Interview with TITEUF-85 of 85 Productions developer in the RTCW scene.

We continue our interviews with this nice guy from the RTCW scene.
French RETURN TO CASTLE WOLFENSTEIN™ single-player modifications developer. Known for THE DARK ARMY as well as various add-ons.
Q. Hello Titeuf-85! How are you doing?
Hi there. Well… Spring’s finally here in France and the sun is back, so… hell yeah. Time to get our sunglasses out! But more importantly the idea of having this interview made me happy.
Q. Thanks for having this interview with you.
No problem, my pleasure… but, hey! I should be the one to thank-you in fact! Thank-you for interviewing us, authors, so we can share our tales!
Q. Is there a special meaning behind your nickname?
Well… I’ve been using this nickname for nine years. Originally, “TITEUF” is a Swiss comic series created by “Zep” in 1992. I was a fan as a kid. Sometimes I used this name as my nickname until 2008 to use it every time. But more importantly, “T.I.T.E.U.F” is a secret acronym of mine, meant to reflect my vision of level design through six words. I may reveal its meaning someday, probably when I stop modding, I don’t know…
Q. When did you first discover RTCW (Return to Castle Wolfenstein)?
I didn’t discover Return to Castle Wolfenstein until it was released in Europe on PlayStation 2, back in 2003. I didn’t even know the game was released on PC, or that Wolfenstein: Enemy Territory was available. I fell in love with the game the first time I played it. The mechanics, the engine… It was, and remains, a masterpiece. My favorite FPS. I didn’t buy the game on PC until 2004-2005. When I played it, it felt like something different from the PS2 version, something better and smoother. But more importantly it had a multiplayer component. I spent hours, days, weeks, months… playing MP. Until I discovered ET right after, and same song: hours, days, weeks, months… My favorite map from RTCW: MP is Tram (GOTY map), and my favorite from ET is Radar. I’m fond of rainy levels! Rain makes everything more tragic, sad… and makes the situation worse in some ways too, especially for the soldiers on the battlefield.

Some information about almost unexpectable engine swap.

Switching to ioRTCW!

Yes, you heard that right. RealRTCW mod switching from good old 1.42d patch by Knightmare to the new shiny ioRTCW 1.51 engine by Donny Springer aka M4N4T4RMS. What is ioRTCW exactly? What is the point of this engine swap?

Basically ioRTCW is the modernized version of vanilla idTech 3 engine. It provides such features as:

  • Widescreen support
  • OpenAL sound API support – provides better sound quality. Just like 44 khz support in 1.42d.
  • RTCW can now be minimized, thanks to SDL backend support.
  • Full x86_64 support. No more annoying quickload,death crashes.
  • A lot of bug fixes.

Visit Github.com to find out more!

 

New main menu:

Current progress

My current WIP version of RealRTCW 2.1 was successfully ported on the ioRTCW 1.51 engine. It was pretty easy swap to be honest. So what now? Now I will just continue my work on the addons.

Current progress with the addons:

  1. Stalingrad – 90% ready. Need to re-test on ioRTCW.

  2. Time Gate – 90% ready. Need to re-test on ioRTCW. Needs some ai rebalancing.

  3. Capuzzo – 90% ready. Need to re-test on ioRTCW.

  4. Trondheim trilogy – 20% ready. Heavily WIP.

  5. Project 51 – not even started.

  6. Pharaoh’s Curse – not even started. Probably will abandon this one.

RealRTCW – Realism Mod 2.1 update.

WolfETPlayer posted a news update of RealRTCW.

 

IT’S ALIVE!

First of all, thank you for your support and feedback.I know it was a really long time without any big news, so I will try to compensate it with this status report.

So, what I can tell you about RealRTCW 2.1 at the moment? Changelog is rather big already. However do not expect any big changes. It is still 2.1 not 3.0. The aim of RealRTCW 2.1 is to perfect 2.0 by fixing bugs, balance issues and improving overall quality of the mod.

RealRTCW 2.1 Features (Work-in-Progress):

 

1.Total sound overhaul

Since the release of 1.42d with 44 khz support I was working on the sound aspect of the RTCW. In the RealRTCW 2.1 I enabled 44 khz music support which was blocked by annoying message telling you what your music is not 22 khz. Music to my ears!

What else? Well, most of vanilla 22 khz (and even 11 khz) sounds were replaced with native 44 khz sounds.

All weapons sounds were replaced as well. I was not really satisfied with 2.0 sounds, so here it was perfected. Every gun now has unique echo sound. You can check out some gameplay with new sounds below. It is better than any words. (And for echo sounds take a look at Iron Cross gameplay)