[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.
This is the real gunshots mod for Return to Castle Wolfenstein, created by Saxon, which has been fixed and updated by GlitchyJoe from ModDB. Here's what he had to say about this update:
Saxon's (all credit to him) mod was incorrectly made and not maintained. He must have used a 7zip file and renamed the extention to .pk3 from .7z This is incorrect. You must take an existing .pk3 file, empty it and then mod it's insides as you desire or simply rename a zip file to pk3.
About the Mod:
Real weapon sounds pack for Return to Castle Wolfenstein. The audio in this pack replaces most of the default weapon sounds for RtCW, including the default reload sounds.
- Weapon sounds included are: - Colt 1911 - FG42 - M1 Carbine silenced Snooper Rifle - Luger P08 - Mauser K98 (yeah I know, technically the in-game model is a Garand but whatever) - MG42 - MP40 - Silenced Sten - Thompson - Venom (sounds were pulled from an MG42, because this gun is fake)
I've also included some proper German voices which are unused sounds from Condition Zero. It's kind of nice to hear proper German in-game! Sadly I haven't been able to replace the scripted voices.
Please do not re-use these sounds without permission.
Just place the .pk3 file in the main folder of Return to Castle Wolfenstein.
This is Hellbaron's new releaese of his superb "Return to Castle Wolfenstein - Venom Mod Version 5.4" exclusively for Nvidia graphics card users, those players who have never been able to enjoy the full benefits of using this excellent modification.
This is the first "beta" release of "Wolfenstein: Enemy Territory" map, "Blackmoon Raid", created by WuTangH.
The Allied squad must escort their tank to the Axis Depot, through the heavily-defended town, in order to reach and destroy the Axis power generator located there. The Axis squad must do all in their power to stop them.
Great news for our Wolfenstein Community, as WolfETPlayer releases the latest version of his superb mod, "RealRtCW". A very nice Christmas present for us all to enjoy :) .
Overhauled difficulty system to satisfy both new and experienced players. Your maximum health and ammo capacity depends on the difficulty level. Enemies accuracy,health and reaction time depends on it as well. In the "vanilla" version of the game all this stuff was the same for every difficulty level.
It looks something like this now:
Easy - Full health, increased ammo capacity, increased pickups values, low AI accuracy, low AI health
Medium - Full health, standard ammo capacity, standard pickups values, medium AI accuracy, medium AI health
Hard - 3/4 health, lowered ammo capacity, low pickups values, increased AI accuracy, medium AI health
Death Incarnate - 1/2 health, low ammo capacity, low pickups values, insane AI accuracy, increased AI health
Also some balance tweaks were done:
Pistols' fire rates increased G43 and M1_Garand damage increased Sprint speed increased MP40 fire rate decreased PPSH fire rate increased MP34 magazine capacity increased to 32, fire rate increased FG42 zoom increased Mauser rifle damage decreased for AI AI can't headshot the player now Armour protection value slightly increased Gib health increased to avoid silly gibbing
Reworked User Interface:
The old interface was fine, but not very comfortable. Me and AidenDemon made some tweaks to it to make it shine. Loadscreens were redone from scratch by AidenDemon. The "UI" is fully compatible with both widescreens and 4:3 ratios.
Renderer2 is fully compatible with RealRTCW now. You can use new iortcw renderer with RealRTCW. All crashes were fixed. Renderer specific CVARS were added in the main menu.
New brass effect ported from "Wolfenstein: Enemy Territory". Shell vectors were changed, shells ground impact sounds added.
Hi folks, maybe you noticed the current hype. And what the hell is a hype if nobody follows?. We do follow. Splatterladder is starting to use https encryption. During the next weeks, successive each SL section will be available over the https-protocol.
If you're using our server monitor, mumble-viewer or the signature, you can switch to https also. (Maybe you noticed, that http-content included on https-sites causes a warning in the browsers address bar).
This is a super-fun Christmas Mod for Return to Castle Wolfenstein and RtCW Cooperative Mod, created by Yo$hik. Lopers in antlers, smoking snowmen, Santa hats, Christmas present health packs and lots of Christmas trees, all adding to the festive fun :) .
"Hey, everyone! It's been a while since the last status report, but now I'm ready to share some new information about the upcoming 2.2 update." - WolfETPlayer
New Feature - New Hand/Foot Skins:
Thanks to Eugeny, we have new hand/foot skins in the RealRTCW 2.2. What does it mean? Well, BJ's hands and foot appearance now depends on the map. For example on the Norway chapter you will have snow camouflage, while on the Dam chapter you will have dark camouflage for the night mission. This feauture is also implemented in the Trondheim trilogy.
New Weapons Textures:
Also, I was able to get in touch with the professional texture artist. He is not from the modding community. However, Since he has great experience experience in creating textures on the Unreal Engine 4 and Unity Engine too. I asked him to improve some of the RealRTCW weapons textures. He is almost finished.
The Good News?
The good news is that RealRTCW 2.2 is going to be released in December. I'm not sure when exactly. It can be in the upcoming week, it could be at end of December. Right now I'm testing the new version, trying to improve balance. With the new difficulty system you need to balance 4 .ai files not just one, so it's taking some time.
The Bad News?
Unfortunately some of the promised content is not going to appear in RealRTCW 2.2. I'm talking about the Scoped M1 Garand and P38. Why? Remember this weird bug with the dynamite icon in RealRTCW 2.1 (still persisting in 2.2)? Well, the thing is, RtCW has some weird weapon limits. So this bug appeared because I added too many weapons. When I added the Scoped Garand and Revolver this bug "evolved", the Luger became two-handed weapon for some reason, the colt icon disappeared too. So I decided to remove the Scoped M1 Garand and keep the Revolver by removing the Walther P38. I'm not sure if I'm going to be able to resolve this issue.
Also the new difficulty system was successfully implemented in the custom addons. RealRTCW 2.2 will be released along with the Trondheim Trilogy, Project51 and Pharaoh's Curse. Stalingrad, Time Gate, Capuzzo and Hidden Wolf will be updated too.