In the game you’re fighting nazis and so it only makes sense that there be nazi imagery on the walls of, say, the prison/castle you’re escaping from initially. But on top of all of that, RTCW posed a somewhat unique challenge: the use of nazi imagery. Another advantage this has is that if the multiplayer game needs to have security and anti-cheating concerns that wouldn’t apply to the single player game, you can avoid needing to have that in the single player executable. There’s some logistical reasons for this – for one thing, separate teams did the single player and multiplayer portions of this game. To this day when you launch the game from Steam, you’re prompted with a choice as to whether or not you want to run single player or multiplayer, and when you’re in one executable, if you choose to play the other way (so, you launched the single player executable but you want to switch to multiplayer), the executable launches the other one and then exits. This is how id chose to distribute the original source, and the final game consists of two separate executables. The first thing that darts out is that there are two different copies of the code, one in a SP directory for single player and a second in a directory called MP for multiplayer. Like I said I had discovered the iortcw project, which appeared to be a more or less feature parity copy of ioquake3 but with the differences required to run RTCW. The source code for the full game was released under the GPL in 2010, five years after Quake III‘s source. Probably shortly after the game’s release. I believe the mod source code (so, the game rules code interpreted by the engine) was released but I’m not sure when. An expansion pack was planned but that’s a whole different story. There were also ports to the (original) Xbox and PlayStation 2 with slightly different names and content. It came out in 2001 for Windows with a Mac OS X and Linux port releasing the following year. The single player portion was done by Gray Matter Interactive (later absorbed into Treyarch) and the multiplayer was done by Nerve Software. Return to Castle Wolfenstein was titled like a sequel to either Wolfenstein 3-D or Castle Wolfenstein/Beyond Castle Wolfenstein (the Apple II games the IP was based on) but in reality it was essentially a remake/reboot of the original games. By this point Carmack had revealed that they were working on a new DOOM game (which would go on to be DOOM 3) so having just come off a Quake game it made sense to do something with their other tentpole franchise. It was at this point that id and Activision had decided they had enough franchises that they could farm out some of them and have games released more often. Return to Castle Wolfenstein was, as near as I can tell, the first “id Game” that they did not develop directly but was based on their IP. They briefly got into the publishing game, with the games Heretic, Hexen: Beyond Heretic and Hexen II being published by id Software (through GT Interactive), so those games had the id Software logo on them but they weren’t explicitly “id Games”, both because the label “a game by id Software” hadn’t been coined yet and also because id didn’t own the Heretic/Hexen IP. There’s this concept of an “id Game” and up until a certain point it was straightforward: a game that id Software developed. And as usual, this was both easier and harder than I thought it would be. At some point after working with the Quake III port and getting the latest ioquake3 code in there I got the idea to basically make a copy of it, copy over the iortcw files to it, re-graft in the dwindling number of iOS-specific changes, and have it up and running in no time. When I was poking around on the Internet, I discovered that there’s a project called iortcw which is more or less a feature-parity copy of ioquake3 that’s designed to run RTCW. Return to Castle Wolfenstein for iOS and tvOS for Apple TVīack when I first looked into the possibility of doing an id Tech 3 port, I at first thought that I would need to do some sort of single player game using id Tech 3, like RTCW. Return to Castle Wolfenstein for iOS and tvOS for Apple TV Schnapple | December 11, 2018Īs a side quest from my Quake III: Arena port using the id Tech 3 engine, I have ported Return to Castle Wolfenstein to iOS and tvOS for Apple TV.
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