RealRTCW brings some realism to the classic Wolfenstein game. You can expect ruthless AI, new weapons and rebalanced gameplay.

Report RSS RealRTCW 2.2 Update

More information about status of the upcoming RealRTCW update.

Posted by on

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

Comments
Jouhan
Jouhan

"...also many people were claiming that RealRTCW is too difficult..." really??!? oh damn.. yeah, there were unacceptable things, as: min. HP gives 1% or max. HP gives only 10%, or dissable zoom on FG42 scoope, or stopping health growth over 100% but the RealRtCW vanilla game campaign, never was too difficult, never. There is one point what player must to reach, just start "learn" how to play, nothing else, mate.

Reply Good karma Bad karma+1 vote
WolfETPlayer Author
WolfETPlayer

It was extremely brutal for the new players. Now I have more control over difficulty. As I said both new and experienced players will be satisfied now.

Reply Good karma+6 votes
ronboy
ronboy

It's a good idea to give players choices, WolfETPlayer. I'm sure that this mod will get even more attention, now that the difficulty system is more flexible.

Reply Good karma Bad karma+3 votes
Maggy_ SubscriberOnline
Maggy_

2.2 update seems to be really good. The shotgun in 2.1 bothered me and i didnt use it becuase of it (it was still effective though). Also it is nice to see the new difficulty system.

Reply Good karma Bad karma+6 votes
Conmiester
Conmiester

I just don't get why are complaining about RealRTCW is too hard, come on! It's supposed to be tough, I still expect them how to play than being mindless about it. I'm not saying that it's bad, it's somewhat annoying. Then again, I get used to all of the things that RealRTCW has to off.

Reply Good karma Bad karma+3 votes
Kugelschreiber
Kugelschreiber

So the shotgun hits you in the face everytime you shoot it?

Reply Good karma Bad karma+1 vote
ronboy
ronboy

Haha, it looks like it. I suppose that a shotgun would have a lot of recoil, in reality.

Reply Good karma Bad karma+1 vote
ronboy
ronboy

Excellent article and videos, WolfETPlayer. This is some remarkable work that you're doing; I hope that you realize that!

I'll be sure to advertise all of this information via one of my website updates.

Reply Good karma Bad karma+1 vote
WolfETPlayer Author
WolfETPlayer

Thanks!

Reply Good karma+1 vote
Lamarr1208
Lamarr1208

Bro, sorry for being that guy, but thats an 1897 shotgun, not a 1912.

Keep the great work, this mod is plain awesome and makes RTCW even greater.

Reply Good karma Bad karma+2 votes
WolfETPlayer Author
WolfETPlayer

Well its not a big deal. In code it's still m97. Need to change 1 txt file. How can you see the difference? They looking so similar.

Reply Good karma+3 votes
Lamarr1208
Lamarr1208

Nah, there isn't much difference, only in the exposed external hammer. In my opinion, i think the M97 is an even cooler shotgun than the 1912

Upload.wikimedia.org

Reply Good karma Bad karma+4 votes
Yo$hik
Yo$hik

Winchester Model 1897, also known as the Model 97, M97, or Trench Gun

Reply Good karma Bad karma+2 votes
LordIheanacho
LordIheanacho

This is very impressive effort you are able to pull off here. I really do hope setting up ragdoll physics is possible. Or perhaps some cinematic animation scenes like in The New Order/The Old Blood.

Hell, thrown in the 92nd Infantry Division campaign! I'd love to see some Afro American soldiers in combat for a change. If necessary, make use of that MP allied afro soldier player model.

Reply Good karma Bad karma+1 vote
ronboy
ronboy

LordIheanacho, this is an interesting idea, but it would take a lot of work and time to implement. The addition of the 92nd Infantry Division campaign would require new maps to be made, and creating new maps takes a lot of work and time.

Reply Good karma Bad karma+1 vote
LordIheanacho
LordIheanacho

I don't mind at all. Hell, after I sell my game and marketplace pack, I might someday decide to make it happen myself.

Reply Good karma Bad karma+2 votes
Thorir Online
Thorir

How about a realistic mode where you are only able to carry a pistol and one (max two) main gun(s)?

Reply Good karma Bad karma+1 vote
Yo$hik
Yo$hik Reply Good karma Bad karma+1 vote
WolfETPlayer Author
WolfETPlayer

It's not gonna work in RTCW

Reply Good karma+2 votes
ronboy
ronboy

Thorir, while this is an interesting idea for a mod, it's simply not possible with "Rtcw SP", as WolfETPlayer said. The weapon slots are coded in the DLL files, and most (if not all) of the game's code would need to be re-written in order to accomplish this.

Still, it's an interesting idea for a mod that would make "Rtcw SP" more like "Call of Duty".

Reply Good karma Bad karma+1 vote
Thorir Online
Thorir

Thank you for the reply!

Reply Good karma Bad karma+2 votes
TITEUF-85
TITEUF-85

You're very talented WolfETPlayer!
Your work is art, keep it up!

Reply Good karma Bad karma+2 votes
WolfETPlayer Author
WolfETPlayer

Thanks,man.

Reply Good karma+2 votes
gameragodzilla
gameragodzilla

Looks great. Love how you're still making progress on this mod.

Quick question: Would it be possible to implement a "Custom Difficulty" mode?

Your difficulty settings change health, max ammo capacity, and enemy AI, so could you implement a system like Soldier of Fortune where each individual thing can be modified as the player chooses? Or is that impossible?

Reply Good karma Bad karma+2 votes
ronboy
ronboy

gameragodzilla, it should be possible. I know that some "Rtcw SP" addons, such as "Mages Skulls", have a custom menu that has modified difficulty modes, but it seems to just be a difference in the text (for example, "I get scared!" instead of "Don't hurt me").

Reply Good karma Bad karma+1 vote
WolfETPlayer Author
WolfETPlayer

It should be possible. But for now it will stay as it is.

Reply Good karma+2 votes
7_62mm
7_62mm

if the type and amount of enemy can be change will be better

Reply Good karma Bad karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Return To Castle Wolfenstein
Creator
WolfETPlayer
Contact
Send Message
Release date
Mod watch
Follow
News
Browse
News
Report
Report
Share
Related Games
Return To Castle Wolfenstein
Return To Castle Wolfenstein First Person Shooter