The monthly server bill for SL, Wolffiles and the required backup space hit the €100 mark in June. I haven't played ET for at least 3 years and as much as I like the ET players out there at this point something had to change.
So while some of my ET/RtCW related services are completely taken offline (f.e. et-install) others like Wolffiles were put in static mode.
And also Splatterladder will be impacted.
How exactly? SL will be relocated to a new server and loose its' unique public IPv4 address. Requests will either come from 138.201.136.212 or 2a01:4f8:172:33e1:
I try to run Mumble as well as Teamspeak on the new server. However, if the Teamspeak NPL isn't working Teamspeak will not be provided and removed from the main page If you connect by the url splatterladder.eu this should switch over without any problems. If you connect by IP either use 138.201.136.212 (which is forwarded to the SL contanier) or the SL IPv6 address 2a01:4f8:172:33e1::100
The Switch is planned to take place within the next 7 days. I'll not further announce it but inform you in the shoutbox once it's completed
There shouldn't be any other issues but if you encounter some please let me know about them.
After receiving the shocking news that Wolfmap.de will close its' door, I decided to ask for a copy of their filebase to keep it online for all the Wolfenstein fans out there. I registered the domain Wolffiles.de, created a file database, developed the map test server script and finally on December 11th 2010 Wolffiles.de has gone life.
During this time the filebase has grown to a 169GB. 2698 ET Maps 587 RtCW Maps 100s of mods, skins and scripts
While the filebase wasn't anything remarkable new, the test server were new, and to my knowledge still are a unique Wolffiles.de feature.
They were started more than 21500 times, 2315 different maps have been tested. That means 85% of all ET maps hosted on Wolffiles were at least started once on one of the test servers.
14 Years. That's quite a lot of time....
But as the time goes by things change. While I was very active in the beginning later on other people started to take care about Wolffiles, collect news, upload maps, clean up forum spam and so on. Therefore special thanks to Stoeri, Motorhead, macbeth (which passed by much too early. Rest in peace my dear) and all the others participating and creating a small but special community
Status quo Seeing that the last news was written in October 2023 I think it shouldn't be a surprise that something will at some point change. While in the beginning visitor numbers were impressive, over the years that number came massively down (even while there were news on a more or less regular base). The costs for the server however didn't. During all the years 5000 were billed for the hardware running Wolffiles. That's mainly due to the problem that for the test servers virtualization is only possible with additional IP addresses and additionally that the filebase requires more than only a few GB of disk space.
And now? I'll switch Wolffiles into archive mode, which means that -the forum will become read-only -the test server feature will be deactivated -user upload, comments, ET campaign creator and shoutbox will also become inactive I have not planned further changes at Wolffiles.de yet.
This is Devils Right Hand's final version of his Wolfenstein: Enemy Territory map, Toxic Fabric, which has been ported from Quake3 to Wolf: ET. Special thanks to Aciz from etjump for the, weapon_respawn, script.
This is the latest version of the excellent "Wolfenstein: Enemy Territory" map, entitled, "Biohazard", which has been created by Devils Right Hand.
What's New?
-re texture brushes -re change the doors height -darker skybox -change the elevator -change some rooms -new lights on some areas -change some stairs with clip texture -add stairs on fountain -new railing -new glass
This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay, even in a competitive environment.
Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.
Storyline:
Having disrupted recent supply shipments, the Allies launch their final attack on the now vulnerable naval base in Bergen. Their goal is clear, use an armoured vehicle to breach the gates of the base, sabotage the transmitter to disrupt submarine communication forcing them to retreat.
To prevent Allied convoys reaching shores, the Axis have to hold the naval base at all cost and keep the transmitter operational.
Changelog:
* Fixed command map icons appearing outside of compass. (Thank you spyhawk for reporting) * Fixed sounds active at map start in second round after /map_restart. * Added unique ids for spawn slots to prepare this feature. * Fixed glass shader on trucks. * Adjusted projection axis and scaling of terrain textures.
The Return to Castle Wolfenstein - Unreal Engine 4 project creator, Chris Sewell, is looking for feedback from the RtCW Community in respects to setting up a kickstarter page in order to raise the funds needed to take his excellent Unreal Engine 4 project to the next level.
Here's what Chris had to say:
All of the projects I create are released to the public to enjoy free of charge, these projects can be made so much better with the options to contract other developers to provide other features in area's that I'm not specialised in e.g. AI or VFX.
My goals are always to create great projects for people that provide entertainment, nostalgia and of course some kick ass experiences. Any donations to help fund the current Return to Castle Wolfenstein Unreal Engine 4 project are welcome and go a long way to helping myself get better assets and implement more features into the project.
If you'd be interested in supporting the kickstarter idea for the Return to Castle Wolfenstein Unreal 4 Project then please contact Chris and let him know. If he gets enough positive feedback from the community he'll set up the new kickstarter page.
This map is an overhaul of the original Ice map from Wolf:ET, created by id software. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay, even in a competitive environment.
Storyline:
A small Axis coastal fortress is the target of the Allies strike group sent by OSA. Overwhelmed by the surprise attack, the Axis troops hastily abandoned the fortress, only to realise that confidential documents were left behind depicting supply routes to a nearby secret rocket base.
Under no circumstances can the Axis Forces let the Allies get hold of the new rocket prototype built in this base. Hence, the Axis attempt to retrieve the confidential documents left behind in the coastal fortress and transmit them to safety at all cost.
Changelog:
* Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting) * Changed from Axial Projection to Brush Primitives. * Added unique ids for spawn slots to prepare this feature. * Adjusted various texture alignments. * Reduced number of verts and shaders in first valley. * Reworked forward flag functionality to prevent spawn glitch after /map_restart. * Added optional flag secure mechanic when Side Wall destroyed. (enabled by default) * Added optional health and ammo cabinets in southern tunnel. (diabled by default) * Removed Axis flag cm icon for Allied team as it was causing problems. * Adjusted colour of lighting in transmitter building to be less obnoxiously orange. * Fixed glass shader on trucks.
This map is an overhaul of the original Supply Depot map from ET created by Ginc. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay, even in a competitive environment.
Storyline:
According to OSA intel, a local supply depot is currently preparing a shipment to the Bergen submarine depot, which is blocking Allied naval convoys from reaching shore. Therefore, Allied paratroopers are tasked with the seizure of those resources and use them to strengthen the local resistance.
The Axis troops cannot, under any circumstances, allow this shipment to fall into Allied hands as it would disrupt operability of the naval base and will attempt to defend the depot at all cost.
Changelog:
Fixed crane_sound (constructed controls) playing in second round after /map_restart.
Added unique ids for spawn slots to prepare this feature.
Changed and restructured assets to increase shared content across all overhauls.
This is the latest update from Chris Sewell and his excellent Return to Castle Wolfenstein project in the Unreal 4 engine. If you think it was good the first time then you'll love this updated version.
Changes:
Added ambience SFX to start area
Added water dipping SFX to start area
Additional detail to doctors room
Starting working on the switch that controls electricity in doctors room (not finished)
Additional detail to armoury area
Additional detail to Tower
Additional detail to Castle interior (building you go to after exiting the tower)
Added gate to Rooftop gate and scripted events
Additional detail to barraks
Additional detail to all castle interiors after going back into the castle from the exterior
This map is an overhaul of the original Frostbite map created by Moonkey. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay even in a competitive environment.
Storyline:
After slowing down the Allied attack at the coastal fortress, the Axis set up position in a fortified storage facility. Having narrowly lost the confidential documents in Ice, the Allies have to launch a direct attack on this storage facility, as it is the only way to gain intel on the exact whereabouts of the secret rocket base reported in this area.
Hence, the Allies attempt to infiltrate the facility, steal those documents and transmit them to OSA headquarters for decyphering.
Changes:
* Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting) * Adjusted position of inner courtyard truck. (TJ from hood of truck still possible) * Changed back cover on tunnel truck from green to grey to match rest of truck. * Fixed CP sounds playing in second round after /map_restart. * Removed Allied CP spawns startactive spawnflag. Changed setstate invisible to alertentity functionality to prevent spawn glitch after /map_restart. * Change from Axial Projection to Brush Primitives to enable better texture alignment/projection options. * Adjusted various texture alignments. * Fixed caulked surfaces visible to the player at shelf in Allied spawn. * Changed bark texture of dead trees from temperate to winter. * Fixed invalid shader on rear faces of terrain brushes near transmitter. * Fixed incorrect use of skyshader at backside of two random brushes. * Added unique ids for spawn slots to prepare this feature. * Increased spawn slot count in garage to 32. * Fixed glass shader on trucks.
Chris Sewell has published another update video on his Return to Castle Wolfenstein project for Unreal Engine 4. The MP40 has been added, as well as weapon and health pack pick-ups. Some test placements for enemy troops is also featured.