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51
Game Descriptions / RTCW Console Commands
« Last post by M3d!C on 2010. October 17. - 21:10:09 »
Like other Quake-Engine games, you can bring down a console with the "~" key (find it right above "Tab"). You can type various commands into this console. These commands affect things like server settings, game settings, HUD settings, and more. This list isn't complete by any stretch, but it gives you some of the more useful ones.

Please note that to enter any of these commands, first bring down the console with the "~" key, then type a "/" in front of any command. From within the console, you can use the Page Up, Page Down, and left/right arrow keys to scroll around and move the cursor. You can also use the up arrow key to recall previous commands.

If you want a complete list of console commands, you can type "/cmdlist", which will generate a long list of commands. To only show commands beginning with a particuar letter, type "/cmdlist x" where x is the letter you want.

Miscellaneous Functional Commands
These commands are useful to have for their functionality.

    /name xxxx
    Where xxxx is a string, it sets your player name to that string.

    You can put colored letters into your name by typing ^# while typing your name, where # is a number between 1 and 9. The colors are:
    1 - Red
    2 - Green
    3 - Yellow
    4 - Blue
    5 - Light Blue
    6 - Pink
    7 - White
    8 - Black
    9 - Red

    /reconnect
    Tries to reconnect to the last server you were connected to.

    /kill
    Kills you. Useful for quickly dying so you can respawn as a different class or with a different weapon.

    /quit
    Quits the game.

    /serverinfo
    Shows the current server's settings.

    /toggle r_fullscreen
    Will toggle between windowed and full screen mode. You must restart the game each time it's changed.

HUD Commands
This class of commands affects different displays on the heads up display. Many of these settings can also be changed in the menus.

    /toggle cg_drawcompass
    Toggles the compass on or off.

    /toggle cg_draw2d
    Turns the entire Heads Up Display either on or off.

    /toggle cg_drawfps
    Either shows or hides your frame-per-second in the upper right-hand corner.

    /cg_FOV
    Changes your field of view. Higher values give you a "fishbowl" effect that some players like, as it gives them better periferal vision.

   /toggle cg_drawtimer
    Shows the amount of time left on the level. Not too useful, since there's a clock on the screen by default.

    /toggle cg_gibs
    Toggles whether or not gibs are drawn when someone is hit particularly hard.

    /toggle cg_drawteamoverlay
    Draws or hides the team overlay information that shows health and location of all your teammates.

Voice Chat Commands
These commands affect the chat and voice commands.

    /toggle cg_novoicechats
    Setting this to 0 will make it so that the quick chat messages (e.g., "Medic!" or "I need ammo") will not make any audible sounds. They will, however, still show up as text.

    /toggle cg_novoicetext
    Setting this to 0 will make it so the quick chat messages do not show their text messages (but you will still hear audio).

    /toggle cg_teamchatsonly
    Setting this to 0 will make it so that you only see chat messages from your team.

    /bind X "vsay Y" or /bind X "vsay_team Y"
    X is a keyboard key and Y is a term from the list below. This allows you to bind specific voice commands/comments to one key instead of using the menu to navigate to the one you want. Use one of the commands below to get the desired effect:
    /bind X "vsay GoodGame"
    /bind X "vsay Hi"
    /bind X "vsay Cheer"
    /bind X "vsay Bye"
    /bind X "vsay Thanks"
    /bind X "vsay GreatShot"
    /bind X "vsay Oops"
    /bind X "vsay_team FireInTheHole"
    /bind X "vsay_team HoldYourFire"
    /bind X "vsay_team TakingFire"
    /bind X "vsay_team AllClear"
    /bind X "vsay_team DynamitePlanted"
    /bind X "vsay_team DisarmDynamite"
    /bind X "vsay_team DynamiteDefused"
    /bind X "vsay_team EnemyWeak"
    /bind X "vsay_team Incoming"
    /bind X "vsay_team DefendObjective"
    /bind X "vsay_team ClearPath"
    /bind X "vsay_team PathCleared"
    /bind X "vsay_team LetsGo"
    /bind X "vsay_team Medic"
    /bind X "vsay_team NeedAmmo"
    /bind X "vsay_team NeedEngineer"
    /bind X "vsay_team OnDefense"
    /bind X "vsay_team OnOffense"
    /bind X "vsay_team NeedBackup"
    /bind X "vsay_team FollowMe"
    /bind X "vsay_team Sorry"
    /bind X "vsay_team Welcome"
    /bind X "vsay_team Affirmative"
    /bind X "vsay_team Negative"
    /bind X "vsay_team IamEngineer"
    /bind X "vsay_team IamMedic"
    /bind X "vsay_team IamLieutenant"
    /bind X "vsay_team IamSoldier"

Respawn Hotkeys

Tired of using the Limbo menu to choose your class and weapons? No problem! Simply open up your wolfconfig.cfg file (in the \Program Files\Return to Castle Wolfenstein\main\ directory for Windows users) with any old text editor and add the following lines to the end:

    bind F1 "mp_playertype 0;mp_weapon 10;echo You will respawn as a ^2Soldier with a ^3Flame Thrower"
    bind F2 "mp_playertype 0;mp_weapon 6;echo You will respawn as a ^2Soldier with a ^3Mauser"
    bind F3 "mp_playertype 0;mp_weapon 8;echo You will respawn as a ^2Soldier with a ^3Panzerfaust"
    bind F4 "mp_playertype 0;mp_weapon 9;echo You will respawn as a ^2Soldier with a ^3Venom Gun"
    bind F5 "mp_playertype 3;mp_weapon 3;echo You will respawn as a ^2Lieutenant with a ^3MP40"
    bind F6 "mp_playertype 3;mp_weapon 4;echo You will respawn as a ^2Lieutenant with a ^3Thompson"
    bind F7 "mp_playertype 3;mp_weapon 5;echo You will respawn as a ^2Lieutenant with a ^3Sten"
    bind F8 "mp_playertype 2;mp_weapon 4;echo You will respawn as a ^2Engineer with a ^3Thompson"
    bind F9 "mp_playertype 1;mp_weapon 4;echo You will respawn as a ^2Medic with a ^3Thompson"

You can change the keys to whatever you like. When you hit the bound key, you'll set your class/weapons for the next respawn. Thanks to "CXXXVIII [AGQx]" and "elitechimera" for figuring this out!

Server Commands

These commands only work if you are the one who has set up the server. Some of them are useful, some of them are wacky.

    /map restart
    Resets the map. Everyone starts over and all previous server changes will now take place.

    /sv_maxclients xx
    Sets the maximum number (xx) of players that can connect to your server.

    /timelimit xx
    Where xx is a number, sets the time limit on the map to that many minutes.

    /kick [name]
    Kicks the named player from the server.

    /g_friendlyFire 0/1
    Sets friendly fire to either off (0) or on (1)

    /g_forcebalance
    Will force the Axis and Allies sides to have equal number of players.

    /g_warmup xx
    Where xx is a number, sets the warm up period before each round to that many seconds.

    /g_gravity xxx
    Where xxx is a number, sets the gravity setting to that number. Lower numbers mean less gravity where players can jump huge distances.

    /g_speed xxx
    Sets the base movement speed for players on the server. Higher numbers mean players move fast.

Network Commands

These commands affect the way the game handles incoming and outgoing data. Tweaking these may improve your network performance.

    /cl_maxpackets xxxx
    Where xxxx is a number, changes your maxpackets setting to that number. Try 100 for a LAN, 60 for broadband, and 30 for modems.

    /cl_packetdup xxxx
    Where xxxx is a number, changes your packetdup setting to that number. Try 0 for a LAN, 1 for broadband, and 1 for modems.

    /cl_snaps xxxx
    Where xxxx is a number, changes your snaps setting to that number. Try 40 for all 'net connections.

    /cl_rate xxxx
    Where xxxx is a number, changes your rate setting to that number. Try 25000 for a LAN, a figure between 25000 and 62000 for broadband, and 5500 for modems.

Recording a Demo

Recording and playing back a demo is pretty easy, but may result in a performance hit unless your machine is really beefy.

    Step 1: type "\g_syncronousclients 1" (or choose it from the server setup menu)
    Step 2: type "\record XXXXXX", where XXXXXX is what you want to name the demo
    Step 3: type "\stoprecord" once you're done recording.
    Step 4: type "\demo XXXXXX" to play back the demo. (Will also play back others' demos)

All of those commands above are without quotes, obviously.


Note: There are more commands than all these, but I added these only, because these are the most common commands.
52
Game Descriptions / RTCW: About the game
« Last post by M3d!C on 2010. October 17. - 20:29:45 »
Return to Castle Wolfenstein is a first person shooter video game published by Activision and originally released on November 19, 2001 for Windows. The single player game was developed by Gray Matter Interactive and Nerve Software developed its multiplayer mode. Id Software, the creators of the original game entitled Wolfenstein 3D, oversaw the development of the game and were credited as executive producers. The multiplayer side, developed by Nerve Software eventually became the most popular part of the game, and it was influential in the genre. Splash Damage, an independently-owned game developer in London, created some of the maps for the Game of the Year edition. A sequel, titled Wolfenstein, was released on August 18, 2009.

Multiplayer
Wolf MP is an objective game mode, in which both the Axis and Allies have a series of objectives to complete to win the round, with one team's objectives normally preventing the other team from completing their objectives. There are primary and secondary objectives. Primary objectives have to be achieved to win the round, where secondary objectives don't necessarily need to be achieved, but can aid in certain ways in completing primary objectives. Primary objectives include blowing something up, or escaping with the documents, and secondary objectives include capturing flag/spawn points. As far as the classes are concerned, medics can leave medic packs to heal comrades, but can run out of ammunition quickly. Lieutenants can provide packs of ammo, as well as calling for air strikes, but need a medic to stay alive. Engineers are able to blow up walls using dynamite.

Wolf MP - Stock or "Vanilla" Wolf calls for one round of offense and defense per team, per map. Each team gets a certain amount of time to complete the map's objectives. A few maps are dual-objective, and instead of time being the variable, whoever completed the given task first, wins.

Wolf SW (Stopwatch) was the main competitive game type for RtCW, each team would attack twice and defend twice on a map � where team A would attack and set a time or not set a time, known as a "Full Hold", then team B would attack and have to beat that time to score a point. If they did not beat the time then team A were awarded the point, the only other outcome was if neither team set a time, known as a "Double Full Hold", neither team scored a point. Games were played over two maps and each map would be played ABBA, so each team got to go first at setting a time on each map.

Wolf CP is a checkpoint mode, the objective is to take control of the flags that are in various locations around the map, the first team to control all these flags simultaneously will win the round.

Developement
The game is powered by a heavily-modified version of the Quake III: Team Arena engine. The Return to Castle Wolfenstein engine was subsequently used as the foundation for Wolfenstein: Enemy Territory (Splash Damage/Activision), "Trinity" (Gray Matter Interactive/Activision) (shown at E3 in 2004, but canceled shortly after) and Call of Duty (Infinity Ward/Activision).

There are many different versions of "Wolf". The original release, version 1.0, came in a game box featuring a book-like flap. The Game of the Year Edition (2002 - v.1.3) came with the original Wolfenstein 3D, game demos, and several new multiplayer maps (including "Ice", "Tram", "Keep" and "Trenchtoast"). The Collector's Edition (2003 - v.1.33) came in a metal case and was packaged with promotional materials, including a poster and fabric patch. The Platinum Edition (2004 - v.1.41) included Wolfenstein: Enemy Territory, a stand-alone expansion, and Wolfenstein 3D.

Throughout the evolution of the multiplayer game, various modifications and custom scripts were written for it, allowing for true, console in-game changes. "Degeneration", "shrubmod" and "banimod" were popular modifications, and custom maps were still being released 5 years after its inception. Initially, the multiplayer was criticized for heavy defensive weaponry, and one-sided maps. However, it was quickly determined by clans that the proper usage of the various classes of character dictated victory. Medics could revive a fallen comrade (before he was "gibbed", or made un-revivable), and engineers could set dynamite to blow up objectives. Still, the game was essentially a submachine gun war, with 90% of the players possessing either an MP-40 or a Thompson; almost equal in ability.[citation needed]

Another mod for RtCW though was OSP which was used in all the major LAN (Local Area Network) events around the world. From Quakecon to the more recent and most likely the last RtCW LAN, CPC2, all used OSP as the competition's mod, mainly due to the control given to teams and admins during the games play � it also removed less competitive variants that other mods included like the poison needle, damaging someone when landing on them and custom modifications that were normally found on most servers with a different mod. OSP is considered a more realistic and at the same time simple mod that lets players get straight into the game and improve their aim and tactical approach which in turn leads to higher competition between teams.
A Return to Castle Wolfenstein film was announced in 2002 with Rob Cohen of xXx attached to direct. Little information has been available since, however, with the exception of a July 20, 2005 IGN interview. The interview discussed the Return to Castle Wolfenstein film with id employees. In the interview, Todd Hollenshead indicated that the movie was in the works, though still in the early stages.

Film
On August 3, 2007, GameSpot reported that Variety confirmed Return to Castle Wolfenstein and that the writer/producer team that was involved with Silent Hill will be involved with the Wolfenstein project. The movie will be written and directed by Roger Avary and Samuel Hadida is the producer. Roger Avary was arrested in January 2008 for DUI and manslaughter after a friend of his died in a car accident while Avary was at the wheel. No news has yet emerged about Avary's involvement with this project.
53
Game Descriptions / RTCW PunkBuster
« Last post by M3d!C on 2010. October 17. - 20:28:55 »
Offically PunkBuster wasn't in the first version of RTCW. Travis "S4NDM4NN" Sandmann, Martin "AG3NT" Crawford and Eamon "DutchMeat" have bring PunkBuster to us, from version 1.3. We all must be thanksfull to then for this incredible job they have done.

History of PunkBuster
2005 -19th of May 2009 :
Many RTCW player were disturbed about the many cheater. Everyone everyhow tried to ban them out, but they could never do it actually. It seemed to be very hard that time when no admin was on the servers. Every modification developer tried to make a strong banning system: AvPmod, S4NDMoD. The banning systems worked properly. But they still were in trouble by the number of the admins. Everyone was crying for years 2001 - 2004, because the version 1.3 and 1.4 were quite active and they came out with PunkBuster support.

In 2008 Eamon "DutchMeat" has started a PunkBuster platform based anti-cheat client, called mousetrap which released on 19th of May 2008. There was a lot of problem about mousetrap, especially it's could only caugh the most common cheats, for example: Nullify (aimbot + wallhack hack).
Though everyone was happy for mousetrap has arrived, but the mousetrap was keep failing. There was a lot of cheater who could hack even with mousetrap.
So Dutchmeat had to go back to work on it.

19th of May 2008 - 21st. of November 2008:
Everyone recognized that moustrap is an epic fail, therefore everyone deleted it, even from got deleted from the servers. The new wanting of an anti-cheat client has began again. Though around Juny v2.0 version released, but it didn't make big sound. Noone wanted it actually. But the cheaters still were coming. Everyone tried to stop them, but nobody could. DutchMeat has gone meanwhile.

22nd and 25th of November 2009:
S4NDM4NN and AG3NT (owners of S4NDMoD) were thinking of a solution to make an anti-cheat client. That's the importation of PunkBuster. The version 1.3 has very similar code to the 1.0's. S4NDM4NN and AG3NT were working very hard. Also DutchMeat joined them, so there were 3 men working on the Project PunkBuster.

26th of November 2009:
"The day of PunkBuster".
The PunkBuster has succesfully arrived to version 1.0. Everyone were really happy.

Some Windows Vista and Windows 7 users are having some troubles with the new PunkBuster client, but every problem can be solved!

Read more, help at http://pb.s4ndmod.com/
54
Game Descriptions / Re:RTCW Modifications
« Last post by M3d!C on 2010. October 17. - 20:27:29 »
S4NDMoD
S4NDMoD is a Return to Castle Wolfenstein server-side modification. S4NDMoD is designed to work best with RTCW versions 1.0, 1.1, 1.3, 1.31 and demo. The mod will operate on other versions, but there are many bugs that result from running on different versions of the game and these can/will not be fixed. If you are looking for a mod for RTCW versions 1.33 or 1.4/1.41, try Shrubmod, Banimod, OSP, or Fritzbot.

Mod devs:
Travis "S4NDM4NN" Sandmann - Coder, project lead, head administrator.
Martin "AG3NT" Crawford - Coder, assistant administrator.
Ken "Crapshoot" Nickel - Coder, RTCW FritzBot developer.
Nate "L0"  - Coder, beta tester.
Kevin "KevHacker7" Bush [inactive] - Coder, project Wolf, beta tester.

S4NDMoD community members:
Maks "Splin" - Main beta tester.
Eamon "DutchMeat" - Code donations, initial 1.0 PunkBuster release.
Jesse L "Gump" - Beta tester.
"Haze" - Code donations.
Sean "Jester" - Beta tester.

Features:
S4NDMoD includes many changes that are scalable at the decision of server admins. Many exploits have been fixed in S4NDMoD including:
    * Infinite grenade spam.
    * Players dying through walls by explosions (indoor artillery)
    * Eliminated the ability to crash the server
    * Prevented no recoil on sniper rifle
    * Documents no longer are removed from the map when dropped in doorways
    * Ability of clients to download new files/maps from a server

New features:
    * A Master Ban List to ban cheaters globally
    * Automatic Anti-TK system
    * Antilag
    * Improved network code
    * Landmines
    * Automated MG42s
    * IP Address Banning
    * Admin system
    * Improved movement code for clients
    * Additional game play modes, such as:
          o Goldrush
          o Deathmatch
          o Sniper War
          o Panzer War
          o Free for all Deathmatch

WWW.S4NDMOD.COM
55
Game Descriptions / Re:RTCW Modifications
« Last post by M3d!C on 2010. October 17. - 20:27:07 »
AvPmod
AvP is a retro mod for RTCW (Return to Castle Wolfenstein) 1.0/1.1 game. It was primary developed by Richard (FokkeWolf - owner of the AvP servers and the one running AvP Forums) around April/May of 2007. Mod was never targeting a wider community neither a competitive part of it. It was as it is now, a fun based mod. It was primary meant for AvP servers and was never really meant for anything more. In time mod gain it's own crowd of people and developed it's own unique style of playing.

Current version is 1.20. At the moment it is not known if there will be any other releases or even patches introduced for any newly discovered bugs.

Technical info:
AvP is a closed source mod. AvP mod was made by Richard (FokkeWolf) and Nate ('L0,). Mod has some features in common with others mods like S4NDMOD, Shrubmod etc... while features are similar the work is done solely by AvP Team. At some parts of the mod it does heavily relay on the other mods from W:ET- NQ / etPUB and uses some others mods for reference like RTCW- S4NDMOD / PSO / FRITZbot. The real credits for those functions / small fixes are not claimed by us and work acknowledgement goes to their respective authors.

WWW.AVPMOD.TK
56
Game Descriptions / RTCW Modifications
« Last post by M3d!C on 2010. October 17. - 20:26:30 »
Plan-Z-Mod
Our story is quite short and simple... can a story be simple ? at least its understandable...

It all began in the end of december 2006, when Joppe and Licker talked about doing a simple mod for RTCW, to be able to set what ever they like, the way they like. At the begening they already understood who will do what, since Licker sucked at C and C++ we already knew that Joppe would take that part, and that Licker would of do the designing part.

After understanding all that, they starting by trying couple stuff on the server called [ARE] from AllRoundElites Clan. one of them server wasn't really used so they had a place where they could of test the mod.

Like most of mods it started kinda bad, mod was full of errors, not many, but enough to make the game hard. Both of them worked really, really hard to find them and repaire them. After a couple of month nearly end of january begining of february, the mod was finaly stable, the first step was archived.
After that, pretty much everyday, they both taught about new ideas and new stuff that they could of include inside Plan-Z and thats how the 1.5 Version of Plan-Z came out.

Right now, both are trying to make the mod even better, and working hard for it.

WWW.PLAN-Z-MOD.COM
57
Clan Websites / SS Klan
« Last post by M3d!C on 2010. October 16. - 09:54:16 »
58
Clan Websites / Earth Quakers (Poland)
« Last post by M3d!C on 2010. October 16. - 09:52:29 »
59
Clan Websites / European Team
« Last post by M3d!C on 2010. October 16. - 09:51:59 »
60
Clan Websites / *eSa*Team
« Last post by M3d!C on 2010. October 16. - 09:51:28 »
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