Installing Quake3 & WFA Files on the win32 Server

Download the latest Win32 1.31 Patch: http://www.quake3world.com/files
The following instructions are to be used as a guide only, and are very descriptive. If you have experience setting up servers then most of this may be used for troubleshooting.

Installation:

1. Copy the whole q3 folder off of the CD into a directory with no spaces. This will be your quake3 directory.
2. Install the q3 point release
3. Install the whole WFA installation, including any map paks that you may have. If using the WinZip file, put it in a directory called wfa under the quake3 directory.
4. Either fire up the quake3 client (the actual game) and enter your cd-key then quit, or copy the working q3key for your valid installation and place it in the baseq3 directory. Some have found that the q3key is not neccessary.
5. Delete any q3config.cfg files you may find.

Starting the base Win32 dedicated Server

1. Open up a command prompt (start, run, cmd(NT,W2K) or command(95,98) and navigate into the new quake3 directory.
2. Type quake3 +set dedicated 2 +set bot_enable 0
3. There should be a line with the statement : common initialization complete, as well as a port and an IP, all defaults.
4. Type map q3dm5 in the console. After it calms down you should see resolves. What you have just done is created the basic dedicated server. Press quit.
5. Now type quake3 +set fs_game wfa +set dedicated 2 +set gametype 4 +seta bot_enable 0
6. The server should fire up and you will see the common initialization complete message once again, if your WFA installation is correct. Now to test WFA.
7. Type map 2castles-wfa and watch the information fly on by, taking note of all the information the server logs as it initializes the WFA mod. You now have the most basic of wfa-servers. Press quit before anyone connects to it. (Trust me, sometimes it happens right away, many times after testing things on my home network it took only a few seconds for someone to try to connect to it.)

Configuring the win32 Server

1. Edit your wfa-server.cfg and wfa-server.ini files here:
   http://www.shadowspawn.net/content/game/quake/server-config.asp
2. Type
   quake3 +set fs_game wfa +set sv_pure 0 +set dedicated 2 +set gametype 4 +exec wfa-server.cfg
3. Watch the information. Everything that you entered in the wfa-server.cfg can be verified by typing in the variable at the console. Ex: net_ip will reflect what you specified in the wfa-server.cfg, and you will see the maplist loaded as well as the class limits and the console.
   After everything is verified, it's time to create a batch file for easier usage.
4. Create a new text document and add the whole command line to it.
   ex: quake3 +set fs_game wfa +set dedicated 2 +set gametype 4 +exec wfa-server.cfg
5. Save it as wfa-server.bat (Make sure it's not a .txt extension. It should look like a little blue window with a gear in it) in the quake3 directory.
6. Create a shortcut to it and that becomes you very first one-click WFA server startup!

Some final notes on running specific configurations

- It is strongly advisable to keep the sv_allowdownload option to "0" since this still crashes servers when more than 7 downloads are happening at the same time. The whole purpose of sv_allowdownload is to allow clients who do not have the files to download them so they can participate; however Id software has acknowledged this problem and will address it in a future release.

- Running two pure servers at the same time in the same directory will force all clients to download all the files no matter which files are unique between the two.

- If a server is running on the pure setting (sv_pure 1) and a client does not have the corresponding files, ie. modified .pk3 file or different version of the WFA mod or even a different map with the same name, they will not be able to connect to the server.
  If a server is running on the pure setting and a client does not have the corresponding map (ie. new-radicalmap-wfa) they will still be able to play on the server until that map is up.

- If a client has autodownload turned on and the server has it turned off the client will have the 'endless-loop' scenario.

- On non pure servers, it is possible to have a different version of a map running than the client's version. Be specific on which maps are hosted on your server.

- The hunkmegs are for the engine to conserve memory for items it must load and store. The server is NOT the client, all it needs to hold is really the map and entities, and whatever other information that makes the game or rather mod specific. Here is a snippet from ID software:
  com_hunkmegs - allocates a certain amount of memory for map and item loading. The default of 56 is required for the client but is overkill for a dedicated server, and thus wasting precious server memory. For general use free for all, tournament maps, and team deathmatch, a com_hunkmegs setting of 16 is sufficient. Using the included tournament maps only, a com_hunkmegs setting of 12 may be used to conserve more memory. Capture The Flag requires a minimum com_hunkmegs setting of 26 with the included maps.
  NOTE: user made or future map releases may require a higher setting. If you receive an ERROR: Hunk_Alloc failed then try increasing the com_hunkmegs setting in increments of 2 until the map successfully loads.
  So a safe number really is around 70-75, however play around with what you have.

- Zonemegs are for running the AI, and should be set to 32.

- For the really truly brave individuals who wish to dive further into creating the server to run as a daemon then follow this link: http://www.shadowspawn.net/content/game/quake/wfa.htm

As always, be sure to visit the forum at WF for Q3A- Server Administration and subscribe to the wfa-admin mailing list at http://www.shadowspawn.net/wfadmin, and the public one at http://www.shadowspawn.net/wfa to make sure you have the latest updates, announcements, and other technical news.