I just cant get rid of the CoD2 Modding bug...Yet, another version is on the horizon! Scratch the I will upload patches from now on...A new full version is on the way.

Heres an outline of the current features.

Many features will be added, fixed and improved but also some features removed. Some folks will stay with 2.91 but I presume most will go 2.92 ;)


Just hang on for more screenshots and video`s.

Regards,WCP.


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-Increased starting ammo for PTRS from 45 to 55.
-Increased player hurtsound volume which is mixed into ptrs firesound.
-Added cvar for british garand usage.ONLY if the player selects a(scoped) garand,the british AI will have it,too.
-Reworked sprinting,you now have to use the meleebutton instead of the usebutton.Running with anti-tank weapons and heavy machineguns(mg42/30cal)has been disabled.You also cannot run with two of the heavier weapons in your inventory(ex.kar98k+mp44/garand+bar,etc.).
-Upgraded the hdm pistol to be a heavier damaging pistol(hollow point bullets).Also swapped hdm and colt45 in the combat options menu.
-Fixed G_FindConfigstringsIndex: overflow (797) error.This is linked to the mortar strike effects.
-Added cvar for cancelling panzerschreck,panzerfaust and bazooka usage.
-Fixed bomb not plantable on tank at Eastyorks level.
-Same as with the us troops,when selecting a garand as british starting weapon,garand launcher nades will be added.
-More tweaking/fixing of ai scripts and uniforms,not 100% sathisfied,yet but its starting to look pretty good.
-Received a fixed version of the DP28 worldmodel and Kar98k Sniper now uses the correct models,thanks Green Beret!
-Added ptrs and panzerfaust(panzerfaust AT-cvarrred)to russian AI.
-Slightly increased pistol starting ammo,for pistol lovers.
-Added mortar support for the tank levels.
-Fixed Demolition menu picture and a small spelling error in the mission select menu.
-Added Angoville level(final D-Day level).
-Added Radio Base level,after the hill400 defend level level.In principle,I wanted it after Touffreville but the brit normandy level select menu was filled to the max.
Originally,the creator made it to be set in france but I moved it to the hill400 menu...
-Added Luftwaffe troops to radiobase level,they are using fg42`s(therefor,added fg42 scoped and unscoped).
-Leningrad now is the final russian mission.
-Fixed grenade danger icon,it showed an incorrect danger radius.
-Decreased rifle grenade damage radius a little bit.
-In defector mode,the greasegun malfunctioned,fixed.
-Headless winterguys,I presume,fixed,keep looking out for them!
-Increased mortar strikes damage radius a little bit.
-Germans in levels before 1943 only use panzerfausts,if enabled.
-Added(a bit of an ugly)german nade launcher icon.
-Decreased the heavy mg tracer effect a little bit as I had a report of a pc lagging up a bit.
-Decreased the 30cal turret damage a little bit as it was not equal to the portable 30cal.
-Increased DP28 starting ammo a little bit(1 magazine extra).
-Some more things I might have forgotten to mention...-Also I am sorry to inform you that I still havent fixed the Leningrad level ending.Still,will not give up on it,though!-Posted a guide for the hunk error under summaries,on this mods page.
-Posted a tutorial for mortar strike usage under downloads,on this mods page.

Patching update#2

Patching update#2

News 2 comments

Some more discovered bugs and succesful fixes I want to share with you all.

An error thats not really an error.

An error thats not really an error.

News 8 comments

Some people might encounter this while loading certain levels; Hunk_AllocatteTempMemory: failed on 1048621 byte (total 200MB, low 2MB, high 197MB), needs283965...

Patching update.

Patching update.

News 0 comments

A small list of things fixed and that are needed to fix.

Hunk error,an error thats not really an error.

Hunk error,an error thats not really an error.

Feature 6 comments

Some people might encounter this while loading certain levels; "Hunk_AllocatteTempMemory: failed on 1048621 byte (total 200MB, low 2MB, high 197MB), needs283965...

ENB+SweetFX For WCPII

ENB+SweetFX For WCPII

Effects GFX 6 comments

Advanced bloom,lighting and colors for WCPII.Based on different ENB versions and self-adjusted SweetFX settings.

WCP 2.91 HotFix

WCP 2.91 HotFix

Patch 3 comments

This fixes the starting error for the final level(script compile error).

WCP2.91 Patch#1

WCP2.91 Patch#1

Patch 7 comments

Here it is,as promised, soon as could be. The first patch, grab it and keep posting your finds and suggestions!

Mortar strike tutorial.

Mortar strike tutorial.

Tutorials 0 comments

This tutorial explains the mortar strike function.

WCP2.91 FavSounds

WCP2.91 FavSounds

Audio Pack 4 comments

A collection of sounds I use and want to share with the community.

WCP2.91 FavSkins

WCP2.91 FavSkins

Skin Pack 2 comments

A collection of skins I use and want to share with the community.

Comments  (0 - 10 of 224)
scottlear1975
scottlear1975

Hi, WCP, I was just (like every other fan of your work) wondering when 2.92 will be released? I currently have 2.91 and all of its add-ons installed and I love it. Especially when I turn up the resolution to the highest my system can support (1900 X 1028 or something like that). Your screenies and videos of 2.92 look very promising and pleasing to the eye. I've even tried the Back2Fronts mod and didn't like it much save for one aspect. I noticed on weapons that fire from an open bolt (certain submachine guns and such) it's possible to see the round sitting there waiting to be slammed into the chamber by the open bolt. The skins used in Back2Fronts are amazing (weapon and character skins) but I got extremely annoyed with the fact that every other German soldier was carrying either a MG42 or a panzershreck/panzerfaust AT weapon. The lack of blood and gore effects also turned me away from the Back2Fronts mod, too. Anyways, I hope 2.92 becomes available for download soon.

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IggyWolf
IggyWolf

I'm actually curious WCP. Will you incorporate any of the changes in Martin's Back2Fronts mod in version 2.92? I mean, a large part of your current 2.91 version takes upgrades like new weapons, maps, weapon textures, and visuals from his Back2Fronts mod in its early stages. I know it'll still maintain your mod's charm but maybe some of the guns (like MGs, GW41, Russian MG, and panzerchrecks will use his Martin's new animations) will have updates. Also, a nice small touch in Back2Fronts is the loading screens for the new maps outlining the players objectives and what friendly forces he has at his disposal as well as what the enemy has. I feel it makes those new map missions more realistic since it finally tells you what the actual goal of the missions was and how they connect. I don't think anyone's expecting Martin to do that with his mod, since that's what separates your mod from his. Just curious is all.

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Keyboardjunkie
Keyboardjunkie

I really do hope that WCP updates this mod. I mean no disrespect to Martin but, I was quite disappointed with how Back2Fronts panned out.

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Guest
Guest

I was surprised that Back2Fronts didn't use some of WCP's stuff, since he did help a bit on the mod project. As an example, blood effects and the ability to use mortars was removed. Honestly, I'm surprised it took as long as did, considering what has been created so far. I mean, no disrespect to Martin either cause his mod's great and I'm using it right now but I do feel that it was a step back with certain aspects of the mod that WCP Reality nailed pretty well. For one, I haven't noticed any Germans using Panzarfausts or Panzerschrecks yet. Same thing on the allies' side. I don't see any friendlies using panzerfausts.

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Xerophrax
Xerophrax

Really? In my version AI is spamming AT rockets, to the point that it's too much even. I agree with the rest though, really missing blood effects and mortars

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IggyWolf
IggyWolf

Oh, yeah, in the American levels, I'm definitely getting that now. It's just that at the time, I was still doing the Russian campaign and neither side was using rocket launchers. Now practically every other German is armed with either an MG or a Panzerfaust/Panzerschreck.

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Simcardo
Simcardo

well the russian campaign was set during the earlier half of the war where there were no pzshreck/fausts yet that's why

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Alexandr21(rus)
Alexandr21(rus)

What's new ? when release "WCP v2.92" ?????????

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TheUnbeholden
TheUnbeholden

What are the new weapons?

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-AR15-
-AR15-

Is there a way to play on the german side with this mod?

Tells me script error check console every time i try to start them together...

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