The Dark Army: Q&A Interview with WolfWatch

The Dark Army is back with an interview in partnership with WolfWatch!

As promised, The Dark Army: Downfall is back this month, a half-year after its official reveal. In case you haven’t noticed, today marks the eight birthday of Wolfenstein (2009). As you all know, The Dark Armyexperience is meant to bridge the gap between the classic and the current episodes of the famous franchise, thus it is set chronologically between the aforementioned game and The Old Blood, which was released in 2015. That’s why today is the day for an exclusive Q&A Interview, in partnership with WolfWatch.

The last time we directly published a Q&A Interview was in 2014, but earlier this year we had the chance to be interviewed by WolfWatch. So we have decided to answer some of your questions related to The Dark Army: Downfall, but also the upcoming RTCWCOOP Anniversary Upgrade (which is coming October 5), The Dark Army: Uprising and other projects! Additionally, this interview will feature an unreleased 2015 talk with some of the voice actors of The Dark Army: Uprising.

“The blazing conclusion of The Dark Army”

  • How can you describe The Dark Army: Downfall?

The Dark Army: Downfall is the second part of The Dark Army. It is the direct continuation of its prequel, The Dark Army: Uprising. The Dark Army experience is meant to bridge the gap between the classic and the current episodes of the Wolfenstein franchise, thus it is set chronologically between Wolfenstein (2009) and Wolfenstein: The Old Blood. Be aware tho that The Dark Army: Downfall is not “the second half” of The Dark Army: it’s the second part, and it’s not equal in size to The Dark Army: Uprising. The Dark Army was split into two indeed, but both parts are not equal. As it was stated during its reveal back in February, The Dark Army: Downfall is the core of The Dark Army experience. It is the blazing conclusion of The Dark Army, while being longest part of the story. The Dark Army: Uprising can be seen as a prologue, when The Dark Army: Downfall, on its side, can be seen as the main story. The Dark Army: Uprising introduced you to new characters, new game-play mechanics, new character philosophies… which will all be expanded in The Dark Army: Downfall.

“This could be our last project featuring B.J.”

  • What kind of story will be told in this second part?

The Dark Army: Downfall may just be our last project, or the last featuring Wolfenstein‘s B.J. Blazkowicz as the main character. The story revolves around him in The Dark Army: Downfall. When the story of The Dark Army itself was written back in 2011, it was way shorter than it is actually. When Wolfenstein: The New Order was announced in 2013, to release a year after, the story of The Dark Army had been completely revised, and started more and more to be focused on the main character, B.J. Blazkowicz. As the story became way longer, the project was officially divided in 2014, after the release of the aforementioned game. That’s when the goal of The Dark Army became clear: bridge the gap between the episodes of the past, and the current/future ones. Thus the story had to bring something logical at its climax, which would have the player say “Oh damn! That’s a clever way to bring the events of the latest games!”. Hopefully, the story of The Dark Army: Downfall will have all it needs to make you say that once you will complete the campaign. Don’t see the story of this second part as being action-driven: along the franchise’s typical action, you’ll also find emotional, tragic, yet beautiful moments, especially since this could be our last project featuring B.J. Blazkowicz. There’s a deep message to transmit through this aspect of the mod. To conclude on that, all famous quotes used during promotion since 2013 will make 100% sense once you see how the story ends!

1 Year Anniversary Update for Castle Wewelsburg!

Yesterday, 1 year ago was when Ronboy made the first public announcement about the mod on Mod DB. To celebrate this occasion, he has got another news update regarding the project (no new screenshots unfortunately).

First, you may have already noticed the official logo (thanks to Titeuf for making it !) on the mod’s official page on Mod DB.

Second, Ronboy wants to mention some things that you can expect from each level of Castle Wewelsburg. He already mentioned some of these in the previous update here, but at least it will serve as a reminder.

 

  • All levels will have at least 1 secret area/treasure to find.
  • All levels will use a lot of custom content (textures, sounds, music, models).
  • You can expect the zombies to make an appearance, since this mod will be horror-themed. I will try to make them more threatening by using a skin that makes them appear almost invisible (these skins were used in the Rtcw SP mod called Pharaoh’s Curse for some zombies) as well as making them move faster (see this video from the WIP mod called Runaway Mod):

 

  • Some levels (but not all) will have 2 exits that you can choose to go to. Each exit will take you to a different level. This is being done to minimize linearity and to make the mod more appealing to players (and maybe convince some MP players to give the mod a try) 😉
  • All levels will have some enemies that spawn in random locations. This can be seen in the original game, where some enemies have random spawn points such as in the crypt1 and xlabs levels. Once again, this is being done to minimize linearity.
  • Some levels will have Easter Eggs. These will contain various treats ranging from interesting information to secret playable levels. While some may be easy to find, others will be difficult.
  • Each level will be as atmospheric as possible. The tone of this mod is meant to be creepy and disturbing.
  • All cutscenes will have the option to be skipped, if you don’t want to watch them. I’ve never done this before on any of my previous Rtcw SP releases, but I’ve discovered that it’s very easy to implement.
  • The playable levels will begin with a rather easy difficulty, then become tougher as you progress.
  • You WILL NOT be able to use cheats. They have been disabled, as I’ve already stated in the previous update here.

 

As you can see, Castle Wewelsburg is quickly becoming the most ambitious project that Ronboy ever done for Rtcw SP. It’s going to take at least another year (probably longer) before this project is even close to being released. But to make up for that, he´ll occasionally post updates such as this one when he have new information or screenshots to share. Ronboy don’t intend for this project to continue development for years without any news, like some other projects have unfortunately done.

 

Third, Ronboy want to post the updated list of voice actors for the mod.

  • Jack Stone – Max Huggins (TheRenegadist)
  • The Director – Michael Kennedy
  • Higgs and Murphy – Cody Fleming (Crazy Man Cody)

 

At least 2 more actors will be added later, so keep that in mind.

 

Lastly, he want to remind you all that Ronboy Productions is still hiring. If you think that you could contribute to the development of Castle Wewelsburg in any way, then don’t hesitate to let him know! You can contact Ronboy on Mod DB or send him an email.

That’s all for this update. Thanks for your interest, and please continue to look forward to Castle Wewelsburg!

 

ET: Legacy master server

“Master has presented player with servers! Player is free!”

 

 

What does that mean for you?
If you have the Legacy master configured (all ETL clients have!), then even if the ID master goes down again it does not matter. That’s the simple part. You will still see all servers through the in-game browser.

There are also some nifty features planned with the new master server in the future, but that’s it for now.

-- Common Initialization Complete ---
IP: 127.0.0.1
IP: 192.168.1.100
Opening IP socket: 0.0.0.0:27960
Network initialized.
MOTD: resolving motd.etlegacy.com... resolved to 5.135.27.11:27951
execing etlegacy.cfg
7 servers listed in browser with 109 players.
7 servers listed in browser with 102 players.
Scanning for servers on the local network...
Requesting servers from the master etmaster.idsoftware.com (192.246.40.60:27950)...
Requesting servers from the master master.etlegacy.com (5.135.27.11:27950)...
CL_ServersResponsePacket - server 5.135.27.11:27950: 99 game servers parsed (total 98)
CL_ServersResponsePacket - server 5.135.27.11:27950: 99 game servers parsed (total 197)
CL_ServersResponsePacket - server 5.135.27.11:27950: 99 game servers parsed (total 296)
CL_ServersResponsePacket - server 5.135.27.11:27950: 99 game servers parsed (total 395)
CL_ServersResponsePacket - server 5.135.27.11:27950: 78 game servers parsed (total 473)
CL_ServersResponsePacket - server 192.246.40.60:27950: 99 game servers parsed (total 486)
CL_ServersResponsePacket - server 192.246.40.60:27950: 99 game servers parsed (total 497)
CL_ServersResponsePacket - server 192.246.40.60:27950: 99 game servers parsed (total 502)
CL_ServersResponsePacket - server 192.246.40.60:27950: 99 game servers parsed (total 511)
CL_ServersResponsePacket - server 192.246.40.60:27950: 76 game servers parsed (total 518)
302 servers listed in browser with 3700 players.
216 servers not listed (filtered out by game browser settings)

Source: KeMoN – Splashdamage

24 Minutes Of Wolfenstein 2: The New Colossus Gameplay

Check out the first mission from Wolfenstein II: The New Colossus, it’s packed with guns, Nazis, and our good pal Willy Blazkowicz. doing what he does best!

#wolf2 #bethesda #wolfenstein II

Source: Gamespot 

 

Wolfenstein II: The New Colossus – Strawberry Milkshake

Mmm, the strawberry milkshake. A delicious summer treat so refreshing, it’s considered to be a “favorite American thing” to one particular Nazi Kommandant, who decided to pick one up at a local diner in Roswell, New Mexico. Unfortunately, BJ Blazkowicz just happens to be at that same diner, leading to a very tense encounter. Learn more at https://beth.games/2h0I7mt

Watch this heated moment from Wolfenstein II: The New Colossus in our latest video.

Wolfenstein II: The New Colossus will release on October 27, 2017 for Xbox One, PlayStation 4, and PC. For more information, follow these channels:

Official Site – https://beth.games/2h0I7mt
Facebook – https://facebook.com/wolfenstein
Twitter – https://twitter.com/wolfenstein
Instagram – https://instagram.com/wolfenstein

ESRB RATING PENDING: May contain content inappropriate for children. Visit www.esrb.org for rating information.

Source: Youtube – Bethesda

RTCW Venom Mod v5.4 released

Today HellBaron89 released Venom mod 5.4 for RTCW.

Full compatibility with Rtcw 1.41, Knightmare and ioRTCW engines.

The release includes:

    • More optimizations, better effects on weapons.
    • Revisited AI and cutscenes of levels.
    • Lens effect on 3d binocular model.
    • Added 3rd person model fg42 from Wolfenstein ET.
    • Ported pre-release thompson gun model (from E3 2001).
    • Better textures for helmets.
    • Added specular for blood decals.
    • New HD textures for MP/SP mode.
    • New effects for flamethrower, candles, fire and torches (and human torches).

RTCW Venom Mod v5.4

Source: Hellbaron89 on MODDB

 

 

Map: MineLabs B1

Macchute has released his first beta of the map Minelabs. (Allies attack map)

EDIT:

Changelog since previous version:

– The gate that previously gave the axis instant acces to the delivery point of the key in the first stage of the map is now closed until the key is   delivered forcing the axis to either take a longer route or push through the commanders room where the key is found in order to stack on       the delivery point. this will make teamwork and communication more vital in the first stage.

– An opel blitz with mg42 is added outside the forest route near the headquarters to give axis more control of the middle hill in the first  stage.

– The compound where the ammunition supply is has been mirrored and turned to increase the distance that the axis have to travel to the  anti tank gun, this will make it easier for allied field ops to prevent the axis from defusing the dynamite once it’s planted (using air strikes).  furthermore a tunnel has been added to give the allies a protected route to capture the ammunition supply in the second stage as well as to  sabotage the axis commandpost

– Once the tank reaches the house with the commandpost the axis can no longer spawn in the commandpost house no matter if they have    constructed it or not.

– The clip of the tank is now correct and custom command voices is now added, proudly recorded and created by Finn and Fabi.

Story:

– The germans has built a laboratory in an old mine since they discovered a copper-carbon based superconductor with the molar mass 666g/mol.
The mineral offers exceptional magnetic features and this is now used in an anti aircraft prototype gun. It can launch time fused shell at 2 mach. This makes the gun extremely hard to avoid as pilot. The allies must destoy the prototype and transmitt the documentation.

Gameplay:

  • Steal the key on the table

  • Bring the key to the gate and open the gate

  • Blow up the anti tank gun and the tank will show up and guide you to the minelabs

  • Inside the labs you should try to access the third level, the axis spawn on the second level,
    then you steal the documents and take them to the transmitter and blow up the prototype gun.

Notice:  New map file with Scriptfix.

MineLabs b1 pk3 (scriptfix)

Botfiles will be added later on in this post.

Source: Macchute in UJE Clan Forums