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Thread: Wolf: MP

  1. #1

    Wolf: MP

    Wolf: MP
    News thread

    What is this?
    We are a group of developers and artists who want to bring a computer game loved by so many to itís new and polished shape that it deserves to be after serving us for so many years. In order to bring an eight year old game named Wolfenstein: Enemy Territory to a new life and glory some changes were needed to be made. We here believe that in order to extend the lifespan of the game Wolfenstein: Enemy Territory we had to move on from the old and outdated engine to a newer and more improved one known as id Tech 4. To be more exact we are talking about the game Enemy Territory: Quake Wars. The developers of this community plan to make a new mod for Enemy Territory: Quake Wars that is based in World War 2 and resembles Wolfenstein: Enemy Territory.

    That was written almost eight months ago from today and little has changed with the concept of it. Although we were on a small hiatus for the past few months we are now back and hoping to complete what we started. To keep us motivated we hope that this thread gets a lot of activity in order to give us willpower to carry on with the project.

    What we ask for?
    Your support obviously but if you feel like you want to contribute to the project feel free to scan for these positions with us.

    Level Design

    3D Modeling
    Code writing
    Concept Artist

    You can find us also here
    http://developersofcommunity.blog.com/

    Video Section




    Gallery



    Express your thoughts about what should be in the mod and what not in this thread.
    Last edited by Pegazus; 26th Feb 2012 at 10:49. Reason: Update
    Project: Wolf Records
    S&M Mapping - S&M Mapping

    Wolf: MP - Blog Of The Next Wolfenstein: Multiplayer

  2. #2
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    Re: Wolf: MP

    nice job Pegazus and just for an advice, make a periodic release from alpha state into final state.
    Example: Alpha 0.0.1 (Release the weapon and character model as GDF and strogg replacement)
    Alpha 0.0.2 (Release sound that more WW2 like)

    I think with that kind of release strategy, you can find more people that interested into this project. For the project itself, just stick to wolf's core gameplay, will bring more old fan into this mod

  3. #3
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    Thanks for your advice muraqqi!
    I'm the only one modelling core gameplay models, Pegazus is making maps and static models and it's getting VERY slow, because we are only 2 guys at the moment.
    We are especially looking for coders and/or people having good knowledge of the declaration files to make the game more Wolf:ET like, and to help us making the GDF the "Allied Team"; And most important changing the Strogg team and the asymmetrical gameplay to wolf style, with just cool "modern" features like physics and ragdolls (they are here but are not used!)
    The most code things needed to be put back in ET:QW are in Doom3, like gore gibs for players and physics in netcode, so we really need a coder.
    Thanks for posting, Greetz
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  4. #4

    Re: Wolf: MP

    Ooh that's nice ragdoll

  5. #5

    Re: Wolf: MP

    Nice to see people are working on this still, I'm still interested in helping but my time is very limited at the moment as already told BackSnip3 on IRC.

    ETQW Mediocre Club

  6. #6

    Re: Wolf: MP



    Thank you all for the support. As a special treat here is another video showing the Stuka plane in action. It still needs some tweaking but it is looking good so far.

    First post has also been updated with a new gallery photo.

    @Chris
    I'm glad to hear you are still interested in working with us. Do you see yourself having more free time in the near future?
    Project: Wolf Records
    S&M Mapping - S&M Mapping

    Wolf: MP - Blog Of The Next Wolfenstein: Multiplayer

  7. #7

    Re: Wolf: MP

    Good to see some progress. Keep it up.

  8. #8

    Re: Wolf: MP

    Nice to see you again guys!
    Awesome vids

  9. #9
    Totally mostly useless light_sh4v0r's Avatar
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    Re: Wolf: MP

    Nice, good work! That airstrike noise is VERY annoying though
    We urgently require psi-tapirs!

    illuminated hairremover
    -eitsch0r

  10. #10

    Re: Wolf: MP

    I would do the coding side,but what the hell,I have a PC that can't even run a ET:QW

    So good luck with searching

  11. #11
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    Quote Originally Posted by light_sh4v0r View Post
    Nice, good work! That airstrike noise is VERY annoying though
    That's the point of it. ^^

    @ Indloon: Really? :-( This is sad. We are looking very much for coders, any help would be greatly appreciated. How can you not run ET:QW? :-P Normally something like a athlon 64 and an nvidia 6xxx would run it. It's like 2006 hardware! :-(

    Edit: From my gamebox, it says "nvidia 5700 or ati 9700, 512 Mb Ram, Athlon xp 2800+ or Pentium 4 @ 3 Ghz"
    Last edited by BackSnip3; 26th Feb 2012 at 20:06.
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  12. #12

    Re: Wolf: MP

    @ That airstrike noise is VERY annoying though:
    It's supposed to be like that. (The diving Brakes). It sounds horrible tbh (it can be made less annoying)
    There is a myth about using them as some kind of psychological effect to make enemy fear.
    Last edited by FFSturm; 26th Feb 2012 at 20:14.

  13. #13

    Re: Wolf: MP

    Quote Originally Posted by Pegazus View Post
    @Chris
    I'm glad to hear you are still interested in working with us. Do you see yourself having more free time in the near future?
    I don't know to be honest, I started having a look at Battery as discussed with BackSnip3 but I have job and study part time now. I bet Donnovan could make nice terrain for Battery. If was another mapper on top then I could help I guess but I can't do a full map solo, just not enough time now.

    I think also for the mapping side of things you need to find one or two texture artists, ET:QW doesn't have many suitable textures. Also don't forgot to use texture sheets.

    About the airstike noise, gameplay > realism.

    Tone it down, it is annoying fullstop, It would get silly hearing this constantly through playing a map, be good way to piss off players.

    ETQW Mediocre Club

  14. #14

    Re: Wolf: MP

    I just have one question. What makes ETQW so smooth graphical wise? Is it the fog or the post processing effects?
    I cannot manage to simulate it in Doom 3... It's just too overdone. Even GC games have better results -.-

    http://media.moddb.com/images/mods/1...shadow_map.jpg
    Last edited by FFSturm; 26th Feb 2012 at 20:18.

  15. #15
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    ETQW makes use of a lot of things to make the outside places look cool:
    They use scrolling lights on the sunlight which makes impressions of moving clouds lowering the lighting at some spots.
    They use ambient lights (sometimes up to a lot of lights), Fog has a lot of parameters and the few post-processing effects are nice and are all changeable for each map. You can set an overall tint for the map, renderprograms are used to Anti-alias the foliage, etc...
    Do I see softshadows on your screenshot? :-D
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  16. #16

    Re: Wolf: MP

    Sofshadows--> It's a graphical trick. (Not using sikkmod).
    You can do it in etqw by casting shadow materials. They react to the models and stuff as these are lights xD
    Then you disable the lights shadows/diffuse/spec...

    Not a big performance drop at all. Runs perfectly at 60 fps on my laptop.
    __________________________________________________ _______________________________________

    Yes, I use those kind of lights too.
    Last edited by FFSturm; 26th Feb 2012 at 20:34.

  17. #17
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    Yes there exist such blendlights in quake wars, for the big trees, they are animated so it's quite nice.
    etqw_ati 2010-05-12 21-48-51-69.jpg
    But sometimes you can't use them because it's not possible (like a fence).
    So for stuff like fences I use decals, but I know you do that too.
    fakeshadow.jpg
    Also the blendlight don't blend correctly with the existing real stencil shadows, so it's weird. In Wolf2009 they kinda managed to make these lights go in the same renderpass than the stencil shadows so when you are in a shaded place you don't overcast a shadow. Very nice stuff. Maybe the trick can be done...

    About the airstrike sound, it will be toned down, but that's the way a stuka is sounding!
    I've made new tests to drop less bombs, because it couldn't handle 10 bombs, and 5 bombs are enough to kill everything standing in the place.
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  18. #18

    Re: Wolf: MP

    Quote Originally Posted by BackSnip3 View Post

    @ Indloon: Really? :-( This is sad. We are looking very much for coders, any help would be greatly appreciated. How can you not run ET:QW? :-P Normally something like a athlon 64 and an nvidia 6xxx would run it. It's like 2006 hardware! :-(

    Edit: From my gamebox, it says "nvidia 5700 or ati 9700, 512 Mb Ram, Athlon xp 2800+ or Pentium 4 @ 3 Ghz"
    Got ATI 9250 :S

    Well,must wait for the summer,then I will buy hardcore PC!!

    Em,I haven't looked at the ET:QW SDK,but which language is it on,C++?

  19. #19

    Re: Wolf: MP

    I love the airplane!!!

  20. #20
    Tapir Daddy -SSF-Sage's Avatar
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    Re: Wolf: MP

    Woow! Good to see the project back alive. There's a lot of really nice things hidden in the project. Would be shame to waste it all. Hope we'll see a wicked alpha at some point.
    The m4st3r of making c0nfus1ng p0sts!

    0110111001101111011011010111001101100111

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