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WF Server Setup
See Whats New for 3.3

If you have a high-bandwidth connection and would like to start up your own Weapons Factory server, the instructions below will tell you how.

Setting up a Quake server

If you need some basic information on how to set up a generic Quake2 server, visit http://templars.digiweb.com/q2s-faq/index.html

We recommend the news group "rec.games.computer.quake.servers". Here you can post server questions and seek answers.

Also you can subscribe to this Q2 server mailing list.

Downloading the Weapons Factory server software

You will need the current Weapons Factory server software to proceed. Do not unzip the file before reading the configuration instructions below.

Download problems? If you have any trouble downloading from the links below, go to this site: ftp://ftp.cdrom.com/pub/idgames2/planetquake/captured/weaponsfactory/ . You'll have to make a note and download the individual files that you need.

wfserver33-nt.zip

Win 95/NT - Version 3.3 Server Files. (You must also download wfclient33a.zip from the downloads page)

wfserver33-unix.tar.gz

Combined Linux/Solaris server for WF 3.3. Includes updated documentation and installation instructions for WF 3.3. .tar.gz version. (You must also download wfclient33a.zip from the downloads page)

wfserver33-unix.tar.Z

Combined Linux/Solaris server for WF 3.3. Includes updated documentation and installation instructions for WF 3.3. .tar.Z version for people who don't have gzip. (You must also download wfclient33a.zip from the downloads page)

What's New in 3.3

Configuring a Quake server for Weapons Factory

1) To run the Weapons Factory mod, you must first install and configure a standard Q2 server. Q2 updates can be found at ftp://ftp.cdrom.com/pub/idgames/idstuff/quake2

2) Make a "wf" subdirectory off your Quake2 directory.

3) Download the WF server AND client files, and unzip into the quake2\wf directory.

4) Download and unzip all required maps into the quake2\wf\maps directory.

5) Read all the documentation below

6) To get WF working corectly you MUST copy all the teamx.class files into your quake2\wf directory. By default the Team9 class layout is loaded.

If you want a diffrent class system simply load that class file after the server has started via the console, or via rcon access, like so:

sv classdef <file>

Example:

sv classdef team3.class

The above would load the old WF2.1B 3 class style class system. The provided class files are:

	team3.class - Old WF2.1B style
	team6.class - 6 classes, well armed
	team9.class - True TF style classes
	

6) Add GameSpy support. See GameSpy section below.

All's quiet on the waterfront.

Unbalanced Team Limits

You can now prevent unbalanced teams from being able to capture the flag by using a new console command:

SET UNBALANCED_LIMIT n

where n is the number that determines how unbalanced the teams can be before the flag pickups are disallowed.

For example, lets say you set the unbalanced_limit to 3. If the blue team has 3 or more players greater than the red team, the blue team will not be able to pick up the red flag. The default setting is 0, which means no limit will be imposed.

Note that setting this value should be dependant on the max players you allow for your server. For example, if you run 64 players on a server, you would probably want to set the unbalanced limit higher, say to 5. For smaller servers, you may want to set the limit to 2 or 3.

IP Banning

A set of new server commands have been added to allow server admins to ban specific users based on their IP address. The commands have the same format as id's CTF mod. They are:

  sv addip (ip address)         - adds an ip address to the ban list
sv removeip (ip address) - removes an ip address from the ban list
sv writeip - writes the ban list to ban list file
sv listip - lists the currently banned ip addresses
sv testip (ip address) - test a given ip address against the ban list

Each time an ip address is added or removed from the ban list, the list is written to the ban file located in the quake2\wf directory (called listip.cfg). Therefore, the writeip command is not really needed.

A new CVAR called "FILTERBAN" can also be set to change the behavior of the ban list. By default, filterban is set to 1 which means that any person with an ip address in the ban list will not be allowed to play. If you set filterban to 0, it means that ONLY people with ip address in the ban list will be allowed to play.

You can also ban a group of players on the same subnet. For example, if you wish to ban all players that have ip addresses starting with 199.111.222, just set the last number in the ip address to zero, like this:

sv addip 199.111.222.0

This one entry would ban 199.111.222.1 through 199.111.222.255.

At this time, subnet masks other than those using the last number of the ip address are not supported. For example, you can not ban all 199.111.*.* players.

Map Rotations

The Weapons Factory now supports map rotations. To enable this feature, do the following:

1) Create a file called wfserver.ini (if there isn't one) in the quake2\wf directory.

2) Inlude the names of the maps you wish to use in the wfserver.ini file. A sample is shown here:

        [maplist]
	q2ctf2
	q2ctf5 v
	###

The file must start with the "[maplist]" line, and end with the "###" line.

The "v" after a mapname means that map is only "votable" and will not be loaded by the server in regualr rotation, it must be voted into use. (NOTE: This is a beta feature and has not been hammered at by our beta testers yet - works on Linux port for sure).

3) From the server console, or via rcon access, execute the following command:

sv maplist ctf\wfserver.ini

This will load the map rotation preferences.

If you wish to have random map selections, load the map list like this:

sv maplist ctf\wfserver.ini 1

The 1 at the end will force random map selection.

4) When a fraglimit, capturelimit or timelimit is reached, the next map in the rotation will be executed.

Details:

sv maplist                   - if no list loaded, shows syntax
                               if list is loaded, shows maps in list
sv maplist <filename> <flag> - Loads map list from <filename>
                               if <flag> = 1, maps will be randomly
                               selected
sv maplist first             - Selects first map in list
sv maplist next              - Selects next map in list

5) You can disable the map list without shutting down the game. For example, if you've added or revised a map, you can disable the map list, revise the wfserver.ini file and reload the maplist without restarting the game. The command is:

sv maplist off

Message of the Day

As a game server administrator, you can insert custom messages into the first menu displayed to the user. To do this, create a file called "motd.txt" (or see the example one included) and put it in the \quake2 directory. The first two lines of the file will be used as the first two lines of the first menu text. You should try to keep each line to 27 characters or less, otherwise it wont fit on the menu graphic.

You have your choice of colors for the text - white or green. To use white text you don't have to do anything special. For green text, simply put a "*" as the first character of the line.

For example, if the following lines are entered into the motd.txt file:

*Reno Bros Server Weapons Factory Mod

Then the first line would appear in green, the second would be white.

GameSpy Support

To make your server show up in gamespy, you need to have it send periodic messages to a Q2 master server. To do this, enter the following lines into the console, or add them to your startup script:

set public 1 setmaster q2master.planetquake.com

NOTE: This will only work for dedicated servers, make sure you are running Weapons Factory from your quake2/wf directory or your server will NOT show up in the GameSpy tab.

Most players will use the WF Custom Gamespy Tab.

Here is the Planet Quake Server List.

Voyager has set up a Weapons Factory server list for Gamespy. Follow this link to add your WF server to the server list page, scroll down, you need to send an email to shryqe.

You should also put "(WF)" in your server name. This will help older GameSpy tabs find your server.

Turning off CTF

It is possible to turn the Weapons Factory CTF mod into a pure deathmatch mod. This will remove the flags, teams, and team scoring. To do this, add the following option at startup:

+set ctf 0

Thats it!

WF Flags

A new server variable called WFFLAGS can be used to control gameplay. It is used the same way that the dmflags variable is used.

To set the variable, simply add a "+set" statement in your command line, or execute a "set" command in the console window. For example, to turn off homing rockets, you would type:

set wfflags 8

The number at the end is determined by adding the option values together. The values are:

   WF_ALLOW_FRIENDLY_FIRE  1
   WF_STD_LOGGING          2
   WF_NO_FORT_RESPAWN      4
   WF_NO_HOMING            8
   WF_NO_FLYING           16
   WF_DECOY_PURSUE        32
   (unused)               64  (new) (Was WF_NO_RAILGUN_EFFECT)
   WF_NO_TURRET          128
   WF_NO_EARTHQUAKE      256
   (unused)              512
   WF_MAP_VOTE          1024
   (unused)             2048
   WF_ZOID_FLAGCAP      4096
   WF_NO_PLAYER_CLASSES    8192 
   WF_ZBOT_DETECT      16384  (new)

so, to turn off flying and homing rockets, you would type:

set wfflags 24

since 8 + 16 = 24.

Here are the detailed explainations for each flag:

DF_ALLOW_FRIENDLY_FIRE - If set, this will allow homing rockets, laserballs, proximity bombs to target teammates. It will also allow the decoys their owners.

WF_STD_LOGGING- If set, all frags and scores will be written to a frag log file called std.log in the quake2\wf directory. The file will be in standard log format used by programs such as GibStats.

DF_NO_FAST_WEAPONS_SWITCH - If set, this will turn OFF fast weapons switching

WF_NO_FORT_RESPAWN - Turns off spawning in own fort

WF_NO_HOMING - Turn off homing rockets

WF_NO_FLYING - Turns off ability to fly

WF_DECOY_PURSUE - will let the decoy chase after an enemy

WF_NO_TURRET - Turns off turret grenades

WF_NO_EARTHQUAKE - Prevents any earthquake grenades (Disabled anyway)

WF_MAP_VOTE - Allows players to vote for the next map. A one minute warning will be given before the end of the level to remind players to vote.

WF_ZOID_FLAGCAP - Allows you to turn off Team Fortress style flag captures and set it back to normal CTF flag capture mode.

WF_NO_PLAYER_CLASSES - If set, this will turn OFF player classes.

WF_ZBOT_DETECT - If set, the server will attempt to detect ZBOT users. If detected, the user will be disconnected from the server, and a log entry will be written to the zbot.txt file.

Flood Control (New)

WF has built in flood control to limit how fast players can type messages. Without this control, players can flood servers with messages which can cause lag.

A new CVAR server variable was create to control message flooding. To set how long a player must wait between messages. For example, if can add the following to your startup command line:

+set floodertime 8

This will set the flood protection time to 8, so players have to wait 8 seconds between messages. The default is 5 seconds. Setting floodertime to 0 will disable flood protection.

You can also use the set command without the "+" sign in your startup config file like this:

set floodertime 2

NOTE: The flood control also works with the wfplay and wfplay_team commands to prevent players from flooding the server with sound commands.

Controlling Player Classes (NEW)

It is now possible to control which player classes are used on the server by setting the CVAR server variable "noclass".

To set the variable, simply add a "+set" statement in your command line, or execute a "set" command in the console window. For example, to turn off class #4, you would type:

set noclass 8

The number at the end is determined by adding the option values together. The values are:

   NO_CLASS#1   1
   NO_CLASS#2   2
   NO_CLASS#3   4
   NO_CLASS#4   8
   NO_CLASS#5   16
   NO_CLASS#6   32
   NO_CLASS#7   64
   NO_CLASS#8   128
   NO_CLASS#9   256
   NO_CLASS#10  512
   NO_CLASS#11  1024
   NO_CLASS#12  2048
   NO_CLASS#13  4096
   NO_CLASS#14  8192
        

so, to turn off class #2 and #8, you would type:

set wfflags 130

since 2 + 128 = 130.

Note that classes are defined by number instead of name like "spy" or "sniper". This is because different class configurations have different classes. However, if you are using the team9.class configuration, you can use these settings:

   NO_RECON     1
   NO_NURSE     2
   NO_ENGINEER  4
   NO_MARINE    8
   NO_CYBORG    16
   NO_ARSONIST  32
   NO_GUNNER    64
   NO_SNIPER    128
   NO_SPY       256
        

With the new "noclass" settings, you can come up with unique configurations like "snipers only" or "flame wars" with the arsonist.

Support

Email support can be obtained from the contacts page.

If you are having configuration problems be sure to include your server.cfg in your mail message. Here is a demo server.cfg file.