The Bloodwolf Match Mod is a quake 3: Arena modification that provides
a rich feature set for playing clan matches. It also provides with
teamplay enchancement features and some nifty features for pubs
(railwars, intermission wepaon wars, countdowns, etc.)
The Bloodwolf Match Mod works as a SERVER SIDE mod. *BUT*, there is also an optional Bloodwolf client available. However you should all download it. It is labeled 'optional' only because you don't need it to play on a bloodwolf server. But it provides features such as:
Right now, when a client connects to a bloodwolf server without the bloodwolf client, with an improper version of the client or without having launched quake 3: Arena with the '+set fs_game bloodwolf' parameter, he will be given a message indicating a possible bad config or a missing component, and the URL where to find the client mod and instructions.
When id software implements autodownload, this will not be necessary anymore. All clients will automatically receive the client mod.
The Bloodwolf Match Mod works with all gametypes. You do not need (obviously!) a different qvm for each gametype. However, you will not really need any bloodwolf features for tourney mode: id's tourney mode is fine as it is.
All Bloodwolf commands start with '/bw_', and all Bloodwolf related
cvars start with 'bwc_'. This will prevent future name clashing
with any new id software commands, and also draws a clear line
between Bloodwolf and id related commands and cvars.
BW Command examples:
/bw_kick, /bw_admin, /bw_match, /bw_start
BW cvar examples:
bwc_bfgban, bwc_interwar, bwc_pwd, bwc_superpwd
Please note that the mod comes packaged with a few .cfg files that require
minimal modifications to setup your server (one of them comes ready for
setting up your server for instantkill railwar).
(note that by default there is a 45 seconds countdown).
The railwar.cfg file package with the mod is pre-configured to run your server as an instantkill railwar server.
This wraps up the quickies. What follows is a complete documentation
of all bloodwolf commands.
IMPORTANT: Remember to ALWAYS preceed your commands with a '/'.
/bw_admin checks against the bloodwolf admin password, which has nothing to do with the rcon password. There are two admin passwords:
To set those two passwords, simply give a value to each of the two cvars in your config file (or command line). Example:
seta bwc_superpwd gaga412
seta bwc_pwd gamma33
'callvote' is not a Bloodwolf specific command, but bw_elect is a new command you can vote on. When calling this command, and provided voting is allowed on the server, clients will be asked to vote for YOUR election to administrator (you cannot be elected as superadmin).
Remember to enable voting on your server by doing:
seta g_allowvote 1
Will bring up a help text in the console.
Will print the remaining time to the game in the console.
Will print all clients (including bots) in the console, with their ping, score, client number and name.
The client number is very useful for kicking players with undecipherable names!
In team modes, player names are printed in the color of their team. You are printed in yellow. Players who have been authenticated as admins or superadmins will have a mention next to their name.
This is used to authenticate your admin rights. You either enter the admin or superadmin password.
This command is specific to the Capture The Flag game mode.
/bw_scores will print the caps/frags for the red and blue teams. This is useful since the original q3 ctf does not even keep track of the frags. Many gaming leagues and ladders determine the winner with frags in case of cap equality.
If you have the bloodwolf client, you will automatically see the frags for each team on the new scoreboard.
This will enter the server in the match setup state. Scores are reset, and all players (not specs) are put in a ghost-like state (which is like spec but without clipping - they can go through walls).
All weapons, powerups and other items are reset. The timers are reset (if there is a timelimit).
Whether they have the bloodwolf client or not, all players are given visual feedback about the current state. Information will be printed in the center of their screen. The display will be something like:
Additionally, players who have the bloodwolf client will see a detailed list of the various server flags (dm flags, capture limit, frag limit, etc).
From here, you can call bw_end to end the match (without even having starting it in fact) and 'bw_start' to start the match with a countdown.
For this command to work, you must be in match setup mode. (see bw_match). This will start a countdown that will last [seconds] seconds, after which the game will start and all players will be spawned.
When the game ends, all players are spawned into the ghost-like state once again. The game will stay in a 'linger' mode to give people time to take note of the team and individual scores (which can be important for match reporting). When the 'bw_end' command is issued, or when all administrators leave, the server will go into pub mode again and all players will be spawned in a fresh game.
Stops a match if the game is in match setup mode or during a match. All scores and objects are reset and the server goes back into pub mode.
Locks the teams. The only team change allowed will be from any team to spectator.
Very useful command during matches. Sometimes newbies connect to a server during a game and join one of the team, without realizing that this is a match!
Unlocks the teams.
This will move a player to the team you specified.
You can use partial name matching. So if you want to move '{^^}monster' to a spectator, you can type /bw_move mons spectator. You can also use 's' instead of 'spectator'.
The valid teams are (without the quotes):
'blue' for blue team
'red' for red team
's' or 'spectator' for spectator
'free' for free, but 'red' and 'blue' yield the same result.
Moves all players to spectators. One case where this command can be useful is when you are trying to organize a match but no one is listening and/or everyone keeps playing. Just put them all to specs and from this point you can reorganize the teams!
This command will kick a client. You can use the client number as the parameter (which you can obtain with the /bw_players command) or the client's name (partial names are accepted).
Sets the timelimit. Give the timelimit as a parameter. A timelimit of 0 means no timelimit.
Calling the /bw_timelimit command without a value will print the current timelimit.
Sets the fraglimit. Give the fraglimit as a parameter. A fraglimit of 0 means no fraglimit.
Calling the /bw_fraglimit command without a value will print the current fraglimit.
Sets the capturelimit. Give the capturelimit as a parameter. A capturelimit of 0 means no capturelimit.
Calling the /bw_capturelimit command without a value will print the current capturelimit.
Sets the dmflags. Give the dmflags you want as a parameter.
Calling the /bw_dmflags command without a value will print the current dmflags.
Sets the gametype. Changes only take effect on game restart (which you can do with /bw_restart). The possible values are:
0: Free for All
1: Tournament
3: Team deathmatch
4: Capture the flag
Note that the Bloodwolf Matchmod does not allow you to set the gametype to single player (obviously).
Will restart the map. You should issue this command if you have changed the gametype (unless your also changing maps).
Changes the map to 'mapname'. Must be a valid map. If you want to change to a map that is meant for a different gametype then the current gametype, you should issue a /bw_gametype call before to set the game to the appropriate gametype (see /bw_gametype).
In capture the flag, both frags AND caps are displayed for each team.
Actually, check out this screenshot.
As for colors, the time is displayed in green when there is more then a minute remaining, and in cyan when there is less then a minute remaining.
With the bloodwolf client, if the player in your crosshair is in your team, you will also see his health, armor and his current weapon.
All other weapons and ammo are removed from the level.
This can be pretty fun, and actually pretty useful for clans wanting to practice a perticular weapon. Here are the commands for each weapon:
Shotgun war.
Grenade launcher war. In this mode you have grenades bouncing all over.
Rocket launcher war.
Lightning gun war. Coming from a quake 2 background, I found this mode to be good practice since I had never used such a weapon before.
Railgun war.
Instant kill railgun (also refered to as 1 shot 1 kill railgun war, sorry for my apparent lack of consistancy!)
This is definitely very fun.
Plasmagun war.
BFG war. Yes you heard it right. Everyone with a BFG and infinite ammo.
seta bwc_railwar 1
Players will spawn with infinite ammo, and every railgun hit will result in instant death.
When in railwar mode, intermission wars do not occur at the end of a game, even if you set your bwc_interwar cvar to 1.
Note: Instantkill railwar is a blast!
The intermission war is a last man (or team) standing competition with a weapon "theme" (which is simply one of the weapon wars being activated, please see the weapon wars section).
The intermission war starts after a pub game is finished (not a match). Players will see the normal intermission screen, and when enough of them press ready, the intermission war starts.
When a player is killed he is moved to a spectator. When only one player remains in last man standing, or only one team remains in last team standing, the intermission war ends.
You can setup the intermission war with always the same weapon, or with a random weapon.
To activate intermission wars, set the bwc_interwar cvar to 1 in your config file:
seta bwc_interwar 1
To set the weapon, set the bwc_interwep cvar to one of them weapon war codes (sg, gl, rl, lg, rg, bfg) or you can set it to a random weapon for each level by setting the cvar to rand. If this cvar is not set, the default weapon is rail. Example:
seta bwc_interwep rand
To correct this situation you can set a countdown:
seta bwc_pubcount 45
This will cause the server to generate a countdown of 45 seconds before the game starts. Players will be in a ghost-like state until the game starts, at which point they will be spawned in the level.
Setting bwc_pubcount to 0 will disable to pub count.
Also please note that this has nothing to do with the match countdown that is part of the match administration features.
bwc_railwar
Default: 0
If set to 1, your server will become an instant kill railwar server.
(see section 6.2)
bwc_interwar
Default: 1
If set to 1, after each game, an intermission weapon war will start.
(see section 6.4)
bwc_interwep
Default: rand
The weapon to be used in the intermission weapon war.
(see section 6.3)
bwc_railcolor
Default: 1
Rail trails will take the color of the player's team.
(see section 7.2)
bwc_bfgban
Default: 0
Bans the BFG.
(see section 7.3)
bwc_drawtime
Default: 1
When set to 1, this will display the time remaining on the map in the upper right of the screen.
If the time limit is set to unlimited, the time will not be displayed.
These configuration files should be in the /bloodwolf dir, under your quake3 dir. The bloodwolf dir should be a sibling to baseq3 (same deepness). You don't really have to worry about that anyway since if you extract the zip or tar under quake3, the configuration files will automatically go under /bloodwolf.
To startup the bloodwolf mod, run your server like so:
quake3.exe +dedicated 2 +set fs_game bloodwolf +exec standard.cfg
(remember to edit the passwords in the configuration file your are using)
A dedicated value of "2" will advertise your server. If you want to keep your server private, change that value to "1".
To run your server as an instantkill railwar server, just replace "standard.cfg" with "railwar.cfg".
The instructions should vary slightly under linux (notably the executable name), but if you're running linux, you can probably manage on your own.
If you are running the server without the CD, add the following to your command line:
+set bot_enable 0
I don't have a mac or access to a mac. If you want to contribute mac specific instructions
please email me.