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


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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  (40 - 50 of 346)
DefiniteRicarditox Mar 15 2013, 5:01pm says:

In level number 3 when i push the lever to call the tram, it doesnt come or doesnt move at all, please fix this the mod was doing really good :)

+2 votes     reply to comment
fretnn Mar 17 2013, 1:44pm replied:

this will be fixed in 0.9.5 which will be released very soon, sorry for the bug !

+2 votes     reply to comment
kvaki Mar 14 2013, 7:22pm says:

works great. brings back memories playing long time ago. thanks dev team

+2 votes     reply to comment
martincz87 Mar 2 2013, 5:17am says:

Hi! Yesterday we found this: On the map "City" of the new mappack second gate can be blocked by the track I believe, because they open towards the track. Hope this helps.

+2 votes     reply to comment
martincz87 Feb 28 2013, 7:30am says:

I'm happy to see that this mod is still alive! I can't wait 'til all major bugs are fixed so you guys can focus more on the fun aspect of the game (not saying that it's boring now though!). But it's never ending process I guess 'cause every new feature brings new problems :) I always try out every new version you put up and also looking forward to 0.9.4. It's exciting to see the progress you are making with this.

By looking at it all, it gives me the impression that most of the people enjoy group "run'n'gun frag-fest" gameplay. But it's probably common nature of standard RTCW fan as there are classic DM guns like minigun or rocket launcher in the game and the general movement of the characters is quite quick. Despite the fast-paced action of the game, I have always enjoyed more the survival-like and careful aproach to my playing (you can see from there that I'm not typical public server skiller :D) soaking all that atmosphere. That's what I was hoping for a little in the coop version, especially during LAN sessions. Although there's not as much issues as such when one gets on with the rules given.

I also want to say that last thing I intend to do is to disappoint you devs, who have resurrected again a classic (at least for just few of us) which says it all. I understand what majority of people want and like and I respect that but I never completely get rid of the wishes of features bringing, let's say, more "tactical" feel everytime I launch a new release of your mod. Maybe some day you will include some small setting like this for least of us like me or maybe you're already planning it :)

Until then huge thanks anyway!!!

By the way, I love your new site - simple but nice :)

+3 votes     reply to comment
kvaki Feb 26 2013, 12:04am says:

works great!

+2 votes     reply to comment
mauritos Feb 25 2013, 3:14pm says:

still dont understand can we or we can not play in two campaign??not maps.

+2 votes     reply to comment
fretnn Feb 26 2013, 3:59am replied:

sage will release a 3 map campaign, so you can choose which one you play, the original one or sage his campaign

+3 votes     reply to comment
Marvin_hun Feb 25 2013, 11:05am says:

Greetings My COOP Friends,

I haven't trustworthily enough time now to work on RTCW-COOP but I follow the developing, so I can tell you won't have to be without new RTCW-COOP releases!!!

So in my free time I work on the COOP mod for Medal of Honor Allied Assault and its mission packs Spearhead and Breakthrough. It's all about scripting, so you'll meet some funny bugs, but it works now! Check out the site of the mod here: Moddb.com

Don't forget to track it! The mod has 6 members now! (with me, of course) :)

I know MOHAA isn't better (= much worse) than RTCW, but a good challenge to make it and hope that you'll also try this COOP mod.

+4 votes     reply to comment
fretnn Feb 1 2013, 5:57am replied:

to make what ?

for your information you can already play it, see the downloads section

+5 votes     reply to comment
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Return To Castle Wolfenstein Icon
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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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