new things is tj_autodemo which will automatically record temporary demos while doing timeruns, and when a run is finished it will save the demo with the time and run name and so forth in its filename.
Also panzerfaust will now work as 'rockets' so Q3 Rocketruns are now playable, panzers will automatically be added and given when there is a "weapon_rocketlauncher" entity in the map, give this entity a "count" key to
specify how much ammo to give with the panzerfaust.
Also some minor bugfixes like case-insensitivity at tjg_blockedmaps and so forth :)
http://www.trickjump.me/tjmod/releases/tjmod-1_6_3.zip
TJMod 1.6.1 Released! - November 2nd (20 hours later), 2009
TJMod 1.6.1 with the things I forgot to add in 1.6.0. Which is tjg_blockedMaps where server admins can add names of any maps they don't want to be voted, and tjg_holdDoorsOpen to prevent doors from closing (e.g. in timeruns where multiple players will cause doors to close in front of you.
http://www.trickjump.me/tjmod/releases/tjmod-1_6_1.zip
TJMod 1.6.0 Released! - November 2nd, 2009
TJMod 1.6.0 features a few bugfixes and added features like seeing the time of people you spectate, automatically checking if the map being voted is on the server before starting the vote, tj_hideme setting to completely hide you from all other players, and more.
Also includes a few requested mapping features, trigger_savereset and noexplosives key for worldspawn which (if server allows) will disable panzer, grenade, and such explosive weapons, and a script-related fix.
Pending bugfixes, this wlll probably the the last TJMod release for some time :)
http://www.trickjump.me/tjmod/releases/tjmod-1_6_0.zip
Some record system changes - October 20th, 2009
First of all, all shorties records will now be ignored by the main record system, due to the map never being intended for AP and a few other reasons, the toplist for shorties can be viewed separately here.
There has also been one other change, before being 1/1, in other words the only player with a record at a run gave you 1-1 = 0 points, now it will give you 1 point.
This is to encourage more people playing new maps and to award the people who already do :)
TJMod 1.5.2 Released! - October 14th, 2009
TJMod 1.5.2 is now released, featuring a few bugfixes and it will now write and update records locally. E.g. if a new record is set at a map, the record is saved locally on the server and will be there next time the map loads, toggled with tjg_localRecords and enabled by default.
This has no effect on the previous record writing, or on streaming servers. This just uses the existing system with timeruns/mapname.rec and now writes records when set instead of just being able to get updated files from the website.
http://www.trickjump.me/tjmod/releases/tjmod-1_5_2.zip
Dinirun 8! - October 8th, 2009
Released Dinirun 8 finally, a Q3 version is probably on its way as well.
http://www.trickjump.me/dl/maps/Dinirun8_v2.pk3
APFrag - ETPub with AP! - August*, 2009
I made a modification of ETPUB a couple of months back, because some people thought it would be fun to frag some in ET with different physics. It adds AP to ETPub, meaning aircontrol and flat ground jumping, and also fixes the predtiction errors in etpub. There's also some modifications to the stamina, it depletes slower and will recharge faster depending on the battle sense level. Fall damage \ stopping is also gone. Besides that it's pure etpub.
Anyways, I called it "APFrag" then and can't be bothered to recompile, but it's really just etpub with some minor changes :)
http://www.trickjump.me/dl/APFrag.zip
Official mapscripts! - October 3rd, 2009
I figured I'd release the official mapscripts for TJMod which scripts timeruns into the official maps. (oasis, goldrush, etc, frostbite, adlernest, barundorf_b4, bremen, supply, delivery)
Timerunning with AP and these scripts will be enabled too (with the record system).
http://www.trickjump.me/dl/Official_Mapscripts.zip
TJMod 1.5.1 Released! - October 2nd, 2009
TJMod 1.5.1 is now released.
http://www.trickjump.me/tjmod/releases/tjmod-1_5_1.zip
Some new stuff:
TJMod 1.4.2 Released! - September 8th, 2009
TJMod 1.4.2 is now released, fixing a couple of minor bugs allowing faster runs at one map, and a couple of security issues.
http://www.trickjump.me/tjmod/releases/tjmod-1_4_2.zip
TJMod 1.4.1 Released! - September 5th, 2009
TJMod 1.4.1 is now released, and hopefully all bugs in 1.4.0 is fixed.
Some clientside things to check out:
And of course, remember to set your TJKey! :P
The new record system will be up later today.
http://www.trickjump.me/tjmod/releases/tjmod-1_4_1.zip
Info about AP Record system and TJMod 1.4.0 - September 4th, 2009
Within a few days, the current AP record system will be archived.
All streaming will be discontinued and the record database will be saved as it is now, and kept on the site accessible as "AP Records Archive" or something along those lines.
Then TJMod 1.4.0 will be released and put up at all streaming servers, featuring quite a few improvements regarding timeruns.
There are a few reasons for archiving the current records. Mainly because in the new TJMod, prejumping is disabled, hence beating the prejumped times is pretty much impossible at quite a few maps. More detailed records and stats will also be available, and even more in the future. Rushing the release a bit in order to get the new system running.
Registration will also be required in order to get your records added to the system. You will have to register in order to get a "tjkey", which you'll then have to add ingame by doing /tjkey XXXXXXXXXX or adding it in your config.
This will enable you to use any name while having a tjkey set, and still getting the records added with the name you registered the tjkey with. For example when I register "Dinius" and I get a generated TJKey and set it ingame, I can play with any name and set records, and the records will be added with the name "Dinius".
TJMod 1.3.1 Released! - July 27th, 2009
TJMod 1.3.1 is now the latest official release. Most changes are regarding timeruns and new physics.
The new physics, named Advanced Physics, is basically ET with flat ground jumping and aircontrol.
This means that you can use A\D to make turns in the air, and W to correct your movement direction, in a similar fashion to CPM in Q3 DeFRaG for those familiar with that. None of it is copied from Q3 and it's not aimed towards being a Q3 copy either, it's intended to be ET with a bit more interesting physics. The physics can be enabled server-side by setting \physics 3.
http://www.trickjump.me/tjmod/releases/tjmod-1_3_1.zip
Say hello to Timeruns - July 14th, 2009
The new version of TJMod (1.2.2) has timeruns, similar to defrag and alike. For those who doesn't already know, the point of this is to compete for the best times at different runs. There's already quite a few maps made explicitly for timeruns, and there's new scripted timeruns for realmaps daily, e.g. from Allies first spawn at oasis to the old city wall.
All records set while logged in are added to the online record system.
There is also an overall ranking, which can be seen here.
Currently it's only the records set on the official TJMod servers which are added to the online record systems, due to the possibility to fake records, but the timeruns and such are still usable on any server
To login you simply do /login in the console, this removes some of your general abilities like noclip and forces your speed to be reset when you load, and basically makes everything a little stricter so the chance of abusing or exploiting anything in order to get better times are minimized. Automatic login for any timerun map can be enabled with tj_autologin 1.
Saving and loading is always enabled, for those of you new to this it means that you can save your position, and then load it whenever you wish, so you don't have to walk back to the specific place or related.
Normally when you start a timer, all your previous saves are removed, to prevent saving in front of the stoptimer in order to get a very fast time. But we have created something we call "noreset" areas, at most realmaps there is a global noreset area. A noreset area means that your saves inside this area won't be removed when you start a timerun, but instead the timerun will be reset when you load. So when you load, it will be as if you didn't start the timerun, and this makes it impossible to exploit anything with saving and loading.
ET is 6 years old - May 29th, 2009
Wolfenstein: Enemy Territory is 6 years old today! :)
DiniJumps2 beta 1 - May 18th, 2009
Released beta version of DiniJumps2. Final version coming eventually, but I don't have the determination to finish it at the moment.
http://www.trickjump.me/dl/download.php?maps/ET/dinijumps2_b1.pk3
TJMod 1.1.1 - May 14th, 2009
New version of TJMod. Including a few bugfixes and some added referee functionality and so forth.
http://www.trickjump.me/dl/download.php?TJMod/tjmod-1_1_1.zip
TJMod 1.0.2 released! - April 13th, 2009
TJMod is a new Trickjumping Mod for Wolfenstein: Enemy Territory. It's based on the original etmain source and it includes a lot of bugfixes and enhancements. All aimed towards making a mod to give an optimal trickjumping experience. Read more about all this and more on the forum!
Some key features:
The mod is created and actively under development by me (Dinius), Setup, and Zero.
April 3rd, 2009
Fullbeat, Halfbeat, Overbounce and Wallstrafe tutorials are up! Other styles (inverted, dualbeat, and a bunch of other varieties) is coming soon!