morstua@Posted: Mon Oct 05, 2009 10:39 pm :
Just cause wolfenstein multiplayer failed, (looks horrible plus physic is a joke) i was wondering if in some ways i could import all the models / skins / weapons of wolf, in quake wars "world" to play there the real wolfenstein mp.

I can't accept the fact that i waited 9 years to play that shit :|

The original rtcw was light years better

is my idea possible or it's just a dream?

Thank you



PS: SP is cool. Congratulations Raven!I wish the mp was taken from the sp..



parsonsbear@Posted: Tue Oct 06, 2009 12:46 am :
short answer: no

long answer, you could but it would be a huge undertaking and you wouldn't be able to legally distribute it because using assets from one game in a mod of another game violates the EULA. Just play quakewars and pretend you're shooting nazis.

I heard there was a build from waaay back when that had deployables and was actually fun to play. Word is they cut a lot of things out, leaving only the bizarrely unfinished/terrible MP that we got.



morstua@Posted: Tue Oct 06, 2009 8:46 am :
parsonsbear wrote:
short answer: no

long answer, you could but it would be a huge undertaking and you wouldn't be able to legally distribute it because using assets from one game in a mod of another game violates the EULA. Just play quakewars and pretend you're shooting nazis.

I heard there was a build from waaay back when that had deployables and was actually fun to play. Word is they cut a lot of things out, leaving only the bizarrely unfinished/terrible MP that we got.



then the "project" can be changed this way

If there is a modeller a skinner a pair of coders and a level designer i think it's not impossible to make a WWII mod

Maps used will be volcano, salvage and island that are similar to et maps.Obviously some changes have to be done on objectives. The rest can be the same... (wolf has nazi with occult technology.. quakewars has high technology.. almost the same)
vehicles will be disabled throug cvar

Need to model a thomson and a mp40 (in a hour i think a skilled modeller can do it)
Put new clothes to existing human ragdolls to mark different sides (axis and allies)

Tweak the physic of the game like was done in this mod Obviously this mod is an example that proofs that quake wars can have same physic of id tech 3 or very similar..
(i tested it.. it's incredible fast and really similar to q3)

I don't think this is impossible to act :|



parsonsbear@Posted: Tue Oct 06, 2009 10:11 am :
Not impossible at all, and there's a lot of highly motivated RTCW fans out there right now possibly willing to help- however it's hard to overstate what a huge undertaking this will be. Large idTech4 projects have an insanely high infant mortality rate.

Go over to the splash damage forums- you're going to need to hook up with people very familiar with modding that game, and what's left is centered around their mods and editing section.

I'd be tempted to say that you should try to get the people involved with the wolf2 promods involved.



morstua@Posted: Tue Oct 06, 2009 11:24 am :
parsonsbear wrote:
Not impossible at all, and there's a lot of highly motivated RTCW fans out there right now possibly willing to help- however it's hard to overstate what a huge undertaking this will be. Large idTech4 projects have an insanely high infant mortality rate.

Go over to the splash damage forums- you're going to need to hook up with people very familiar with modding that game, and what's left is centered around their mods and editing section.

I'd be tempted to say that you should try to get the people involved with the wolf2 promods involved.



wolfenstein engine is a lost battle.. :|

that's why i thought to make a qw mod

i think with this engine is easier make a mod since classes are already there and physic is similar to w:et

wolfenstein engine needs to be re-coded and i dont think it's an easier work



aardwolf@Posted: Wed Oct 07, 2009 1:10 am :
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?



evilartist@Posted: Wed Oct 07, 2009 1:24 am :
aardwolf wrote:
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?

I'm not 100% because I've only played RtcW multiplayer only once...but it seems their rules and mechanics are a precursor to Enemy Territory (or maybe that was ET:W?). There's classes, objectives, etc. It would make sense for Wolf2K9 to have an ET mod.



aardwolf@Posted: Wed Oct 07, 2009 2:40 am :
evilartist wrote:
aardwolf wrote:
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?

I'm not 100% because I've only played RtcW multiplayer only once...but it seems their rules and mechanics are a precursor to Enemy Territory (or maybe that was ET:W?). There's classes, objectives, etc. It would make sense for Wolf2K9 to have an ET mod.


Yeah, Enemy Territory added an additional class to the original RTCW, and had more levels, and objectives, but essentially was the same. What i meant is that maybe ETQW and Enemy Territory's gameplay dont share many commonalities. Or do they? I havent played ETQW that much.



Nancy08@Posted: Thu Oct 29, 2009 3:36 am :
Seriously, 9 years is too long. :shock:

“Games lubricate the body and the mind.”



=FF=Sturm@Posted: Thu Oct 29, 2009 11:40 am :
Nancy08 wrote:
Seriously, 9 years is too long. :shock:

“Games lubricate the body and the mind.”

...And the developer's ass while they are raping themselves"



morstua@Posted: Mon Oct 05, 2009 10:39 pm :
Just cause wolfenstein multiplayer failed, (looks horrible plus physic is a joke) i was wondering if in some ways i could import all the models / skins / weapons of wolf, in quake wars "world" to play there the real wolfenstein mp.

I can't accept the fact that i waited 9 years to play that shit :|

The original rtcw was light years better

is my idea possible or it's just a dream?

Thank you



PS: SP is cool. Congratulations Raven!I wish the mp was taken from the sp..



parsonsbear@Posted: Tue Oct 06, 2009 12:46 am :
short answer: no

long answer, you could but it would be a huge undertaking and you wouldn't be able to legally distribute it because using assets from one game in a mod of another game violates the EULA. Just play quakewars and pretend you're shooting nazis.

I heard there was a build from waaay back when that had deployables and was actually fun to play. Word is they cut a lot of things out, leaving only the bizarrely unfinished/terrible MP that we got.



morstua@Posted: Tue Oct 06, 2009 8:46 am :
parsonsbear wrote:
short answer: no

long answer, you could but it would be a huge undertaking and you wouldn't be able to legally distribute it because using assets from one game in a mod of another game violates the EULA. Just play quakewars and pretend you're shooting nazis.

I heard there was a build from waaay back when that had deployables and was actually fun to play. Word is they cut a lot of things out, leaving only the bizarrely unfinished/terrible MP that we got.



then the "project" can be changed this way

If there is a modeller a skinner a pair of coders and a level designer i think it's not impossible to make a WWII mod

Maps used will be volcano, salvage and island that are similar to et maps.Obviously some changes have to be done on objectives. The rest can be the same... (wolf has nazi with occult technology.. quakewars has high technology.. almost the same)
vehicles will be disabled throug cvar

Need to model a thomson and a mp40 (in a hour i think a skilled modeller can do it)
Put new clothes to existing human ragdolls to mark different sides (axis and allies)

Tweak the physic of the game like was done in this mod Obviously this mod is an example that proofs that quake wars can have same physic of id tech 3 or very similar..
(i tested it.. it's incredible fast and really similar to q3)

I don't think this is impossible to act :|



parsonsbear@Posted: Tue Oct 06, 2009 10:11 am :
Not impossible at all, and there's a lot of highly motivated RTCW fans out there right now possibly willing to help- however it's hard to overstate what a huge undertaking this will be. Large idTech4 projects have an insanely high infant mortality rate.

Go over to the splash damage forums- you're going to need to hook up with people very familiar with modding that game, and what's left is centered around their mods and editing section.

I'd be tempted to say that you should try to get the people involved with the wolf2 promods involved.



morstua@Posted: Tue Oct 06, 2009 11:24 am :
parsonsbear wrote:
Not impossible at all, and there's a lot of highly motivated RTCW fans out there right now possibly willing to help- however it's hard to overstate what a huge undertaking this will be. Large idTech4 projects have an insanely high infant mortality rate.

Go over to the splash damage forums- you're going to need to hook up with people very familiar with modding that game, and what's left is centered around their mods and editing section.

I'd be tempted to say that you should try to get the people involved with the wolf2 promods involved.



wolfenstein engine is a lost battle.. :|

that's why i thought to make a qw mod

i think with this engine is easier make a mod since classes are already there and physic is similar to w:et

wolfenstein engine needs to be re-coded and i dont think it's an easier work



aardwolf@Posted: Wed Oct 07, 2009 1:10 am :
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?



evilartist@Posted: Wed Oct 07, 2009 1:24 am :
aardwolf wrote:
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?

I'm not 100% because I've only played RtcW multiplayer only once...but it seems their rules and mechanics are a precursor to Enemy Territory (or maybe that was ET:W?). There's classes, objectives, etc. It would make sense for Wolf2K9 to have an ET mod.



aardwolf@Posted: Wed Oct 07, 2009 2:40 am :
evilartist wrote:
aardwolf wrote:
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?

I'm not 100% because I've only played RtcW multiplayer only once...but it seems their rules and mechanics are a precursor to Enemy Territory (or maybe that was ET:W?). There's classes, objectives, etc. It would make sense for Wolf2K9 to have an ET mod.


Yeah, Enemy Territory added an additional class to the original RTCW, and had more levels, and objectives, but essentially was the same. What i meant is that maybe ETQW and Enemy Territory's gameplay dont share many commonalities. Or do they? I havent played ETQW that much.



Nancy08@Posted: Thu Oct 29, 2009 3:36 am :
Seriously, 9 years is too long. :shock:

“Games lubricate the body and the mind.”



=FF=Sturm@Posted: Thu Oct 29, 2009 11:40 am :
Nancy08 wrote:
Seriously, 9 years is too long. :shock:

“Games lubricate the body and the mind.”

...And the developer's ass while they are raping themselves"



morstua@Posted: Mon Oct 05, 2009 10:39 pm :
Just cause wolfenstein multiplayer failed, (looks horrible plus physic is a joke) i was wondering if in some ways i could import all the models / skins / weapons of wolf, in quake wars "world" to play there the real wolfenstein mp.

I can't accept the fact that i waited 9 years to play that shit :|

The original rtcw was light years better

is my idea possible or it's just a dream?

Thank you



PS: SP is cool. Congratulations Raven!I wish the mp was taken from the sp..



parsonsbear@Posted: Tue Oct 06, 2009 12:46 am :
short answer: no

long answer, you could but it would be a huge undertaking and you wouldn't be able to legally distribute it because using assets from one game in a mod of another game violates the EULA. Just play quakewars and pretend you're shooting nazis.

I heard there was a build from waaay back when that had deployables and was actually fun to play. Word is they cut a lot of things out, leaving only the bizarrely unfinished/terrible MP that we got.



morstua@Posted: Tue Oct 06, 2009 8:46 am :
parsonsbear wrote:
short answer: no

long answer, you could but it would be a huge undertaking and you wouldn't be able to legally distribute it because using assets from one game in a mod of another game violates the EULA. Just play quakewars and pretend you're shooting nazis.

I heard there was a build from waaay back when that had deployables and was actually fun to play. Word is they cut a lot of things out, leaving only the bizarrely unfinished/terrible MP that we got.



then the "project" can be changed this way

If there is a modeller a skinner a pair of coders and a level designer i think it's not impossible to make a WWII mod

Maps used will be volcano, salvage and island that are similar to et maps.Obviously some changes have to be done on objectives. The rest can be the same... (wolf has nazi with occult technology.. quakewars has high technology.. almost the same)
vehicles will be disabled throug cvar

Need to model a thomson and a mp40 (in a hour i think a skilled modeller can do it)
Put new clothes to existing human ragdolls to mark different sides (axis and allies)

Tweak the physic of the game like was done in this mod Obviously this mod is an example that proofs that quake wars can have same physic of id tech 3 or very similar..
(i tested it.. it's incredible fast and really similar to q3)

I don't think this is impossible to act :|



parsonsbear@Posted: Tue Oct 06, 2009 10:11 am :
Not impossible at all, and there's a lot of highly motivated RTCW fans out there right now possibly willing to help- however it's hard to overstate what a huge undertaking this will be. Large idTech4 projects have an insanely high infant mortality rate.

Go over to the splash damage forums- you're going to need to hook up with people very familiar with modding that game, and what's left is centered around their mods and editing section.

I'd be tempted to say that you should try to get the people involved with the wolf2 promods involved.



morstua@Posted: Tue Oct 06, 2009 11:24 am :
parsonsbear wrote:
Not impossible at all, and there's a lot of highly motivated RTCW fans out there right now possibly willing to help- however it's hard to overstate what a huge undertaking this will be. Large idTech4 projects have an insanely high infant mortality rate.

Go over to the splash damage forums- you're going to need to hook up with people very familiar with modding that game, and what's left is centered around their mods and editing section.

I'd be tempted to say that you should try to get the people involved with the wolf2 promods involved.



wolfenstein engine is a lost battle.. :|

that's why i thought to make a qw mod

i think with this engine is easier make a mod since classes are already there and physic is similar to w:et

wolfenstein engine needs to be re-coded and i dont think it's an easier work



aardwolf@Posted: Wed Oct 07, 2009 1:10 am :
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?



evilartist@Posted: Wed Oct 07, 2009 1:24 am :
aardwolf wrote:
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?

I'm not 100% because I've only played RtcW multiplayer only once...but it seems their rules and mechanics are a precursor to Enemy Territory (or maybe that was ET:W?). There's classes, objectives, etc. It would make sense for Wolf2K9 to have an ET mod.



aardwolf@Posted: Wed Oct 07, 2009 2:40 am :
evilartist wrote:
aardwolf wrote:
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?

I'm not 100% because I've only played RtcW multiplayer only once...but it seems their rules and mechanics are a precursor to Enemy Territory (or maybe that was ET:W?). There's classes, objectives, etc. It would make sense for Wolf2K9 to have an ET mod.


Yeah, Enemy Territory added an additional class to the original RTCW, and had more levels, and objectives, but essentially was the same. What i meant is that maybe ETQW and Enemy Territory's gameplay dont share many commonalities. Or do they? I havent played ETQW that much.



Nancy08@Posted: Thu Oct 29, 2009 3:36 am :
Seriously, 9 years is too long. :shock:

“Games lubricate the body and the mind.”



=FF=Sturm@Posted: Thu Oct 29, 2009 11:40 am :
Nancy08 wrote:
Seriously, 9 years is too long. :shock:

“Games lubricate the body and the mind.”

...And the developer's ass while they are raping themselves"



morstua@Posted: Mon Oct 05, 2009 10:39 pm :
Just cause wolfenstein multiplayer failed, (looks horrible plus physic is a joke) i was wondering if in some ways i could import all the models / skins / weapons of wolf, in quake wars "world" to play there the real wolfenstein mp.

I can't accept the fact that i waited 9 years to play that shit :|

The original rtcw was light years better

is my idea possible or it's just a dream?

Thank you



PS: SP is cool. Congratulations Raven!I wish the mp was taken from the sp..



parsonsbear@Posted: Tue Oct 06, 2009 12:46 am :
short answer: no

long answer, you could but it would be a huge undertaking and you wouldn't be able to legally distribute it because using assets from one game in a mod of another game violates the EULA. Just play quakewars and pretend you're shooting nazis.

I heard there was a build from waaay back when that had deployables and was actually fun to play. Word is they cut a lot of things out, leaving only the bizarrely unfinished/terrible MP that we got.



morstua@Posted: Tue Oct 06, 2009 8:46 am :
parsonsbear wrote:
short answer: no

long answer, you could but it would be a huge undertaking and you wouldn't be able to legally distribute it because using assets from one game in a mod of another game violates the EULA. Just play quakewars and pretend you're shooting nazis.

I heard there was a build from waaay back when that had deployables and was actually fun to play. Word is they cut a lot of things out, leaving only the bizarrely unfinished/terrible MP that we got.



then the "project" can be changed this way

If there is a modeller a skinner a pair of coders and a level designer i think it's not impossible to make a WWII mod

Maps used will be volcano, salvage and island that are similar to et maps.Obviously some changes have to be done on objectives. The rest can be the same... (wolf has nazi with occult technology.. quakewars has high technology.. almost the same)
vehicles will be disabled throug cvar

Need to model a thomson and a mp40 (in a hour i think a skilled modeller can do it)
Put new clothes to existing human ragdolls to mark different sides (axis and allies)

Tweak the physic of the game like was done in this mod Obviously this mod is an example that proofs that quake wars can have same physic of id tech 3 or very similar..
(i tested it.. it's incredible fast and really similar to q3)

I don't think this is impossible to act :|



parsonsbear@Posted: Tue Oct 06, 2009 10:11 am :
Not impossible at all, and there's a lot of highly motivated RTCW fans out there right now possibly willing to help- however it's hard to overstate what a huge undertaking this will be. Large idTech4 projects have an insanely high infant mortality rate.

Go over to the splash damage forums- you're going to need to hook up with people very familiar with modding that game, and what's left is centered around their mods and editing section.

I'd be tempted to say that you should try to get the people involved with the wolf2 promods involved.



morstua@Posted: Tue Oct 06, 2009 11:24 am :
parsonsbear wrote:
Not impossible at all, and there's a lot of highly motivated RTCW fans out there right now possibly willing to help- however it's hard to overstate what a huge undertaking this will be. Large idTech4 projects have an insanely high infant mortality rate.

Go over to the splash damage forums- you're going to need to hook up with people very familiar with modding that game, and what's left is centered around their mods and editing section.

I'd be tempted to say that you should try to get the people involved with the wolf2 promods involved.



wolfenstein engine is a lost battle.. :|

that's why i thought to make a qw mod

i think with this engine is easier make a mod since classes are already there and physic is similar to w:et

wolfenstein engine needs to be re-coded and i dont think it's an easier work



aardwolf@Posted: Wed Oct 07, 2009 1:10 am :
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?



evilartist@Posted: Wed Oct 07, 2009 1:24 am :
aardwolf wrote:
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?

I'm not 100% because I've only played RtcW multiplayer only once...but it seems their rules and mechanics are a precursor to Enemy Territory (or maybe that was ET:W?). There's classes, objectives, etc. It would make sense for Wolf2K9 to have an ET mod.



aardwolf@Posted: Wed Oct 07, 2009 2:40 am :
evilartist wrote:
aardwolf wrote:
Basically this effort would be the same amount of work as to creating another wolf mp from scratch, with ETQW's tools, which is itself a big task. And arent ETQW's and Wolf's gameplay rules different?

I'm not 100% because I've only played RtcW multiplayer only once...but it seems their rules and mechanics are a precursor to Enemy Territory (or maybe that was ET:W?). There's classes, objectives, etc. It would make sense for Wolf2K9 to have an ET mod.


Yeah, Enemy Territory added an additional class to the original RTCW, and had more levels, and objectives, but essentially was the same. What i meant is that maybe ETQW and Enemy Territory's gameplay dont share many commonalities. Or do they? I havent played ETQW that much.



Nancy08@Posted: Thu Oct 29, 2009 3:36 am :
Seriously, 9 years is too long. :shock:

“Games lubricate the body and the mind.”



=FF=Sturm@Posted: Thu Oct 29, 2009 11:40 am :
Nancy08 wrote:
Seriously, 9 years is too long. :shock:

“Games lubricate the body and the mind.”

...And the developer's ass while they are raping themselves"