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Wolfenstein Resource is dedicated to the Wolfenstein and Enemy Territory series of video games. There's almost everything you need to know including setup config, graphics performance, hints and tips, key bind scripts, weapon damage and accuracy stats, multiplayer map tactics, file downloads and discussion forums.


 

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PBBans Seeks Donations

13 August 2008, 12:44:35 by Mike
Server admins are probably familiar with pbbans.com. They maintain a database with streaming punkbuster server logs so that when a user is banned from a server for hacks or cheats they can be banned from all servers registered on the pbbans network. Effective immediately.

They provide a great service to combating cheats and hacks in our community and are currently requesting donations to help support their servers and bandwidth. Please see the announcement at pbbans.com and provide some support.

{TWR}wolfensteinresource.com have already donated!

 Hat Off
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Wolfenstein: Enemy Territory Map Source Files Released

03 July 2008, 12:45:07 by Lambert
Good news for all you budding Mappers, the original 6 maps from ET have been officially released for you to do some awsome conversions on.

Looking forward to the map pack converted for ETQW  thumbs_up

Quote
Wolfenstein: Enemy Territory Map Source Files Released
Written by Fluffy_gIMp on 27 June, 2008 - 15:46

We are happy to announce that we have received approval from Kevin Cloud over at id Software to release the source maps that we created during our development of Wolfenstein: Enemy Territory. This is a belated present to mark Wolf:ET's fifth birthday that we reported on last month. The package is a modest 6 Megabytes in size and includes source .map files for all six of the officially released maps.

On a side note, for those of you wanting to import the maps into Enemy Territory: QUAKE Wars, jRAD and Torchy assure me that this is indeed possible as EditWorld will happily import *.map files. Keep in mind that it will require some of the obvious texture path replacements and entity work, though.


Get the Source maps and read more comments here

http://www.splashdamage.com/node/257

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ETQW patch 1.5 released

17 May 2008, 09:15:55 by Lambert
ETQW patch 1.5 has been announced has now been released

There has been lots of changes and a few that will cause issues especialy the fact that Ranked servers will require a minimum of 6 players to start a ranked game, IMHO this is a bad move as it is hard to get a ranked server running currently and having to wait until 6 are on the server may mean the ranked servers are less active, who wants to wait around for players to join when you could be fragging elsewhere!.

Why they did not do it in a way that ranking starts when 6 players are active instead of waiting for the 6 players to start the game I don't know, surely a serverside flag could have set to initiate the ranking stats to flow when 6 players were ingame would have been better.  Angry

Anyhow be prepared to have to download another patch for this game, here is the full change log.

Information source http://community.enemyterritory.com/index.php?q=node/254

Quote

Enemy Territory: QUAKE Wars 1.5 Full Changelog

User Interface
Added an Auto-Join button to the Limbo Menu
Added new server browser filter. Players can now filter servers by the maximum number of bots playing
Revised the 'Hot Server' weightings so lower ping servers are given higher
priority than before
Replaced Hot Server list with a 'Join Best Server' button in the server browser
Fixed custom maps confusing the map voting system
Fixed the Flyer Drone personal best being referred to as Flyer Hive
Fixed the 'Most Vamptire Damage' typo in Personal Achievements
Fixed the final Objective in a map not counting towards the Most Objectives Completed end-game reward
Fixed Player Ranks not showing in-game or on the Scoreboard
Fixed spectators seeing a defaulted string in the end-game scoreboard
Fixed transparency options for Tooltips and Subtle Motivators not always saving
Fixed video options not always saving if a player is using a 'Set as Default' profile
HUD
Fixed the Buddy Player Arrows showing when a friend playing on the enemy
team took a disguise
Fixed the Objective Bar sometimes flashing red while an objective was being
completed
Fixed the first bar of a two-part objective sometimes being empty when a
client connected to a server
Fixed the deployable HUD icons being affected by picmip
Players will no longer receive warning VO for incoming enemy artillery
Added g_aptWarning for toggling APT warning on the HUD
Restricted the g_mineIconSize cvar to values between 0 and 20
The Fireteam menu will now not show 'next page' unless there are 9 or more players (instead of 8)
Fixed Buddy Player Arrows showing up as the incorrect colour if that player had a Clan Tag
Fixed the Objective Bar sometimes changing colour
Ranked Servers
Locked si_maxPlayers to 24 on Ranked Servers
Fixed being able to start a match on a Ranked server with less than 6 players
Map Loads, Auto-Downloads, ETQW:TV
Fixed downloading modifications from the server not working with Vista and UAC
Fixed the intro movie overriding the Accept Download prompt for mods on game restart
Fixed the map loading music continuing to play after the load had completed
Fixed the server crash when clients are downloading files
Fixed ETQW:TV Relays crashing when clients tried to connect too early
Player Statistics
Fixed capturing the Energy Cells on Quarry giving no XP
Fixed certain Achievement stats, such as Vehicle and Deployable kills, not being counted
Fixed ranks above Supreme Commander displaying as ##### or emptyname
Fixed Mining Laser objectives giving an additional 40 Soldier XP to the constructor
Fixed XP Save not working on reconnects
Miscellaneous
Added several commands for spectating:

spectate Client - Jumps to spectating a specific player based on the client number or the player name entered e.g. "Specate Client 1" or "Spectate Client Tapir" for a player called Tapir
spectate next - Jumps to the next player
spectate prev - Jumps to the previous player
spectate objective - Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)
spectate position - Jumps to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera.
Added the setSpawnPoint command:

setSpawnPoint next - selects one spawn ahead of the player's current selection
setSpawnPoint prev - selects one spawn back from the player's current selection
setSpawnPoint default - selects the current front-line spawn point
setSpawnPoint base - sets the player's spawn point to the main base (Command Center/Domination Hub)
Added several cvars for separate vehicle sensitivities:

m_bumblebeePitchScale - adjusts the vertical sensitivity in the Bumblebee
m_bumblebeeYawScale - adjusts the horizontal sensitivity in the Bumblebee
m_heavyVehiclePitchScale - adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator
m_heavyVehicleYawScale - adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator
m_helicopterPitchScale - adjusts the vertical sensitivity in the Anansi and Tormentor
m_helicopterYawScale - adjusts the horizontal sensitivity in the Anansi and Tormentor
m_lightVehiclePitchScale - adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky
m_lightVehicleYawScale - adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky
m_playerPitchScale - adjusts the vertical sensitivity as infantry and in the Icarus
m_playerYawScale - adjusts the horizontal sensitivity as infantry and in the Icarus.
Added several cvars for automatic recording of demos and generating of screenshots
of the end game score board:

g_autoScreenshot - automatically take a screenshot of the scoreboard at
the end of a map
g_autoRecordDemos - automatically starts & stops demos at the start & end
of a map
g_autoScreenshotNameFormat - auto screenshot name format
g_autoDemoNameFormat - demo name format
Fixed the "Deployable Location Approved" VO playing when the deploy
process had not successfully completed
Fixed the intermittent server crashes some users were experiencing
Fixed unintentionally skipping through multiple weapons and tools when using the mousewheel
Fixed the 'Aborting Bombardment' VO not playing when the Airstrike/Violator beacon is in an invalid location
Fixed spectators sometimes hearing hit-beeps when switching between players
Fixed player landing sound sometimes playing multiple times
Fixed some cases of vehicle wheels occasionally being above the ground when they spawn
Fixed a disguise spotting issue
Fixed lock-on issues when the MCP is disabled
Fixed visual MCP deploy issue where it would sometimes come in sideways
Fixed objects sometimes showing up in the wrong place when playing back demos
Bots
Bots in single player are much more focused on the player and the commands the player gives
Mission Critical bots will follow you to the objective then complete it once you lead them there
Bots skill with the Anansi and Tormentor has been improved
Bots in flyers are now much more dangerous on the higher skill levels
Bots on Easy difficulty have been made easier
Bots now understand the MCP changes implemented in 1.4
Bots are better at accomplishing objectives
Bots are better at guarding their teams HE/Plasma charges
Bots keep focused on their current enemy when they jump into a vehicle
Bots will no longer use mounted MGs if there are no enemies around the MG to attack
Bots are much better at attacking deployables
Bot gunners now target deployables
Bot gunners will more often stay in the vehicle with you
Bots now drop health crates dynamically
Fixed bots not driving the MCP on Slipgate
Fixed lots of cases of the bots having issues pathing to a goal
Fixed potential bot freeze issue with enemies & hunting
Fixed Medics not seeing obstacles when giving supplies
Fixed Anansi pilots getting stuck chasing Icarus players around the map
Bots will now avoid vehicles 'booby trapped' with Charges, unless it's the MCP
Bots will now stop and give engineers time to repair their vehicle
Bot Oppressors will use their Energy Shields more effectively
Bots can now use all seats in the Bumblebee
Removed some debug prints
Lots of miscellaneous bot tweaks, fixes, and improvements
Tooltips
Fixed the 'Press F3 to Ready Up' tooltip not always displaying
Fixed the Tooltip frame being completely white on first map load
Fixed decoy tooltip not always playing
Fixed Strogg Hack tooltip not playing on Volcano
Fixed players not turning to face final objective on Outskirts during tooltip
Fixed not resetting proficiency upgrade VO when resetting tooltips
Fixed Exploits
Fixed map holes in Salvage, Refinery and Area22
Fixed an exploit with the Third Eye Camera
Fixed clients having incorrect spread values for the Scoped Assault Rifle whilst unscoped
Fixed exploit that allowed GDF to get past Strogg Energy Shields
Fixed being able to complete certain objectives at a distance

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Quake Wars release on Xbox360 and Playstation3 May 28 2008

19 April 2008, 00:23:58 by Mike
At long last, id Software and Activision have revealed the release dates for the long anticipated console incarnations of Enemy Territory: QUAKE Wars. You'll be able to pick up the game for the Xbox 360 and the PlayStation 3 on May 30 in Europe and Australia, while the Americans among you will be able to get it from your local game store on May 28.

Gamespy Quake Wars console review
IGN Quake Wars console review

Official Trailer #4
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ETQW 1.5 no longer supported by Activision

17 April 2008, 11:46:47 by Mike
From Splash Damage website:

Quake Wars 1.5 is not an official Activision release like all the previous updates (this is actually the cause of the license troubles from a few weeks back), but instead something that we here at Splash Damage are funding ourselves and working on alongside our new project. As Activision's QA and localization departments are not available to help us out, we instead opted for an extended public beta phase to iron out any remaining kinks. The result is that things don't always move as quickly as we'd like them to, but we are committed to getting 1.5 finished and out to you.

I can confirm that 1.5 is on our development schedule for this month and we hope to get it all wrapped up and ready for public consumption.

Source: http://www.splashdamage.com
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