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 Post subject: qw mod: modern wolfenstein
PostPosted: Tue Oct 06, 2009 12:54 pm 
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Ok someone told me that id tech 4 sux, that qw sux etc etc

I am recruiting people capable to code, skin, model, tweak... etc etc
why?

to make a" modern" wolfenstein warmod

What do i mean?
Allies vs modern nazis

You wondering how to remove stroggs?
I thought a little trick

Engine works this way. When you load the map, you load characters too
imagine they are called

allies
strogg

you just need to duplicate allies, change the color of the clothes and rename everything as the strogg characters. This way the engine will load a double allies side with two different colours.

I am not a programmer but this trick works for everything else so it should work for characters too :)


Why quake wars?

- alot of people have qw (anyways it costs 9,07 eur @ http://www.play.com)
- sdk 1.5 is there
- classes dont have to be changed (medics, engi, soldier, field, cover)
- sides are almost good.Allies are already made. Nazi just need to change colour of clothes.

All vehicles will be removed.
Only little maps will be used from beginning

Salvage
Volcano
Island

(atm in et people plays supply, braundorf and delivery... so dont tell me "Only 3 maps??")

When we have someone able to modify the maps, we will put invisible barriers on bigger maps to make the game field smaller.

For everyone that thinks that tech 4 engine and in the specific quake wars engine sux, watch this video.
It shows what a very little mod can do to the physic of this game.

http://www.own3d.tv/watch/18944?HD

demo and render was always at maximum details. It's still FAST
Fov is at 95. at 110 u litterally FLY
framerate is as original (so if u were thinking about a time remap.. no you are wrong)


You will be amazed on what this engine can do... It's like quake 3 :)
about the fps, dont worry. with a old athlon 4200 and a geffo 8800 gts, with a good cfg and the new patches i could have from 90 to 125 fps.


contact me here or spaghetti73@hotmail.com or irc #mystics
for everyone that wants to start this project :)


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Tue Oct 06, 2009 2:49 pm 
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Looks like a good idea. I like the physics 8)
If you want some of my assets (I am doing a wolfenstein mod too, for both doom 3 and quake 4), just ask me :mrgreen:
But! Remember that ETQW has the 30 tick rate...

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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Tue Oct 06, 2009 4:42 pm 
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The first 10 posts have been the best...

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=FF=Sturm wrote:
Looks like a good idea. I like the physics 8)
If you want some of my assets (I am doing a wolfenstein mod too, for both doom 3 and quake 4), just ask me :mrgreen:
But! Remember that ETQW has the 30 tick rate...



true but its the only one with classes already made :)


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Sun Oct 11, 2009 4:49 pm 
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The first 10 posts have been the best...

Joined: Sun Aug 10, 2008 6:11 pm
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noone helps?


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Sun Oct 11, 2009 4:59 pm 
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morstua wrote:
noone helps?

I am busy right now... But feel free to ask to ETQW and Veilfailstein modders:

http://community.enemyterritory.com/for ... y.php?f=24
http://www.wolfenstein-zone.com/
http://www.wolfenstein.com/board/

I bet they will help you faster :|

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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Thu Oct 15, 2009 11:43 am 
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The first 10 posts have been the best...

Joined: Sun Aug 10, 2008 6:11 pm
Posts: 17
=FF=Sturm wrote:
morstua wrote:
noone helps?

I am busy right now... But feel free to ask to ETQW and Veilfailstein modders:

http://community.enemyterritory.com/for ... y.php?f=24
http://www.wolfenstein-zone.com/
http://www.wolfenstein.com/board/

I bet they will help you faster :|



noone answers

i saw your mod... I think it will be cool but it will fail for the simple reason that it has nothing to do with wolfenstein. (where are the classes? will the engine be able to handle the wolf maps? must i remind u that it couldnt handle corridors without lights?)
Put a thomson and a mp40 doesnt make a game wolfenstein :|

anyways good game and good luck


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Thu Oct 15, 2009 2:50 pm 
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Because what you have seen is a test video of the single player movement test... rofl

Again, take a look to moddb and read please...
http://www.moddb.com/mods/wolfenstein-t ... nse-of-war

Code:
This is a total conversion mod for both Doom 3 (sp) and Quake 4 (mp) that will provide you the old "Rtcw/Etwolf" gameplay and fun that is not in the new "Wolfenstein".

It has both singleplayer and Multiplayer ffs!

About the lighting... that's a plain joke, ROFL
Of course it can do outdoors! But you need to make everything correctly... (In fact it's "sometimes" easier doing outdoor maps rather than indoors...)
I tested a map (mp_beach) in doom 3 and it worked at 60 fps , but sometimes when you shoot a lot it lowers to 50 (obviously... the smoke particles, the dynamic lights...).
If you don't believe that doom 3 can do it ... feel free to take a look to this...

http://www.youtube.com/watch?v=l4lnUcPdGIc
http://www.youtube.com/watch?v=ra6DX_5Nra4
http://www.youtube.com/watch?v=MnJjw0EAy3M

___________Starts Burning wolfenstein________________________________________________
Also, wolfenstein multiplayer (2009) running on the great etqw code base (horrible irony) doesn't have nothing, yes, nothing! from Rtcw/etwolf multiplayer, which is a fail
(has it classes? Yes!, Only a witcher, who is harry potter and the veil)
Airstrikes marks? yes, but let's use pokeballs...
Dimensions on multiplayer? veil pee? :D Iron sights on a fast paced action shooter?
The last one is the best... iron sights, realistic movement, hahahahahahahahahahahahaha

----------------------------ends---------------------------------------------------

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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Thu Oct 15, 2009 5:33 pm 
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I would like to contribute to this mod as a level designer, but do I need either Wolfenstein or Quake Wars ? I suppose i'd need ETQW, right?


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Thu Oct 15, 2009 5:51 pm 
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aardwolf wrote:
I would like to contribute to this mod as a level designer, but do I need either Wolfenstein or Quake Wars ? I suppose i'd need ETQW, right?

you need etqw indeed :)

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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Thu Oct 15, 2009 7:31 pm 
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The first 10 posts have been the best...

Joined: Sun Aug 10, 2008 6:11 pm
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aardwolf wrote:
I would like to contribute to this mod as a level designer, but do I need either Wolfenstein or Quake Wars ? I suppose i'd need ETQW, right?



nice!! You need qw (sdk doesn't need the cd key btw)

if sturm gets interested we are already 3 ;)

morstua pr
strum modder
aardwolf level designer


atm we need badly someone able to remove stroggs...


(and more people joins, even more will follow)

cmon guys lets do it ! we can make the real wolfenstein... in some months the mod is done.. u can bet


ps: news and stuff will be posted here http://www.facebook.com/pages/Project-m ... 4365058428


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Fri Oct 16, 2009 12:27 pm 
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The first 10 posts have been the best...

Joined: Tue May 01, 2007 7:26 pm
Posts: 11
Why not help the guys who are looking into a 'Wolfenstein' game on that xreal engine thingy, #et.mapping to contact one of guys, (eim) who got more info if ask nicely.


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Fri Oct 16, 2009 3:42 pm 
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@Chris: Xreal is indeed a good engine based on ioq3, but it doesn't run very well. Also, it will be horrible to the designers.
Remember this mod? It "died" when they were trying to port it to xreal
http://eastfront.co.nr/
It was nearly the same as veilfailstein...

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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Fri Oct 16, 2009 5:27 pm 
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The first 10 posts have been the best...

Joined: Sun Aug 10, 2008 6:11 pm
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=FF=Sturm wrote:
@Chris: Xreal is indeed a good engine based on ioq3, but it doesn't run very well. Also, it will be horrible to the designers.
Remember this mod? It "died" when they were trying to port it to xreal
http://eastfront.co.nr/
It was nearly the same as veilfailstein...



u got a pm


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Fri Oct 16, 2009 6:51 pm 
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Joined: Tue Dec 16, 2008 9:34 pm
Posts: 355
morstua wrote:
=FF=Sturm wrote:
@Chris: Xreal is indeed a good engine based on ioq3, but it doesn't run very well. Also, it will be horrible to the designers.
Remember this mod? It "died" when they were trying to port it to xreal
http://eastfront.co.nr/
It was nearly the same as veilfailstein...



u got a pm

:twisted: Checked

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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Fri Oct 16, 2009 7:06 pm 
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The first 10 posts have been the best...

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Dunno about xreal to be honest, eastern front was doomed before it really kicked off, I joined as mapper and left 2 weeks later early on, no real organisation and so.


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Fri Oct 16, 2009 7:33 pm 
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Chr1s wrote:
Dunno about xreal to be honest, eastern front was doomed before it really kicked off, I joined as mapper and left 2 weeks later early on, no real organisation and so.

+1

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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Tue Oct 20, 2009 5:22 pm 
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=FF=Sturm wrote:
Chr1s wrote:
Dunno about xreal to be honest, eastern front was doomed before it really kicked off, I joined as mapper and left 2 weeks later early on, no real organisation and so.

+1

sturm pm


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Sun Nov 01, 2009 6:50 am 
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Joined: Sun Aug 10, 2008 6:11 pm
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looking for a programmer c++

if anyone wanna contact me for anything

spaghetti73@hotmail.com

and this is the facebook for modern wolfenstein http://www.facebook.com/pages/Project-m ... 4365058428


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 Post subject: Re: qw mod: modern wolfenstein
PostPosted: Tue Nov 03, 2009 11:56 am 
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up


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