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Introducing TardoMod and TardoCTF
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SuperRetardo
Posted 5/21/2010 9:06 AM (#95325)
Subject: Introducing TardoMod and TardoCTF


uber n00b

Posts: 1

A bunch of you guys (and gals) know me from your server, some from mine, and for those that don't I'm part of the =KT= clan. So I've been tinkering around with the RTCW and ET source codes for about a year now, and I just wanted to let you guys know I'm really close to finishing, for release, one mod for each game.

TardoCTF (Wolf:ET)
-Got the idea from trying to get the Simpsons_Q3 map up and running on RTCW (The RTCW renderer is a little goofy and the map only shows up like it should (as in Quake 3) under the Wolf:ET engine.
-Capture the Flag, Team DeathMatch modes are coming in the first release.
-Support for RTCW maps in later releases.
-Will form the basis for migrating RTCW to the superior Wolf:ET engine. (Fast HTTP downloads, super speedy rendering,)

Release Date: First run, sometime here in the next month. I've got most of the stuff on the client end worked out. Just setting up the logic on the server side now. Keep checking back now and then and you might see an ET server running the Simpsons_Q3 map.

TardoMod (RTCW)
-Imagine a mix of Bani/Shrub with the best available from each. No it's actually a rewrite since neither Bani or Shrub released their source code to the public.
-Additional Classic Capture the Flag, Team DeathMatch modes.
-New Weapons
-STG-44 is the soldier default (Reason to be nobody special again).
-FG-42 (WolfSP flavor, not ET)
-Snooper Rifle (from WolfSP)
-Enhanced "Bani" Classes
-Scout (Now has the ability to camoflauge, and Decoys drop in place)
-Spy
-CO(WIP)
-Pilot(WIP)
-Hitsounds(Body and Headshots)
-Optional Q3 Physics
-Fixed Antilag (Uses Neil Toronto's Unlagged)
-Goomba Kills
-Shrub Like Admin (ETPub's "Shrubbot")
-Corpse Dragging/Shoving
-WolfSP "Kick"
-Poison Needles
-Configurable ammo/nades/weapon options.
-Killing Sprees/Multikills.
-Double Bound Vsays (/vsay iamengineer ^3I'm a ^8Ninja^4Deer gets the engineer sound with pretty I'm a Ninja Deer chat window printing)

-Callvote/Vsay exploits sewn up.
-Pure Server Targeted (meaning I wrote it to work as a pure server).

Release Date: TBD, the Bani classes are giving me headaches. I will be releasing a TardoMod "Lite" soon though (without the special "Bani" player classes).

A couple of more things:

1. Both will run on Linux and Windows. Mac, well I'm not figuring out how to compile for it.  I just got Code::Blocks up and running with GNU Make, I'm not gonna figure out another compiler.  

2. When I find the time/money to get this stuff hosted, it'll all be open-source (of course not FSL's, but stil "Open" nonetheless. 

3. Just figured I'd help to add back to the gaming community that's brought me a whole lot of fun over the years.   While TardoMod may be a little bit late, and it might follow in the shadow of S4NDMOD, I think it'll help  add a lot back to the community.

4. Rumor has it, the game engines for both are to be GPL'd or at least open source'd when either Rage or Brink is released this year (along with idTech 4).   If that's the case, then expect a whole reconstruction of these mods with some "graphical enhancements" (think Xreal/UrT's new Renderer).

 

But yeah just a reminder, these mods are going to be cross-platform.  Code::Blocks w/GNU C + Make rocks. 

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|XA|JBlood
Posted 5/21/2010 5:19 PM (#95333 - in reply to #95325)
Subject: RE: Introducing TardoMod and TardoCTF



Extreme Veteran

Posts: 309
100100100
Location: Planet Earth, I think
Yeah bro. I remember you. I rememberyou talking about this mod. Good luck with it. I 'll definitly play it.
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