WolfETPlayer's "RealRtCW" modification for "Return to Castle Wolfenstein" is far more than just a basic improvement on the original game, it is, in fact, a total overhaul of everything. From textures to weapons, to the combat abilities of the A.I., it has all been very much improved. Having a quick read of the mod's features list only serves to emphasise that fact.
Based on ioRTCW engine, which provides widescreen support, better sounds and x64 support
New weapons: TT33, MP34, PPSH, Mosin Nagant, M1 Garand, BAR, MP44, MG42, G43, M97, Revolver
New models for the vanilla weapons, including world models
Rebalanced weapons characteristics
New HUD and UI
New difficulty system
This new version has even more to enjoy too, with the superb "RtCW Vendetta" mission, created by Yo$hik, now included in the "RealRtCW" addons list.
RealRTCW 2.21 Changelog:
New features: cg_fixedaspectfov CVAR added Various engine limits increased
Balancing: Player sprint duration doubled Ammount of stamina taken by jumping decreased Bunny hop value slightly increased to avoid silly first person effect Pistols and SMGs spread decreased Elite guards moving speed slightly increased Undead enemies moving speed slightly increased
Other: sv_cheats set to 0 by default Weapon damage CVARS are now cheat protected Various weapon screen position changed No gloves hand skin removed due to its ugliness
This week, William and Charles fight their way through the "Village" map to meet up with resistance fighter Karl Villigut in order to gain access to the entrance to the crypts, located in the graveyard.
As always, there's lots of action, laughs and the occasional in-game bug to enjoy as the lads frag in "Nightmare" mode, the toughest game mode in "RtCW Cooperative" :) .
This is the latest release of the omnibot mod for "Wolfenstein: Enemy Territory" and "Return to Castle Wolfenstein".
0.86 Wolfenstein: Enemy Territory Change Log:
=== BOT === Added function MapGoal.SetEntity Added Wp.SetWaypointFlag parameter can be a regular expression Added WatchForEntityCategory can be used to detect landmines Added gm script can have UTF-8 BOM Added version number is printed to console when Omni-bot is initialized Improved bots join game faster after server starts if maxbots>0 Improved players info is in the Server table already in OnMapLoad Changed draw_goalroutes doesn't draw disabled routes Changed new waypoint has prone flag if the player is proned Fixed soldier with mobile mg42 does not shoot heavy vehicles Fixed goals with same names were swapped in NoQuarter Fixed waypoint_setname of closed waypoint Fixed command goal_save prints error if file can't be opened Fixed SetGoalRole printed error message if role was persistent and goal did not exist Removed path planners navmesh, floodfill, recast
=== MOD === Improved command /entitylist prints type names instead of numbers Fixed goal entities of multiple MG42s at the same position (on baserace map) Fixed function GetEntityOwner returned dead player after gold was dropped and taken by another player
=== GOALS === Fixed covertops don't steal uniform when carrying objective Fixed PLANT goal was always delayed 35 seconds even if defused Fixed medic don't deliver medkits to player who is mounting tank Fixed rendering of Stance property Fixed medic sometimes did not give medkits to revived player Fixed BUILD goal created by user could not be saved Fixed roaming bots were going to position of MOUNT goal Changed MinPlayersForMortar is number of players for one mortar (2*MinPlayersForMortar players are needed for 2 mortars) Changed MinPlayersForMobileMG is number of players required for one mobile mg42 Changed cover spot priority from 2.0 to 0.81 Changed medic don't team-kill player at mg42 Changed medic can revive nearby player when going to cappoint Changed only one medic or fieldops delivers supplies to a player Changed soldier with mortar asks for ammo less often Changed resetxp is enabled in all mods except etmain, but it must be enabled in shrubbot.cfg
=== SCRIPTS === Changed all bots disconnect if maxbots is 0 Optimized Util.ProcessMovers
=== WEAPONS === Changed bots get more ammo packs from ammo cabinets
=== COMMANDS === Improved cleargoalflags removes ammo, health, crouch and prone
Download Wolfenstein: Enemy Territory Omnibot 0.86 - 32 bit HERE
Download Wolfenstein: Enemy Territory Omnibot 0.86 - 64 bit HERE
Download Return to Castle Wolfenstein Omnibot 0.86 HERE
This is Hellbaron's latest update for "RtCW Venom Mod" which now has a lot of improved features. As always, two versions of the mod have been released so that Nvidia graphics card users can also enjoy all the benefits of this excellent "Return to Castle Wolfenstein" modification.
- A new texture added to the Sten Gun, reworked by Teh Snake. Now in high resolution.
Wolfenstein4evercelebrates 12th anniversary -Return to Castle Wolfenstein and Enemy Territory are still alive, thanks to a hard-working community, faithful players, some websites and the fact that there are still no new comparable MP game, which is also still free.
I wish you all still a lot of funwithour beloved Wolf gamesas long as possible!! ;-)
Due to many of the original links to this software now being in a "broken" state, we have uploaded it to "Wolffiles.de" for easy download access for our Wolfenstein Community.
This software was originally created by Jim Dosé of "Ritual Entertainment" and then modified by TiCaL of the "Tramdesign" website. Many thanks also to Ryan Feltrin for his input in the development of this excellent software.
The "Wolfentein Skeletal Exporter" imports/exports skeleton models (*.MDS) for use with "Return to Castle Wolfenstein". It supports Character Studio v2.2 or higher and can be used in conjunction with "3DS Max". The download includes the "buildmds.dll" and the "skelout.dle" files, a "readme.mht" is also included, which will take you to the webpage with all the installation instructions you need.
This is the start of the "RtCWCoop" (Anniversary Upgrade) weekly walkthrough, with William (TITEUF-85) and Charles (Rocket_Warrior85). Follow them on their journey as they return to Castle Wolfenstein and beyond, fighting their way through amazing custom maps.
This the first public release of the "Wolfenstein: Enemy Territory" map, "UJE Paris", created by the [UJE] Clan. The map has excellent gameplay and the map lighting and textures are superb too. Another bonus for us is the fact that it's also an Axis-attack map, so grab your MP40 and complete those objectives, Soldat!
[UJE] Niek releases his new handsome Enemy Territory map - UJE-Paris beta 1.
The Axis forces are invading Paris this time. They are on their way passing the Seine into the center of Paris where they want to destroy the Eiffel Tower. France will be fallen if they succeed. The Allied forces need to stop them at all costs
Axis Objective * Escort both Tanks into Paris * Destroy 2 Tank barriers * Destroy the Eiffel Tower * Build the commandpost
Allied Objective * Stop the Tanks * Build the commandpost
Special thanks to Fabi for the scripting adjustments and thanks to everyone that keeps the game alive. And thanks for whoever made the models ,they rock.
This is the first "beta" release of Wolfenstein: Enemy Territory map, "Arta", created by Sage and Pegazus from SM-Mapping.
After the attack at Capuzzo Airport, the Axis engineers have moved their engineering project to an underground base in Arta, Greece. With the surrender of the Italian government, the German forces are most likely to withdraw to the north and carry on their super plane project in mainland Germany.
This is the last chance for the Allies to stop the Axis super plane project. If the Allies lose this battle then the Luftwaffe will dominate the skies once again.