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docs: say how ET: Legacy builds its legacy pk3
legacy_<version>.pk3 is the engine's own build output, named from git describe and different for each release and architecture (ETLBuildMod.cmake:301-316, ETLVersion.cmake:120-131). It is installed with the engine, not downloaded on first run as the note said.
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@@ -28,9 +28,12 @@ notes: |
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pak2 and mp_bin, so the extra slots are reserved for forward compatible
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server lists, never filled by id.
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The ET Legacy project ships its own replacement etmain/ assets (configs,
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presets, locale files) directly in the source tree, plus a Legacy mod
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pk3 downloaded on first run. The user still has to supply the retail
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fs_game defaults to the legacy mod (src/qcommon/files.c:5141-5148). The
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build packs the cgame and ui libraries with the source tree's etmain/
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assets (configs, presets, locale files) into legacy/legacy_<version>.pk3
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and installs it with the engine (cmake/ETLBuildMod.cmake:301-316). The
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client extracts its cgame and ui libraries from that pk3 at load
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(src/sys/sys_main.c:954-966). The user still has to supply the retail
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pak0.pk3 from the free Enemy Territory 2.60b download. pak0.pk3 holds
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every id map, model, texture and sound.
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@@ -66,3 +69,11 @@ files:
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required: false
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source_ref: "src/qcommon/files.c:4011-4018 (FS_idPak)"
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note: "Retail multiplayer QVM binaries. ET Legacy ships its own cgame/ui binaries, and the retail pack is for pure clients joining stock servers."
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exclusion_note: >
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legacy/legacy_<version>.pk3 is not listed. It is the engine's own build
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output, named after the git describe of the build and holding cgame and
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ui libraries compiled for the host, so every release and architecture
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ships different bytes under a different name. It arrives with every
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install of the engine.
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ref: cmake/ETLBuildMod.cmake:301-316, cmake/ETLVersion.cmake:120-131
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