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Wolfenstein (Windows, Xbox 360, PlayStation 3)

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Title Screen

Wolfenstein

Developers: Raven Software, id Software, Pi Studios, Endrant Studios
Publishers: Activision, 1C Company (RU)
Platforms: Windows, Xbox 360, PlayStation 3
Released in US: August 18, 2009
Released in EU: August 21, 2009
Released in AU: August 19, 2009
Released in RU: August 21, 2009[1] (Windows), August 24, 2009[2][3] (PS3/360)


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
There's a bunch of unused NPCs, dialogue, and textures.

Raven Software takes another stab at a classic id Software property with 2009's Wolfenstein. When B.J. Blazkowicz comes into possession of a mysterious medallion, it's up to him to stop a Nazi plot to harness the power of the Black Sun dimension.

Not only was this the last collaboration between the once-budding Raven and id, it also was the last Wolfenstein (and in fact the last major project from id Software) prior to ZeniMax Media acquiring the company, which occurred only two months prior to the game's release.

The game unfortunately suffered from lukewarm reception and low sales, leading to Bethesda believing that Activision "did a crap job" with Wolfenstein.[4] It would eventually be pulled out of digital distribution in 2014, the same year a series reboot (Wolfenstein: The New Order) was released.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Wolfenstein-ch speech.png
Unused Sounds
"This is incredible. Caroline will never believe just how many unused sound effects there are!"

Unused Weapons

Fists

B.J. Blazkowicz's basic fists. A viewmodel and some functionality remains. Trying to spawn the weapon's entity in-game (weapon_fists) with the "spawn" console command crashes the game, as there is no valid worldmodel.

This weapon could have been the default melee attack instead of whacking with the butt of your gun via a hotkey like in Call of Duty 2.

Unused Graphics

Crosshairs

There's some unused crosshair textures that can be found in gfx/guis/crosshairs.

ESRB Screens

Inside of gfx/loadscreens directory, of assets.pk4 archive, there's two ESRB screens displaying the age rating and content warnings in English and French.

Icons

In the game files, there's a bunch of unused icons that can be found in gfx/guis/icon/huds and ui/textures, which are leftovers from early HUD designs. Some of these icons reference cut content, such as the cut Invisibilty power, the cut Sten and Fists weapons, and a cut Armor item that may have worked like the armor pickups in Return to Castle Wolfenstein.

Loading Screens

In the gfx/loadscreens directory, which is located in assets.pk4, there's two loading screens, which can be found under the names exiting_church_old and trainyardbackup.

Unused Used
Wolfenstein-exiting church old.png Wolfenstein-exiting church.png
Unused Used
Wolfenstein-trainyardbackup.png Wolfenstein-trainyard.png


Luger

An early texture for the Luger pistol can be found in generated/dds/models/weapons/luger inside of the multiplayer's pak1.pk4 file. Its original file name is hashed.

Wolf2009-Early Luger texture.png

Maps

Inside of gfx/guis/hud/compass/maps folder, there's textures of maps that where ultimately went unused, which includes full version of Midtown, Warehouse, Officer's House, SS Headquarters, SS Paranormal Base and blockout variant of Tavern.

Mission Title

In the ui/textures directory, there's old texture for mission title, that appears in B.J's notebook, and has "Among the Wolves" written on it. This image also was made on a pre-release version of Midtown East.

Unused Used
Wolfenstein-mission title 1.png Wolfenstein-mission title dig.png
Texture Screenshot
Wolfenstein-mission title 1.png Wolfenstein-mission title comprasion.png

Multiplayer Menu Portraits

Inside of ui/textures/ in Wolfenstein‍ '​s multiplayer component, there's textures of old multiplayer menu portraits, in which Resistance fighters wear blue shirts instead of yellow.

Placeholder Location icons

Four placeholder location icons for all four parts of Midtown, including the cut North and South parts, can be found in the multiplayer component's files. All four graphics seem to be based on older versions of the game.

Upgrades

There's unused weapon upgrade icons for a "Shroud Weapon", which is an early version of Leichenfaust 44. They can be found in ui/textures directory.

Upsell Screen

An upsell screen texture from official demo still exists in retail game, and can be found in gfx/loadscreens directory, which is stored in assets.pk4.

Unused Videos

Multiplayer Character Portrait

An unused video called menu_portrait6.bik can be found inside multiplayer files in ui/textures folder. It shows the German Engineer standing in default pose, while a red ball moves around him.

Demo Leftover

A leftover video from the game's demo, aptly named demo.bik. This video played after beating the demo.

Test Maps

empty

As the name suggests, it's a empty map. It is known as "The Empty Map" in the "Load Game" menu and loading screen. The player is given an MP40 and a Kar98 to play around with.

Wolfenstein-empty map.png

soundtest

Same as empty, but this time, it has a single MG42, possibly, for some sound tests.

Wolfenstein-soundtest map.png

Enemy Territory: Quake Wars Leftovers

Lots of leftovers from id's previous game, found in Wolfenstein's multiplayer component.

Leftover Graphics

__scratch.tga and campaigns/__scratch.tga are two leftover graphics from Quake Wars, both found in the "levelshots" folder. One is a world map and the other is a space view of Earth.

Leftover Effects

Leftover visual effects for all of Quake Wars‍ '​ maps can be found in the multiplayer's effects/maps folder.

Leftover Environment Maps

Leftover environment map textures for Quake Wars‍ '​ maps can be found in in the multiplayer's env folder.

The Ark

Terminal1

Valley

Leftover Sounds

Filename Audio Transcript
bots/gdf/
16384.ogg
Grenade!
players/gdf/auto
16200.ogg
Do I look like a Strogg?
16201.ogg
Hey, careful, buddy!
16202.ogg
Watch your aim!
16203.ogg
Cease fire, cease fire!
16204.ogg
Eh, could you not, please?
16205.ogg
Could you kinda refrain from shooting me in the ass?
players/strogg/auto
26200.ogg
Do I look like a human?
26201.ogg
Be more careful!
26202.ogg
Strogg on Strogg!
26203.ogg
Your aim is inappropriate! Desist!
26204.ogg
I am not an relevant target!
26205.ogg
Aim elsewhere!
vo/gdf/highcommand/alerts
15314.ogg
We've lost radar!
vo/gdf/highcommand/countdown
15333.ogg
Two minutes to go, soldier.
vo/gdf/highcommand/objective/mcp
15041.ogg
MCP disabled, repair our MCP!
15044.ogg
We've repaired our MCP.
15045.ogg
MCP repaired.
vo/strogg/nexus/alerts
25314.ogg
We've lost Psi-Radar!
vo/strogg/nexus/objective/mcp
25044.ogg
They've repaired an MCP!
25054.ogg
We've disabled the MCP.

Leftover Text

The localization/locstr/game folder contains a lot of text files related to the GDF and Strogg factions' quickchat, bot chat and classes, proficiencies (rewards), tooltips and killfeed messages, the latter also known as "obituaries" in the game files.

The "rewards.locstr" file also has some commented-out strings on it:

//locString game/proficiency/proficiency_upgrade {
//	text "#str_00003064"
//	arguments 1
//}

//locString game/proficiency/battlesense {
//	text "#str_00003065"
//}

//locString game/proficiency/lightweapons {
//	text "#str_00003066"
//}

Other Files

  • The .af file for Quake Wars' GDF faction playermodel(s) can be found in the "af" folder. "af" stands for "Articulated Figure".

Oddities

Many files related to Veil mechanics refer to the Veil as "Shroud", which may have been its original name.

Revisional Differences

v1.1

  • When on the purchase upgrade confirmation screen, ESC now cancels the purchase instead of returning to the menu.
  • Sounds added for navigating menus.
  • In order to prevent names from running off the screen, character limit has been reduced to 10 characters on names.
  • Fixed issue causing the Healing icon to remain after dying.
  • Sprint functionality has been modified so user can sprint longer, but has longer duration before being able to sprint again.
  • Global chat now disables properly if disabled through the Server Launcher.
  • Fixed bug causing the grenade ammo indicator to reflect having one more grenade in your inventory.
  • End-of-round countdown voice-over takes priority over objective status voice-overs.
  • When a round ends, the scoreboard will default to the chat window.
  • Truck model in Canals has been updated so it is easier to complete the objective.
  • Clan Tag text box in the Options Menu has been realigned.
  • Audio countdown has been readjusted.
  • The kill ticker color has been adjusted to the proper team color.
  • MP43 melee attack speed has been slightly decreased.
  • Added Quick voice chat that can be binded via the console (the new binds are _needEngineer, _needMedic, _needSoldier, _needHealth, _needAmmo).
  • Both teams should now be able to mute users properly.
  • Soldier arm when holding Kar 98 has been improved.
  • Reduced how far packs are thrown.
  • Reduced how far grenades are thrown.
  • Removed a chair near the crucifix in Canals to prevent the crucifix from dropping into an area where it could not be reached.
  • Control options now feature separate binds for Use (resurrect, objectives) and Item (Ammo, Health, Satchel).
  • Choosing a random map rotation will work properly now.
  • Added ability to change cross hair appearance through the menu.
  • Fixed issue causing the crouch icon to remain after dying.

v1.11

  • Fixed issue resulting in user receiving gamex86.dll error.
  • Fixed issue that caused crashes when users broke numerous breakable objects during a Single Player Campaign.
  • Fixed issue that corrupted a save file after restarting a mission.
  • Updated the Wolf2.exe with a SecuROM fix that prevented users from launching the executable properly.

v1.2

  • Players will now receive their proper gold and stats at the end of the match instead of occasionally losing their gold and upgrades.
  • New legal text.
  • Global chat is now unavailable in spectator mode.
  • Objective explosions don't count towards team kills (they will however still kill a player).
  • The dedicated servers will now sort correctly by ping.
  • A waiting bar has been added when waiting for the servers to appear.
  • When the player goes into the game, the auto-assign selection is highlighted gold instead of black.
  • Competition mode (all unlocks available, option to turn off the arrows above enemy players).
  • MP43 and MP40 are adjusted in terms of damage, range and accuracy.
  • Pressing T will bring up the chat box without also entering the letter T as the first letter.
  • Panzerschreck has more splash damage.
  • Veil Sight drains veil energy more quickly.
  • Ironsights is more effective.
  • Amount of ammo picked up off of dead players is reduced.

Regional Differences

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Like with all other Wolfenstein games, this game was also heavily censored in Germany for being a World War II shooter.

  • All Nazi imagery seen throughout the game has been altered in one way or another, most notably the propaganda posters, as well as the swastika being replaced by a depiction of the Wolfenstein logo. Furthermore, the Nazis themselves were re-named to "Die Wölfe", which are now a cult.
    • This censorship does not affect any "stylized" depictions of the swastika, like in the Thule medallion or AtomiKorps symbol.
  • Blood and gore effects were heavily toned down, with pre-placed blood also being removed from maps. This does not affect certain cutscenes or non-human enemies.
  • Neutral NPCs like scientists cannot be harmed by the player in any way, shape or form.

References