Our primary goal is to make a playable Classic Cooperative mod for the SP version of RTCW. Check out our media section to see the ingame shots. RTCW was an almost perfect game in 2001, the Cooperative mod was the only missing thing. Now we are trying to make this possible! As you can see on the ingame-shots, it's not impossible! :))))

The first step is to finish the works to play the whole campaign + some new maps in cooperative mod. You and your friends are simple soldiers who goes through BJ’s adventure.

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TIPS Flamethrower in a COOP-Action Test on forest
Blog RSS Feed Report abuse Latest News: RTCW COOP 0.9.5 is released

12 comments by fretnn on May 4th, 2013

This is the first release I consider stable. In the last two months we fixed a lot of bugs and now it feels a bit polished. I don’t consider it ready, so the version number isnt 1.x yet :)

RTCW COOP 0.9.5 Windows
RTCW COOP 0.9.5 Windows


RTCW COOP 0.9.5 Linux
RTCW COOP 0.9.5 Linux

Thanks a lot to Sage, Nate, Tihan, M4N4T4RMS for all the hard work on the bugfixing. And Thanks a lot to the {WeB} clan for the extensive bugtesting and bug reporting.
To quote {WeB}*GANG$TA*: “this is the best release to date by far. We played every map and it was superb fun all the way” 


  • Fixed callvote nextmap in Church map
  • Fixed Baseout loading image
  • Fixed call vote crashing in Windows due to trivial unfinished MP call vote porting.
  • Fixed Centeprint newlines fix. Made CG_CenterPrint more like MP version.
  • Fixed chair pickup to work like it should.
  • Fixed clients being able to call activate on doors, chairs, etc. when dead.
  • Fixed clipboards from showing on all clients when only one client activated one.
  • Fixed crash loading crypt1
  • Fixed non working custom map notebooks and clipboards
  • Fixed drop so messages get printed as they should. This broke the announcer sound
  • Fixed crosshairnames and teamoverlay not always working
  • Fixed Improved AI behavior from getting blocked from one another.
  • Fixed mg42 hitcode
  • Fixed last door in Rocket that was not safely made.
  • Fixed obituaries from displaying.
  • Fixed voicechat and buymenus
  • Fixed speedrun last life crash.
  • Fixed venom weapon not gibbing corpses.
  • Fixed capslock Walk bug - see /view.php?id=128
  • Fixed When a client has a clipboard open, and they die, the clipboard goes away.
  • Fixed a broken sound
  • Fixed the memory allocation on windows
  • Fixed Crash when a spectator tried to spectate certain ai's
  • Fixed Axis being able to end a level
  • Fixed tram model not always working
  • Fixed walking and running animations
  • Fixed ai's being kicked because of inactivity
  • Fixed flag capture code
  • Fixed scrollbutton to be able to scroll lists
  • Fixed dead bodies blocking bullets
  • Fixed loading screen on widescreen setups


  • Added banning and tempbanning
  • Added obituaries for players
  • Added 1 respawning gun around each flag that will only be there if AI respawning is enabled.
  • Added globalaccum command for player sections, as the accums in the player section are local to each player. This fixes random bugs like Tram, Boss1 start, City gate or Rocket elevator or such.


  • Any risky AI's stopped from respawning. Those who could respawn without guns etc.
  • Applied various fixes from wolfX (initially from ioq3).
  •     - static buffer overflow fix.
  •     - reliable command overflow
  • Changed explanations to the Skills in Create server menu. Like what options it sets.
  • AI reinforcements always respawn if g_airespawn = -1. If it is 0> reinforcements spawn randomly.
  • End map's Nazies won't respawn after you start final battle, unless you run nightmare mod.
  • Changed Baseout start explosion AI's.
  • Changed behavior of client helper functions; functions will return false if the entity is not a client. We will see how this behavior works.
  • Changed Forest and Village2. The reinforcements had godlike abilities to spot you.
  • Changed g_airespawn command. -1 = all respawn unlimited times. 0 = No respawning. x =respawn x times, now random percentage of reinforcements will not respawn.
  • Now axis can play in both speedrun and normal coop
  • Changed spectator health to be 0. This feels right and wonderfully fixes the AI issue when going in spectator mode.
  • Changed turn on allowdownload by default for new clients
  • Changed g_gameskill to also control AI respawning time. With hard it is now 5 seconds faster than before. Medium is like in 0.9.4. Easy is 5 seconds longer than before.

Known bugs

  • In escape1 you sometimes spawn at the wrong flag
  • If you join specs during a game, you cannot rejoin as long as the game is going on, you can only rejoin during warmup
  • Flamezombies their flames cannot hurt you
  • The Tesla gun's damage is multiplicated by the number of players that are watching the gun in action (don't ask)
  • spectators don't see the endgame scoreboard
  • In tram the ai's sometime just jump down into the canyon


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
rtcwcoop 0.9.5 patch 1

rtcwcoop 0.9.5 patch 1

May 19, 2013 Patch 6 comments

small update for latest version - fixes some spectator issues - and fixes the bug where you couldnt drown or fall to your death just unzip and overwrite...

RTCW COOP 0.9.5 Windows

RTCW COOP 0.9.5 Windows

May 4, 2013 Full Version 12 comments

Version 0.9.5 for Windows, most stable version so far !!

RTCW COOP 0.9.5 Linux

RTCW COOP 0.9.5 Linux

May 4, 2013 Full Version 0 comments

Version 0.9.5 for Linux, most stable version so far !!



May 4, 2013 Full Version 0 comments

Version 0.9.5 for osx, most stable version so far !!

RTCW COOP 0.9.4 Windows Setup

RTCW COOP 0.9.4 Windows Setup

Mar 11, 2013 Full Version 3 comments

All maps fixed and you can play as a player of the axis team

RTCW COOP 0.9.4 Windows

RTCW COOP 0.9.4 Windows

Mar 1, 2013 Full Version 9 comments

All maps fixed and you can play as a player of the axis team

Post comment Comments  (320 - 330 of 346)
badboy_zay Feb 1 2012, 10:56pm says:

is this mod work if I use tools like Tunngle, Hamachi,... to play co-op LAN with friends?
btw, the new gameplay video look great so far, however I noticed the other players seem really lag

+1 vote     reply to comment
gabrieloak Jan 22 2012, 1:33pm says:

Any chance you'd post a video of coop play? It'd be awesome to see it, even at an early stage of development. Thanks!

+1 vote     reply to comment
Marvin_hun Jan 24 2012, 7:37am replied:

You're right, it's time to upload a short gameplay video.

+1 vote     reply to comment
Xanthi88 Dec 20 2011, 6:39pm says:

Xbox version had an additional mission. Do you plan to add it?

+3 votes     reply to comment
fretnn Dec 21 2011, 2:21am replied:

I don't have an xbox and I never played it on xbox, so I have no idea how it looks :)
And its probably not legal to just copy it from the xbox installation disk and redistribute it through the internet.

0 votes     reply to comment
Xanthi88 Jan 5 2012, 9:54am replied:

I think the mission to convert the PC version of the mod is not copyright infringement ;) Do not sell mod so... It is a pity... It would be nice addition, because the mission is great :)

+2 votes     reply to comment
KeMoN Dec 20 2011, 11:37am says:

that would toatally be great and solve many problems. Wouldn't there be another option to solve this? If AIs just spawn when they are needed so you put some triggers into the map. When players walk through there AIs spawn for the next section and so on. But letting them respawn in a closed hut or something similar would be the best version.
Btw for our comment-discussion I posted in the SD-forums because I had better opportunities with showing pics, etc there. Hope it isn't too distracting :P


+1 vote     reply to comment
badboy_zay Dec 20 2011, 8:31am says:

I think it's much better if you bring more enemies to the level instead of make them become something hard to shoot.
just like co-op system in Serious Sam, it doesn't need any tough or smart enemies for your friends to have fun. a large army is enough for having fun and challenge.
still, good luck to your mod, I'm glad you working hard on this even there are some troubles during the progress

+2 votes     reply to comment
fretnn Dec 20 2011, 9:54am replied:

While reading your comment, an idea popped in my mind.
The problem is that there is a player limit in the engine (ai's count as a player), maybe I can build some sort of a respawn system for the ai's

+1 vote     reply to comment
fretnn Dec 19 2011, 2:24pm replied:


In the single player a headshot = kill (for normal soldiers, not for the supersoldiers and zomies), this makes it so easy, I've disabled this feature as a way of test and the game is a lot harder to play. I also tweaked the skill levels and the health levels of the AI and this makes the game really difficult, but it will need a lot of balancing to make it feel right.

Never heard about project-51, can you link me to it ?

+1 vote     reply to comment
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Released Oct 4, 2012
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Highest Rated (2 agree) 10/10

Coop for an old classic game like RTCW???!!! Oh it gets a 10, it's got a few bugs but I'm sure they will fix these later on. A very well done mod , they should update the installer to find my Steam folder for people that bought it there they might be confused where that is in the C:\Program Files (x86)\Steam\steamapps\common

Dec 14 2012, 1:37pm by Knights

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