Features list:

  • Based on ioRTCW engine, which provides widescreen support, better sounds and x64 support
  • New weapons: P38, TT33, MP34, PPSH, Mosin Nagant, M1 Garand, BAR, MP44, MG42, G43, M97 Shotgun
  • New models for the vanilla weapons, including world models
  • Rebalanced weapons characteristics
  • Rebalanced AI
  • Overhauled sounds
  • New HUD and UI
  • And more!
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RSS Articles

RealRTCW 2.2 Update

News 12 comments

Hello everybody! It's been a while since the last article. But here I am, with more news about upcoming RealRTCW 2.2 Update.

New Shotgun

Thanks to the ryven from Splash Damage forums, RealRTCW 2.2 shotgun will have unique reloading mechanic ported straight from the Jaymod for Wolfenstein Enemy Territory. BJ will now reload one shell at the time, and will be able to interrupt reloading. Also shotgun will have the new model, ported from Jaymod as well. You can see results on this video:

New FG-42

You probably already saw the model I was able to port from original Call of Duty. Looking pretty good so far. And if it will not ruin the balance, I will keep it in full auto mode.

New eject brass effect

I was able to port this new effect from the Enemy Territory source code as well. The vectors of flying shells was changed. You can also hear the noise of the falling shells. It depends on the surface: wood,stone, etc.

Overhauled difficulty system

Balance and difficulty was always something I was trying to improve while I was creating this mod. Unfortunately vanilla RTCW difficulty system is not very flexible. Generally it only affects ammount of health/ammo you pickup from the various sources.

Also many people were claiming that RealRTCW is too difficult. And partially it's true. RealRTCW has some very unfair difficulty spikes (church, trainyard levels for example). So I decided to do something about this situation.

I) Max health value now depends on difficulty level:

  1. Easy = 100
  2. Medium = 100
  3. Hard = 75
  4. Death Incarnate = 50

II) Same goes for the max ammo capacity(9mm for example):

  1. Easy = 400
  2. Medium = 300
  3. Hard = 200
  4. Death Incarnate = 180

III) Separate .ai files for the different difficulty levels.

Now, enemies accuracy, aim skill, reaction time, and health will depend on the difficulty level you choose. Same goes for the player loadout on the start of the chapter.

IV) Separate AI/player weapon damage ported to iortcw from 1.42d.

This will allow to reduce for example K98k damage coming from AI from 35 to 20, while keeping the player damage at 35.

Basically this new difficulty system allows me to satisfy both new and experienced players. New players can choose easy/medium difficulty levels and simply enjoy the game without being killed by every soldier, while veteran players can take the challenge and play on the Death Incarnate. The new difficulty system will apply to the custom maps as well.

This is it for this article! Stay tuned for more!

-WolfETPlayer

Reinforcements on the way!

Reinforcements on the way!

News 7 comments

News about upcoming content for RealRTCW!

RealRTCW 2.1 - Released!

RealRTCW 2.1 - Released!

News 33 comments

2.1 version finally arrived with the 3 addons on board!

RealRTCW 2.1: Switching to the new engine

RealRTCW 2.1: Switching to the new engine

News 13 comments

Some information about almost unexpectable engine swap.

Road to RealRTCW 2.1

Road to RealRTCW 2.1

News 14 comments

Some news about upcoming 2.1 update.

RSS Files
RealRTCW 2.1

RealRTCW 2.1

Full Version 50 comments

Based on iortcw.New weapons,overhauled sounds and more

RealRTCW 2.1 Source Code

RealRTCW 2.1 Source Code

Source Code 6 comments

My changes to iortcw engine. I tried to mark every change with the RealRTCW comment. Compiling instructions are the same as for iortcw.

RealRTCW 2.1 r_swapinterval hotfix (vsync)

RealRTCW 2.1 r_swapinterval hotfix (vsync)

Patch

Anyone who is using vsync can use this hotfix by MAN-AT-ARMS.

RealRTCW 2.0 Source Code

RealRTCW 2.0 Source Code

Source Code 5 comments

RealRTCW 2.0 source code is based on 1.42d patch by Knightmare. All changes made by me marked with "RealRTCW" text note.

RealRTCW 2.0 (OUTDATED)

RealRTCW 2.0 (OUTDATED)

Full Version 46 comments

New weapons, ammotypes, further AI and weapons balancing. See readme for full changelog

RealRTCW 1.0 (OUTDATED)

RealRTCW 1.0 (OUTDATED)

Full Version 23 comments

Based on 1.42d patch by Knightmare. Widescreen support included.

Comments  (0 - 10 of 176)
Guest
Guest

Great mod, it improves gameplay and adds a lot of cool options but I have one question, can somehow change the current appearance of the main menu on what was in the original game?

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ronboy
ronboy

I agree that this mod is remarkable.

To answer your question, you will need to understand modding for the game if you want to change the main menu. Unfortunately, it's not easy.

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Guest
Guest

And how can this be done?

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ronboy
ronboy

You will need to open and modify some of the .menu files, which are found in a few of the original game's .pk3 files. I can't help you much with this though, because I've never modified any of them myself.

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Guest
Guest

Ok thanks for the tip, I'll see what you can do about it

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Guest
Guest

Will there be texture updates for the Colt, Thompson, Sten, FG42, and BAR like in the "The Dark Army" mod?

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WolfETPlayer Creator
WolfETPlayer

What do you mean anyway? I've got new colt,thompson and fg42 model already.

Reply Good karma+1 vote
Nightmarekiller
Nightmarekiller

I'm curious if anyone else is having small bugs like me. I'm using the 1.42d patch with your current mod:

1) When I pickup the american or the german grenade type, the icon of dynamite appears too in the weapons wheel menu when it shouldn't.

2) When I pickup the Panzerfaust big ammo box(the one that contains 2 Panzerfaust) I cannot use the weapon, they are counted as ammo. Isn't a little bit weird ?

3) I have a small issues about the textures. Some flags and wood and windows i think, are grey and black. This problem I have it only in the first level and one other.

I truly expecting with big anticipation to your next update, the revolver I love it, about the M1 Garand Scoped, I'm skeptical. Is cool to have a faster fire-rate sniper but is not "realistic" I think. I don't know about weapons so don't be too hard on me ;)
What I want to say is that we already have the Snooper Rifle which is the strongest with night-vision(request IF possible to add the newest version of night-vision which is cleaner and better from the Venom mod), the Mauser Rifle and the Paratroop Fg42 which is scoped and full automatic but nonetheless very deadly.

How about an old post of mine:

A Lee–Enfield weapon, the color and skin could be used from M1 Garand(well it's not the same but what the heck) and the reloading animation should be from the Mauser, with the difference that it insert 2 clips instead of 1. As for ammo maybe it should be unique like Mosin.

Heck maybe we don't need more snipers and rifles. The only think you need is maybe add more ammo drops for rare weapons such as the shotgun,Mosin, PPSH and TT33 AND make the weapons somehow available(except the shotgun) in the normal Single player Wolfenstein.

Thanks and Best regards.

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WolfETPlayer Creator
WolfETPlayer

1) Yes this is small bug with the dynamite icon. I'm aware of it.
2) Just like in vanilla game, panzefaust ammo model does not give you the panzerfaust itself,whis is weird I Agree,
3) Something on your side.

Well, about scoped garand. US army actually was using this during WW2. Ofc it was not as good as springfield, but still, it was a decent sniper rifle. Yes, we have Snooper, mauser, and fg42. But we don't have any common allied sniper rifles, which for example can be used by british troops in Trondheim addon.

No plans for more british weapon I'm afraid.

I can't add ammo drops because I have no access to the source files of the RTCW maps. In fact nobody does.

Reply Good karma+2 votes
ronboy
ronboy

WolfETPlayer, sad that we won't see any new British weapons in future updates, but it is what it is.

Actually, the source files for the original "Rtcw SP" maps are on the Wolfmap.ru forum, but unfortunately, the maps are in a mess due to being decompiled. Brushwork and other things in the maps are completely messed up. It would take a lot of time and effort to fix them.

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Nightmarekiller
Nightmarekiller

Thank you for your reply, I will look forward to your next update!!!

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Highest Rated (3 agree) 10/10

Looks very good, but IMHO cursor hint looks not suited to the Wolf atmosphere.

Aug 19 2016 by Depro777

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