NeuroWolf v0.4
Sep 15, 2009 Full Version 1 commentNeuroWolf aim to modify the core gameplay of the vanilla game Wolfenstein, and eventually add new campaigns and multiplayer maps when the SDK will be...

NeuroWolf aim to modify the core gameplay of the vanilla game Wolfenstein, nad eventually add new campaigns and multiplayer maps when the SDK will be released.
For now the SDK isn't avaible, the mod will try to rebalance and make the game to feel like the old Return To Castle Wolfenstein. The Alpha v0.3 features:
Movements features
- Decreased sprint head bobbling
- Decreased melee attack head bobbling on all weapons (except bayonetta)
- Decreased recoil head bobbling on MP40 and MP43
- Changed Offset position on sprint animations for all weapons (now it looks more like RTCW when sprinting)
- Increased FOV from 80 to 90 for both walk and sprint (for a movement like RTCW)
- No more head bobbling when climbing ladders
- No more delay on sprint start
- No more jump and landing recovery time for perform quick jumps
- Rescaled speed to heavy weapons (now the player have the same speed as holding an MP40 on all weapons)
Weapon features
- MP40, MP43 pickups now give less ammo
- New MP40 upgrade that adds incendiary ammunition unlockable on Castle (gold needed 3500, and it lower carryable ammo to 80)
Hud features
- Removed Button Tips on hud (like press F to pickup or Press R to reload)
- Removed Stab icon on hud
- Removed health warning from hud
- Removed directional indicator of planted dynamite
- Shortened transition time for ingame mainmenu
- Enabled crosshair while sprinting
Fixes v0.3
- Fixed postprocess effects not loading with the mod
- Fixed new upgrades strings name appearing also on MP43 and Kar98
Misc features
- Increased number of corpses on screen from 5 to 10
- Multilanguage support for the new upgrade name and description(still missing Polish and Russian).
V0.4 Features
- Removed glowing effect on ammo and weapons pickups
- Increased health on normal soldiers, assassins, scribes and flame troopers
- Decreased time of reaction of all enemies
- Increased sprint time
- Removed mouse turn limit on flamethrower while firing
- Removed compass
- Added instructions files for adding quicksave and screenshot functions (See Extras folder)
CREDITS & THANKS
Nicola "Neurological" Capecci - Def changes, Italian and English strings translation.
Ansgar 'Berserk' Alsfasser - German strings translation.
Olivier "__MaX__" Zuccaro - French strings translation.
Robert 'bLiN_de' Ramirez - Spanish strings translation.
Masensuk - Tester.
Hexen Third - Tester.
Sikkpin - Thanks for the quicksave function
Jarad "TinMan aka Tex" Hansen - Thanks for the pre-SDK guide for Wolfenstein and example files.
Vertex007 - Thanks for the instruction on quick save and screenshot function
NeuroWolf aim to modify the core gameplay of the vanilla game Wolfenstein, and eventually add new campaigns and multiplayer maps when the SDK will be...
NeuroWolf aim to modify the core gameplay of the vanilla game Wolfenstein, nad eventually add new campaigns and multiplayer maps when the SDK will be...
I think the game does have an inbuilt map editor but a command or something must have been added to prevent it from working, I have tired running the game with "+editor" in a shortcut and all it does is open up the command console in full and hides the font so it only looks like a bunch of colourful rectangles.
Excuse me, I don't mean to sound rude or anything..
But if someone HAS the talent..
Can someone remake Wolfenstein 3D on the Wolfenstein 2009 engine?
Just give it the following story:
"B.J we have been waiting for you, Our intel has informed us that operations have been going on at Castle Wolfenstein, their leader "Staatmeister" is a high-ranking Nazi scientist.... he is in charge of "Operation Eissenfaust" Your mission is to go to Castle Wolfenstein and stop him!"
Make it like the SNES version..
Only blood, dogs instead of rats, and swatstikas in place instead of red flags, and fix the cross to an iron cross.
:P
It would be cool to do so, but sadly Raven didn't release any modding tools for Wolf 2009, so is virtually impossible to produce anything. They totally changed the Id Tech 4 engine, so even using stuff like GTK Radiant won't work.
Plus the archives are encrypted and can't extract or repack anything, just few files that I used for this mod.
Is not about having the talent or not, is about having the tools :p.
Thanks to everyone that supported this little mod. I was thinking to do a last version before quit it, as you know the SDK never got released so I can only adjust few more things.
just wanted to say fantastic mod, too bad Raven/Activision threw it under the bus....same thing has happened with Singularity, yet crap like COD get all the attention in the world :(
I love this. It's inspired me to work on a gameplay mod. Great work.
I'll give this a try, seems like the only mod available, but I guess it's the SDK issue. One question though, are you able to adjust fire-rates on weapons ? Since I figure for the drum magazine upgrades for the mp40/43 the fire rate could be increased along with the magazine capacity.
I wanted to ask.. I know it might sound a bit psychopathic of me... But does this mod help keep the corpses on-screen longer? Possibly, indefinitely? Because in my opinion, that is by far the most annoying thing of all... The realism is completely and utterly destroyed when the corpse of an enemy you shot two seconds ago disappears the moment you turn your back at him.. Oh... And if possible... could that command be added to both versions of the game?.. I want to play it in both easy (v3 of the mod) and hard (v4 of the mod)
The only thing that can be done is to make more corpses stay on screen at the same time. In Wolf there are a max of 5 corpses at one time, the mod increase it to 10. I tried to increase it more, but in some areas it make the game crash as it reach the entity number limit. Sadly can't do better than this, I agree that corpses should stay there.
I understand.. I think there was another mod... If I'm not mistaking it's called Wolfenstein Deconsolized .. as far as I've seen that mod helps keep the corpses on screen for a much longer time.. I don't want to use that one in particular because it senselessly raises the difficulty in a way I don't agree with... It's a.. last resort, if you wish to call it that, heh.. Was thinking maybe it could help in a way with the corpses problem.