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.
We recommend the news group "rec.games.computer.quake.servers". Here you can post server questions and seek answers.
You will need the current Weapons Factory server software to proceed. Do not unzip the file before reading the configuration instructions below.
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.
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.