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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Abdessamad Derraz committed 2026-10-20 10:31:14 +02:00
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@@ -28,9 +28,12 @@ notes: |
pak2 and mp_bin, so the extra slots are reserved for forward compatible
server lists, never filled by id.
The ET Legacy project ships its own replacement etmain/ assets (configs,
presets, locale files) directly in the source tree, plus a Legacy mod
pk3 downloaded on first run. The user still has to supply the retail
fs_game defaults to the legacy mod (src/qcommon/files.c:5141-5148). The
build packs the cgame and ui libraries with the source tree's etmain/
assets (configs, presets, locale files) into legacy/legacy_<version>.pk3
and installs it with the engine (cmake/ETLBuildMod.cmake:301-316). The
client extracts its cgame and ui libraries from that pk3 at load
(src/sys/sys_main.c:954-966). The user still has to supply the retail
pak0.pk3 from the free Enemy Territory 2.60b download. pak0.pk3 holds
every id map, model, texture and sound.
@@ -66,3 +69,11 @@ files:
required: false
source_ref: "src/qcommon/files.c:4011-4018 (FS_idPak)"
note: "Retail multiplayer QVM binaries. ET Legacy ships its own cgame/ui binaries, and the retail pack is for pure clients joining stock servers."
exclusion_note: >
legacy/legacy_<version>.pk3 is not listed. It is the engine's own build
output, named after the git describe of the build and holding cgame and
ui libraries compiled for the host, so every release and architecture
ships different bytes under a different name. It arrives with every
install of the engine.
ref: cmake/ETLBuildMod.cmake:301-316, cmake/ETLVersion.cmake:120-131