RTCW Mod

a mod to change the look of ET into RTCW very well done, lots of bug fixes from last version!

-Northerner

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File Description

a mod to change the look of ET into RTCW very well done, lots of bug fixes from last version!

-Northerner

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Readme
Rtcwmod version 0.5.3

==============================
Files Included
==============================


-rtcwmod_0_5_3.pk3  contains the files needed to run the mod
-This documentation
-dll/so files of the mod (gcc 3 for newer linux boxes)

==============================
Contact info:
==============================
dbpman@yahoo.com  label email rtcwmod

or http://www.nd80usa.net

===============================
Client Side Commands
===============================
+dropweapon:  used to drop your current weapon in order to pick up a new one
+showobjectives  list the objectives next to the flags on the hud
/m  private message user /m [number/name] [msg] (currently only works with /players number )
/pm  same as /m
/msg same as /m


===============================
Client Side CVARS
===============================  
-cg_demoAdjust default 0: toggles the hud up and down out of the way of the demorecord line
-cg_muzzleflash default 0: will turn on/off muzzle flash
-cg_drawFireteamOverlay default 1: (0,1,2) changes current fire team display
-cg_drawHeadHud default 0: toggles the drawing of the head in the hud on and off
-cg_drawCompass default 1:  (0,1,2) compass locations
-cg_drawCompassMap default 0:  draws the map under the compass
-dc_tracers  default 1:     draws tracer rounds
-dc_popupStayTime  default 2000: Defines the time in milliseconds that popups will stay before fading
-dc_popupFadeTime default 2500: Defines the time in milliseconds that popups take to fade out
-dc_popupTime    default 1000:  Defines the rate in milliseconds that popups will be delayed
-cg_drawOverheatBar default 1: (0,1,2) controls where the overheat bar shows up
-cg_showtime        default 0:  toggles on and off local time
-cg_simpleItems     default 0:  toggles whether to show simple items
-cg_drawClassNum    default 1:  toggles whether to show the client class limitation on the hud
-cg_drawCrosshairRank  default 0:  toggles on and off the showing of the rank of the person whom you are pointing your crosshair at
-cg_drawPickuptext     default 1:  defines where you want your item pickup description placed hud(rtcw) or console(et)
-cg_drawObjectiveFlags default 1:  draws objective flags on the hud
-dc_fireteamAlpha  default 1:  (0.0 to 1.0) makes the fireteam see through
-dc_hudAlpha default 1: (0.0 to 1.0)  makes the hud see through 
-dc_chatAlpha default 1: (0.0 to 1.0)  makes the voice chat see through 
-cg_drawSkillbar default 1: toggles between showing of the stat bars or numbers
-dc_hitsounds default 0:  (0-2)  2 allowed to hear all hitsounds/ 1 allows only headshot sounds/0 turns off all hit sounds
-cg_drawChatflag default 0: on/off little flags on hud chat line
-cg_gibs default 1: on/off the player gib model
===============================
Server Side CVARS
===============================

d_noxp turns xp on/off  when off it creates class play like they were in rtcw (ie. fo half bar can toss)
d_alliedSniperLimit(0 to inf)   lets the server determine how many snipers on allied side allowed
d_axisSniperLimit (0 to inf)   lets the server determine how many snipers on axis side allowed
d_alliedNadeLimit (0 to inf)   lets the server determine how many Rifle Nades on allied side allowed
d_axisNadeLimit(0 to inf)   lets the server determine how many Rifle Nades on axis side allowed
d_alliedMineLimit (0 to inf)  DEFAULT 10 lets the server determine how many LandMines on allied side allowed
d_axisMineLimit(0 to inf)  DEFAULT 10 lets the server determine how many LandMines on axis side allowed
d_alliedPanzLimit (0 to inf)   lets the server determine how many Panzers on allied side allowed
d_axisPanzLimit (0 to inf)   lets the server determine how many Panzers on axis side allowed
d_alliedMGLimit (0 to inf)  lets the server determine how many MG's on allied side allowed
d_axisMgLimit (0 to inf)  lets the server determine how many MG's on axis side allowed
d_alliedMortLimit(0 to inf)  lets the server determine how many MG's on allied side allowed
d_axisMortLimit(0 to inf)  lets the server determine how many MG's on axis side allowed
d_alliedFlameLimit(0 to inf)  lets the server determine how many MG's on allied side allowed
d_axisFlameLimit(0 to inf)  lets the server determine how many MG's on axis side allowed
d_xpsaver default 0: turns on/off server xp save for campaigns
d_reviveShield default 1000;  0 - 20000 server can control how long invulerable a player is after revive (in milliseconds)
d_spawnShield default 3000;  0 - 20000 server can control how long invulerable a player is after respawn (in milliseconds)
d_axisNumEng  default 15: controls the amount of players allowed to play that class
d_alliedNumEng default 15: controls the amount of players allowed to play that class
d_axisNumMed    default 15: controls the amount of players allowed to play that class
d_alliedNumMed default 15: controls the amount of players allowed to play that class
d_alliedNumFO  default 15: controls the amount of players allowed to play that class
d_axisNumFO    default 15: controls the amount of players allowed to play that class
d_axisNumCO     default 15: controls the amount of players allowed to play that class
d_alliedNumCO   default 15: controls the amount of players allowed to play that class
d_shove   default 0:       toggles on and off shove
d_shoveDist  default 200;  0-1000 the length amount to shove a person
d_limittime default 0:  0.00 - 1.00 sets when you want to cut the normal limits
d_limitclasspercent default 1: 0.00 - 1.00 sets how much you want to cut when the d_limittime is hit
d_limitweappercent default 1: 0.00 - 1.00 sets how much you want to cut when the d_limittime is hit
d_revivelock  default 1000: sets how long you want the revived person to not be able to move while invulnerable
   (suggestion: should be the same as d_reviveshield)
d_proneupdelay default 0:  0 - 5000  adds a delay (in milliseconds) to when the proner can move again
d_pronedowndelay default 0:   1 - 5000 adds a delay (in milliseconds) to when the proner can move again
d_FO_ammocap default 0: turns on/off fo's ability to pick up weapons for ammo until level 3 light weapons
d_med_nodrop default 0: turns on/off med's ability to pick up/spawn with smgs from other team 
d_eng_nodrop default 0: turns on/off eng's ability to pick up/spawn with smgs from other team
d_co_smgpickup default 0: turns on/off co's ability to pick up a smg 
d_sold_pickupall default 0: turns on/off soldier's ability to pick up anything </p> 
d_levels_fieldops default &quot;20 50 90 140&quot;: server can determine if/when skill level is hit(setting to -1 will turn off that level)
d_levels_engineer default &quot;20 50 90 140&quot;: server can determine if/when skill level is hit(setting to -1 will turn off that level)
d_levels_medic default &quot;20 50 90 140&quot;: server can determine if/when skill level is hit(setting to -1 will turn off that level)
d_levels_covertops default &quot;20 50 90 140&quot;: server can determine if/when skill level is hit(setting to -1 will turn off that level)
d_levels_soldier default &quot;20 50 90 140&quot;: server can determine if/when skill level is hit(setting to -1 will turn off that level)
d_levels_lightweapons default &quot;20 50 90 140&quot;: server can determine if/when skill level is hit(setting to -1 will turn off that level)
d_levels_battlesense default &quot;20 50 90 140&quot;: server can determine if/when skill level is hit(setting to -1 will turn off that level)
d_FFtankdamage (-1,0,1)	default 0:  server can determine if it'll allow both sides to damage the tank/truck, no one can , or default et one team damage
               when -1 other team can not hop on the tank and use the mg42
d_ammocabinet default: 1  turns on/off the ability to use the ammo cabinets
d_healthcabinet default: 1  turns on/off the ability to use the health cabinets
d_intermissiontime  default 60: lets the server decide how long intermission will last
d_showstats default 2:  (0-2) lets server determine to allow players to see stats; 0 turns off both topshot and client individual, 1 turns off topshot, 2 show all
d_stickyCOcharge default 0:  (0-2) 2 makes all sticky 1 makes just other team kills sticky 0 off for covert class
d_stickySoldcharge default 0:  (0-2) 2 makes all sticky 1 makes just other team kills sticky 0 off for Soldier class
d_stickyFOcharge default 0:  (0-2) 2 makes all sticky 1 makes just other team kills sticky 0 off for Fieldops class
d_stickyEngcharge default 0:  (0-2) 2 makes all sticky 1 makes just other team kills sticky 0 off for Engineer class
d_stickyMedcharge default 0:  (0-2) 2 makes all sticky 1 makes just other team kills sticky 0 off for Medic class
d_distancefalloff default 1:  turns on and off the bullet distance falloff for smgs
d_hitsounds default 0:  (0-2)  2 allows all clients to hear all hitsounds/ 1 allows only headshot sounds/ 0 turns off all hit sounds
d_goomba    default 0: (0-3) 0: off/ 1: only other team gets goomba damage/ 2: both teams can take goomba/ 3: both teams can recieve goomba damage
            and the faller takes fall damage
d_newscripts default 0: on/off points to newmapscripts folder
d_smgattributes default 0: (0-2) effects smg's(rof,spread, heat/cool, ammo amount, reload speed,etc) setting to 2 plays RTCW style, 1 makes smgs play etmain style, 0 makes smgs play RTCWmod style
===============================
RTCWMOD Additions/Changes
===============================
added ettest voice quickchats and some hidden ones
pretty logo and gui for client commands
fg42 unscoped has the aimspread of a smg
Garand can reload midclip
garand/k43 damage, firerate, bulletspread, and reload rate the same
Medics can use Syringes underwater
MP40/Thompson/Sten has the damage,bulletspread, and reload rate of RTCW
(SMG's firerate however was lowered from rtcw values due to et's antilag system)
Sniperrifles while scoped have damage value of RTCW's sniperrifle
Panzers can do the switch to other weapons during spinup like in RTCW
dynamite damage is 600 like in rtcw
Panzer damage radius back to old RTCW value
crouching allowed going up ladders just like in RTCW
Covertops keeps the no shooting sign above their head rather than only having it show up when you aim at them
riflenades only work at full bar and when fired go to half bar
covertops do not lose their disguise when flag is captured
delayed the firing speed of the sniper rifle to compensate for its damage upgrade
hud health goes red after health drops below 50
when covops throws smoke will switch to main weapon not pistol
in rtcw mode smoke can be used half bar
gibbing bodies do not count as misses
fireteam size increased from 6 to 8
medics max out health at 140 if there are more than 3 of them per team
global goatsound for knifestabs
fireteam medic indicators
fireteam color coded class letters
silent run for covertops if and only if his sprint bar is full
luger/colt are the same
heavy level 1 and 3 are switched to reflect the new panzer
crouching can open doors silently
unscoped fg42 spread affected by level 3 light weapons
10 light weapon xp per knife kill
mounted mg does same damage as mobile mg
weapon pick up code changed.. need to /dropweapon before you can change weapons
artillery call distance increased for bigger maps
MG42 no longer shoots low
pickup objects no longer spam the console and instead show up on hud like in rtcw if using cg_drawPickuptext 1
covert ops smoke covers a larger area
new map scripts for the default maps
rtcw cam shake
rtcw corpse height for medical revive

===============================
Fixes ETMAIN
===============================
dual pistols now count as a tking item and can lose xp
lower light weapons spread at level 3 not level 4
oversize server commands fix (thanks to bani/rain)
handing out ammo/med packs do not come to you first if you are too close
engineer level 3 only needs 33% energy for mines and 66% for dyno as documented
smoke canisters now count as xp for death
distance falloff for bullet error( headshots between 1500  and 2500 ft do between 99 -21 % damage)
            (body shots between 1500 and 2500 ft do between 99 -51 % damage)
hitting own head while prone (bani fix)
mg42 fixed under antilag (bani fix)
MG42 Mounted no longer fires low
knife now has antilag
Covops level 4 no gib knife bug
Level 1 field ops now uses field ops charge times instead of medic charge times when giving ammo
console ref commands some didnt work in console
freelook now works (thanks to rain)
fps and timer do not go away when cg_drawFireteamOverlay is 0
muted players when becoming ref get unmuted
riflenades do not go thru doors (bani fix)
skull never leaving in scoreboard menu after teamswitch
Forced into spec bug after level 4 heavy/light weapons
Forced warmup teamlock
riflenade extra ammo exploit
command map not showing up when cg_drawcompass = 0


===============================
Changes and fixes since last RTCWMOD
===============================
weapons seen through walls
the no shoot sign seen through walls
no longer pick up the weapon if you are full of ammo already
moved silent run to lvl 4 covert and added no loss of uniform unless grab docs or death

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