Original CustomTF Readme File

 (From 10/7/00) ---		   Custom Teamfortress v3.2.0 Beta F			   by ShakaUVM **Celebrating Three Years of Team Fortress** http://www.telefragged.com/shaka ---

IMPORTANT NOTE: AS OF CUSTOMTF 3.1.0, YOU MUST HAVE A NEW QUAKE SERVER IN ORDER TO RUN THE GAME. CUSTOMTF RAN INTO A HARD LIMIT WITH THE STOCK QUAKEWORLD SERVER. USE THE QWSV.EXE BY (RM) THAT COMES IN THE .ZIP. READ THE "QWSV.TXT" FILE IN THE .ZIP FOR MORE INFORMATION.

(If you want to run the australian version of CustomTF by SB-1 Tech, use aussie.qwprogs.dat, otherwise just use qwprogs.dat)

If you want to run a server, flip to the section labelled "INSTALLATION" If you just wanted the files for the client, copy the wavs into your sound/weapons dir and all the .mdl files into your progs dir. If you're an experienced CustomTF player, read the versions.txt file for a list of all the changes made in the most recent version

INTRODUCTION:

CustomTF is a modification of Team Fortress by TFS (now Valve Software). In the original Team Fortress, there was 8 classes: scout, sniper, soldier, demoman, medic, hwguy, pyro, spy and engineer. CustomTF allows you to create your own class. If you want to play as a scout/hwguy or a sniper/engineer, you can.

The way the system works is this: you start with 10,000$ which you use to purchase weapons, armor and speed. The better weapons like the sniper rifle (4000$) and Rocket Launcher (3000$) cost more than the weaker grenade launcher (2200$) or tranquilizer (300$). This allows you to build a class with the strengths and weaknesses suited to your own playing style. If you are willing to walk slower and give up your concussion grenades, you can turn a medic into a class with more than double the armor and hit points. As a sniper, you can ditch your useless grenades and nailgun to gain the ability to build a tesla sentry to watch your back.

There are more things to buy in CustomTF than exist in normal TF. CustomTF has all sorts of new toys to buy like laser guided rockets, krac grenades, tesla sentries, cluster rockets, scuba gear and more.

FEATURES:

--Only three new commands. The "Custom" command will let you rebuild your custom class the next time you die. If the optional bounty system is on, the "Upgrade" command will sell off up to 50 frags and drop you back into custom class generation the next time you die. "Skill" uses your professional skill (see below).

--Only six files to download. Unlike most mods, CustomTF makes heavy reuse of files that people already have on their hard drives, thus eliminating the lengthy downloads it takes to play on most servers.

--Completely removed classes from TeamFortress! The custom class can do anything, from healing infections to uncovering spies. For example, if you have a sentry, the sentry's health will appear on the status bar, just like for an engineer in standard TF.

--The rocket launcher can have various upgrades purchased for it. First and foremost is the laser guided rocket upgrade, which turns the quake rocket launcher into one similar to Half-Life's. Secondly, a cluster-rocket upgrade can be bought that turns the quake rocket launcher into one out of the best Japanese anime movies. A swarm of less-powerful rockets are launched that move in a loose cloud either towards a laser dot (if you have it purchased) or just straight ahead. Notice that when they are launched, they drift slowly outwards for half a second before engaging their engines and flying ahead. The effect is rather fun to watch.

--Can upgrade sentries into turrets. At any point, an engineer can spend 80 metal to launch his sentry into the air. The base disappears, the head flips upside down and floats up to the ceiling, where it sticks. (If it hits the sky, it flies away) Turrets are partially immune to blasts, since they are buried into the concrete of the ceiling, instead of free-standing like normal sentries. They are immune to EMP for the same reason. They have a 360 degree firing arc. However, a turret is hard to maintain, requiring either a low ceiling or an engineer with a grappling hook.

--Can build tesla sentryguns. They are very customizable weapons that allow an engineer to individually upgrade their gun to their own tastes. The gun can get a total of 6 upgrades, which must be split amongst health, range, damage (each of which can be upgraded 3 times) as well as improving its lock-on time for firing (costing 1 upgrade) turning it into a turret (costing 2 upgrades) or giving it a spy detector (which costs 4). Thus, an engineer could build a gun with large range, high damage and low health -- for guarding a bridge perhaps. Or he could build a gun with a spy detector, short range, low damage and moderate health for guarding entrances where spies have been coming in. Or for dealing with enemies in a small room, he could build a gun with short range, high damage, medium health and a fast lock on time. The tesla can be customized to whatever need the engineer has, unlike the sentrygun which is the same no matter where it is put.

--Normal (i.e., non-turret) sentries have gained a point-defense system. Any enemy (besides spies) touching a sentry is hit by a 400-point electrical shock. The Bug Zapper, as it is known, prevents scouts from just running by a sentry before it locks on. Thus, it is often better not to turretize a sentry when it is blocking a doorway or the like.

--Three new grenades: 1) The frag grenade. Launches shrapnel out - like a real grenade does - that richochets against walls and inflicts grievous harm on anyone it touches. 2) The krac grenade. A grenade made of a soft material that detonates on impact, releasing a shockwave that breaks down any metallic objects within a small radius. The perfect sentrygun/hwguy killer. 3) The flame grenade. Replacing the napalm grenade with a less-spammy version. When the flame grenade explodes, it does a large amount of damage and sets everyone near it on fire. It goes through walls, and damage is not decreased by distance. The spy's hallucinagenic grenade has been tweaked. The duration of the effect is dependant on how long you breathe the fumes. The effects are more scary now, too. Also, the gas paralyzes your lungs, so you will start suffocating and take extra damage if you get heavily exposed. Don't go swimming after breathing the gas, either. (Tranquilizers cause this same effect) The flash grenade has been modified to annoy GL users, too.

--Scuba Commando. If you read the readme that came with the first version of TeamFortress (which came out in August 1996), it had five classes with COMING SOON! the scuba commando and the barbarian. The barbarian was scrapped because it didn't fit in the quasi-militaristic theme of TeamFortress. The Scuba Commando was scrapped because he was too map dependant: on maps with lots of water, he'd rule. On dry maps, he'd suck. As a way of saying thanks to the guys at TeamFortress Software, this CustomTF patch implements the Scuba Commando. :) He can breathe indefinately underwater, is immune to the spy's gas grenade, moves faster underwater and slower on the surface. He can fire the sniper rifle or assault cannon while treading water, and completely ignores jello water.

--Hover Boots. Hold down jump while in the air and you will hover. Useful for crossing ravines while the bridge is out, or for confusing enemies in combat. There is a limited amount of fuel that recharges slowly over time. It's recommended that you use only a little bit of the fuel at a time so that you don't find yourself on empty when you need it the most. The boot exhaust acts like a flamethrower, but it is rather hard to kill somebody with it since it comes straight down out of your feet.

--Improved grapple hook. The old favorite with a new twist -- if you hold down jump while grappling, the hook will pull you horizontally but not vertically. This allows you to vault over ramparts by waiting till the end of the grapple to gain your vertical momentum.

PROFESSIONS: To add a little bit of the class aspect of TF back in, I implemented a skills menu. You may have only one job at a time. If you want another one, you have to drop back into custom class generation and make another.

You trigger the ability of your chosen profession by hitting "skill" (impulse 200) "Skill" does one of the following:

--THIEF (Hide In Shadows): For a thief, being sneaky is the primary joy of life. They're the only class that can turn themselves invisible. A thief can walk into a base, ignore the unattended sentries, pick up the flag and walk it back to his base. If he can escape notice, he can cap without any fighting at all. The first time they hit "skill" they partially hide themselves -- their bodies disappear, and all you can see are the eyes. When partially hidden, they can move only at a slow, stealthy, walk.

After a few seconds of being partially hidden, a theif can hit "skill" again. At this point, if the thief is moving, he leaves the shadows and can once again move about freely.

If the thief has instead come to a stop when hitting skill a second time, he becomes Fully Invisible -- i.e. no trace remains that the thief is present. He can only be detected by scanners or random weapons fire. He cannot move or attack, but he can remain fully hidden for as long as he wishes too. Thus we recommend that at least one defender carry a scanner to nose out thieves lurking in various nooks and crannies of the base.

Sentries do not lock onto thieves that are eyes invisible or fully hidden! Teslas will still lock on if they have a spy detector. Carrying the flag does NOT reveal a thief, as it does with a spy.

Downside: If a thief gets caught trying to hide and gets shot while either fully or partially invisible, he becomes stunned. He cannot attempt to hide again for at least 15 seconds, and he cannot shoot his weapon for at least 6. In other words, if observant guards detect the thief trying to sneak in, he's going to be feeling the pain for a little while.

Synopsis: Great base-infiltration profession. Also useful for people who like to fight using cleverness and trickery instead of just trying to buy the biggest weapons with the heaviest armor. Just don't get caught.

--RUNNER (Sprint): Have you ever been chasing a scout who is running out with your flag, and wished that you could get a little boost of speed so that you could catch him? Or perhaps you were a flag running soldier, who wished that he could gain enough momentum to get away from all the pyros chasing him. Well, thats what the runner does. This profession is populated with people who realize that being able to let loose with bursts of speed is a major tactical advantage. The mechanics work like so:

1) After a second delay (long enough to take a quick breath), the sprinter starts running at +200 speed (a $4000 value, ladies and gentlemen!). This lasts for 5 seconds. 2) After the sprint, the runner is tired, and needs to rest a little. His speed drops to 2/3rd his normal maximum while he catches his breath. (Note: In older versions, the penalty was 1/2 speed instead) The recovery phase lasts for 5 seconds. 3) After the runner has recovered somewhat, he is still not ready to sprint again. There is another delay of 5 seconds before the runner can begin sprinting again.

Synopsis: Highly undervalued profession that comes in handy a lot more often than one would realize. The penalty resting period keeps one from just sprinting all the time, since it would be a Bad Thing to enter the enemy's base right when hitting the recovery phase.

--WARLOCK (Summon Demon): These guys are evil, the natural enemies of the chaplans. All they do is run around summoning AIs to come fight for them. These AIs look suspiciously like the fiends in Quake1, but are really just ro-bots programmed to behave like the monsters. Unlike the fiends in Quake1, the robotic CustomTF demons run twice as fast, have a thousand hit points, have much better AI code, have a greatly extended melee attack range and do between 2x and 4x damage in combat. Yes: they are that nasty. (Do a setinfo d "name" to change the name of your demon)

Fortunately, warlocks can't just summon them from nowhere. They have to get blood on their ceremonial knives in order to have a demon appear when they hit skill. The blood has to come from an enemy (no blood donations from friends). If you try to hit skill without having blood on your knife, you are gently reminded of the fact by driving the knife into your own heart (200 armor-piercing damage). Once you have blood on your knife, hold it in front of you and hit skill. Your screen will spin for a few seconds, then a brand new demon will fly out of the knife in front of you. If there isn't enough room for him, or if he's in a petulant mood, he'll just return where he came from.

If you do summon him successfully, the demon will softly drop to the ground, and sit there, dazed, for 2 seconds. We heartily recommend that the summoner leave the demons field of view during these two seconds, as the first person that the demon sees, the demon will attack (excluding teammates). But yes, it will attack its owner. If it does kill you, you lose an additional frag and the demon goes away. So the basic tactic for warlocks is to summon a demon into a room crowded with enemies, then to run like hell away from there as it goes around mauling people. Some other uses include protecting a flag carrier (summon it while running the flag to give the defense something extra to think about), or on flag defense: on maps like Bam4, summon it into the flag room and let it sit there, waiting for enemy runner to enter. Unlike sentries, demons can handle enemies around corners.

Synopsis: The warlock is great for causing panic in enemy troops. Even though the warlock seems like an intelligent form of spamming, it takes skill to do well as a warlock. I.e., its tough to get the demon to munch on your enemies instead of yourself. It is also tough to get blood for your knife, unless you buy so much health that you can stab yourself through the heart without flinching. Smart warlocks play with either fast legs so they can chase down their enemies for a quick stab, or buy the spy kit so that they can get close without taking some rocket hits for their troubles.

--COMBAT CHAPLAIN (Inspires Teammates): The chaplain is the antithesis of the warlock. Where the warlock is pure evil and is trying to bring chaos to the game, the chaplain us good and encourages teamplay. When the chaplan hits "skill" he puts away his weapons and begins to preach. When he hits "skill" again, he slowly stops speaking and eventually pulls his weapons back out.

-Chaplans get .5 frags for every frag a teammate near them inflicts!

When preaching the following effects occur: 1) The chaplain begins to glow with a bright light 2) All demons within the light take 500 damage every three seconds 3) All teammates near the chaplain deal +50% damage 4) All teammates near the chaplain take only 66% of normal damage 5) All teammates near the chaplain become fully invisible 6) Opera music plays (Orff's Carmina Burana) 7) If the chaplain has the automedic, he heals all teammates 50 life within the glow once every three seconds.

If the teammates leave the radius, they receive a message that they have "Strayed from the flock" and lose all of the above abilities (except they might still be able to hear the opera)

Defenders don't know what terror is until they are attacked by a horde of invisible heavy weapons guys. If your team is getting shut down by enemy sniperfire, get a chaplan to organize "bridge-crossing tours" -- i.e. he'll walk his team across the bridge and keep them safe from sniperfire as long as he's alive.

Disadvantage: He's a big, glowing target that can't use any primary or secondary weapons while glowing. If he's sheparding friendlies across the bridge, enemy snipers will only have one, brightly glowing, target to shoot at. Basically, a good policy for defense is, "Kill that annoying glowing guy"

Synopsis: Not for people who want to lead on the scoreboard. A wonderful team-builder. Chaplan-lead attack teams are incredibly powerful and are exceptionally versatile. Chaplans on defense can keep their teams fully healed (if they buy the automedic), and can be a big headache to attackers, when they can't see exactly where the defensive fire is coming from. Remember, though they cannot fire primary or secondary weapons, they can still use the hover boots and automedic as a weapon, and can throw grenades.

--MARTYR (Blaze of Glory) This class is also not for players who want to lead on the scoreboard, but wish to do well for their teams. When the martyr hits "skill", he glows brightly, becomes invincible, and dies after 4 seconds. He loses a frag every time he triggers this ability, unless enemy troops shoot him while he's dying.

There are two situations where this is very useful. The most common one is to break through hard points on the enemy's defensive lines. A good example would be a flag room that has four or five turrets in it, and as many defenders. It becomes very difficult to move the flag, because even if one was a spy he would get cut down by the turrets before he took more than a few steps. Martyrs on the other hand can merely ignore all the turret fire and walk out leisurely with the flag. This forces base defenses to actually have "depth" instead of just trying to make one chokepoint impassible.

The other useful situation is to drop detpacks while under heavy enemy fire. This can be used to destroy guarded map triggers, or to simply blow up all land mines in the enemy base.

Synopsis: Martyrs sacrifice their lives (and their scores) for the cause. They are highly effective tools at breaking down enemy defenses; teams that have martyrs on them will cap much more often.

--GUERILLA (Place land mines): The guerilla is similar to the thief in that his primary mission is to be as sneaky and devious as possible. The guerilla's job is to place traps for enemy soldiers in the most suprising and effective positions possible. Guerillas can place one land mine once every ten seconds. A mine costs 1 rocket, activates after three seconds, and lasts for a maximum of 60 seconds after activation. A low hum can be heard while the mine actives.

Mines do the following: 1) Every second they wake up and scan their area to see if any enemies are in line of sight. For fairness sake, the owner of the mine is counted as an enemy: otherwise he could dance in his own minefields and taunt the enemies to come in. 2) If an enemy is within a fair distance (about that of a grenade's explosion radius), the land mine explodes. 3) Every time a weapon shot hits near a mine, the mine is likely to explode due to the effect the impact shockwave has on the mine's rather unstable nitroglycerine core. Detpacks, due to the tremendous shockwaves they send out, can clear entire bases of mines. 4) When a mine explodes, it will do 200 radius damage. If the mine blew up before it had time to activate, or because it had grown old, it only does 80 radius damage. 5) Every three seconds, they make a little beeping sound.

A great place to put mines is on the walls next to the inside of doors. Enemies will walk through the doors, often not noticing the beeping sounds eminating from within, and will be blown into many small pieces by the simultanious explosion of the entire minefield. Wise enemies learn to listen to where the beeps are coming from and send a rocket blast or two into that direction.

Synopsis: Wonderfully sneaky class -- there's no better way of making an enemy paranoid than attaching mines to ceilings or steps. When playing as a guerilla, all sorts of unimportant details on a map suddenly become fascinating. "Hmm," you ponder, "I wonder if its possible to stick a mine on the back side of that stalagtite."

--JUDOKA (Disarm enemy): Using Judo, the same system of martial arts that Kano developed in 1890, the battlefield Judokas are masters at hand-to-hand combat: actually capable of ripping weapons out of enemies' hands and using them as their own. Judokas are trained in the art of landing safely. They don't take falling damage at all; they don't even grunt.

When a judoka hits "skill" the following happens: 1) If there is no one directly in front of him, he misses 2) If there is a friend in front of him, he misses 3) If an enemy is in front of him, and the judoka needs his weapon, he forcibly takes the weapon, dealing 65 damage in the process. The enemy is stunned and cannot attack for 2 secs. 4) If an enemy is in front of him and the judoka already has the weapon the enemy is wielding, or the enemy is wielding an axe, the judoka knocks the weapon out of the enemy's hands and throws him with ippon seoinage, dealing 100 damage and stunning the enemy for 6 seconds. 5) If the enemy is a judoka that just stole a weapon from us, we go all out and throw him for 150 points of damage.

When a weapon is stolen, the judoka can use it until time runs out. If the owner or the judoka die, the weapons are restored to their original owners.

Note that just because you steal a weapon doesn't automatically give you enough ammo to fire the weapon. Forward-thinking judokas should purchase ammo backpacks so they can hold enough ammo to fire any weapon they happen to come across. And like most of the other professions, judokas benefit from higher movement rates and owning The Spy Kit.

Synopsis: For those of us who get warm fuzzies from stealing a medic's medikit, healing ourselves of the disease and then proceeding to infect the medic with it. Whack! Arrrgh! Whack! Arrrgh! Or, the judoka is for those of us who love to run up on hwguys from behind, rip the assault cannon out of their hands and proceed to hose them down with their own gun.

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OTHER NEW FEATURES OF V3.0:

--Laser guided rockets. If you've played half-life, you will understand how this option works. By buying a laser guided add-on for your Rocket Launcher, you can hold down fire when shooting to make a sniper dot appear that the rocket will track in on. If you fire the rocket launcher without holding down fire, it will behave like a normal RL.

--Cluster Rockets. The most expensive weapon in the game, it's perfect for soldiers who feel that their rocket launcher just doesn't do enough damage... instead of the RL firing one rocket every second with a five second delay after four shots, the Cluster RL launches six rockets at a time with a four second reload delay after every shot. The rockets fly in an anime-like swarm towards their target. Buying the laser sight is highly recommended for greater accuracy. If you release the laser sight in the middle of flight they will fly towards the last known spot. If you target a person with the dot, they will surround the spot the person was on when the dot was released.

--Teleporters. Engineers can build pairs of teleporters for their teammates to use as a quick transit system. Enemies can not ride them. Each teleporter has a maximum cell capacity of 200, 20 of which get consumed every time someone teleports in OR out through it. A wise engineer will ride the teleporter occasionally to keep both ends full of cells.

--Camera. Engineers can build cameras to warn them of enemies approaching. Each camera has 800 health, with heavy blast/kevlar armor on -- they are very hard to kill so that invaders don't simply shoot them before walking into a room. Whenever they see an enemy within their line of sight, they beep send a message to their owner that an enemy is nearby, along with what class the enemy appears to be. They do not detect spies.

--Auto-id. Every half second, it will issue the id command for you, so you just have to look at someone and it ids them. This is on by default in TFC, so its an option here. You can always make your own auto-id script but it more convenient to have the server do it for you. Robin@valvesoftware.com once wrote "I shudder when I think about 100 id commands being done a second" but it really doesn't seem to be that bad.

--Auto-medic. Medics just have to glance at someone at close range and it will hit them with a medikit shot. This makes healing a much quicker affair than when you have to switch weapons, whack someone with an axe, and switch back. This will be the healing style of TF2 so it has been implemented here. If you have the chaplain upgrade, you can become the super team helper with an automedic. You will heal all teammates in your glow every 3 seconds. So if you have spotted a friendly on a balcony that you can't reach, click on the chaplan upgrade and you can heal him from down below. Your friends will love you. Must have the medikit to buy.

--Autoscanner. Every second it fires a scan30 off. This allows you freedom to run around without having to worry about hitting scan30 all the time. This was implemented in TF2.9 but removed in TFC. (Whats the deal with that?) So I implemented it here.

--Tesla Sentry. This is an alternate sentrygun for one to buy. By default, it is a weak peice of metal that can be destroyed by a single rocket shot. The gun's strength lies in its ability to be upgraded with four different levels in 6 different categories: ---Voltage: Ranges from 0-3. The higher the voltage, the greater its targetting range ---Amperage: Ranges from 0-3. The higher the amperage, the greater the damage. ---Power Supply: Ranges from 0-3. Larger power supply yields more health and max ammo. ---Spy Detector: Either on or off. When upgraded with this, the Tesla will target spies. ---Improved Targetter: On or off. The new targetter will target enemy mines, demons and buildings ---TeslaTurret: Launches the Tesla into the air, which flips over and attaches itself to payday loans the cieling, ready to launch death and destruction down on the hapless mortals below. ---Kevlar Armor, Blast Armor: Give additional protection vs certain attacks ---Stealth: Tesla is invisible except while charging and attacking ---Upgrade from frags: Every few frags it gets, it receives a free upgrade. If you get 50 frags with it, it notifies everyone on the server that you are the tesla master. Normal Teslas get 4 normal upgrades and 1 misc upgrade Super Teslas get 6 normal upgrades and 2 misc upgrades Voltage,Amperage,Power Supply, Upgrade from Frags and Detector cost normal upgrades Turret, Targetter, Special Armor and Stealth cost misc. upgrades ---You can "tinker" with the tesla which will have a random effect on it: (Each attempt costs 100 cells) 10% Tesla Blows Up 10% Turns On Owner 20% Nothing 10% Free Scanner 5% Free Spy Detector 25% Free Upgrade 10% Extra Health 10% Extra Cells The more you tinker, the more likely something bad will happen. ---

NOTES:

--The building sentrygun option allows you to make a sentrygun, but unless you buy the spanner as well, you cannot upgrade it or put more ammo in. (To compensate for this, the basic sentrygun starts off with extra shells)

--Kevlar armor halves damage and caps damage from body and head shots at 100. Smart snpers will shoot for legs, which do 60% damage and aren't capped.

--Sentries get kevlar armor by default, but they don't have their damage capped at 100 as people do. Teslas can have kevlar added to them, but their damage isn't capped either.

--Your skin is chosen based on what the server thinks is your defining purchase. So people that have bought a sniper rifle will look like a sniper, and people that have fast legs will tend to look like a scout. If a person has more than one primary characteristic, the server will pick a skin based on a fixed algorithm.

--The special key in normal TF had six different uses. For example, the scout's 'special' used the scanner, whereas the soldier's would reload the rocket launcher. If you have bought more than one option that uses special, you might have to bind keys. For example, if you buy both a spy kit and a scanner, the special command will bring up the spy's menu. You will have to bind a key for "scan30" to use the scanner. If you have both engineer and spy upgrades, hitting special will toggle between the 'build' and 'disguise' menus.

--Buying the scanner allows you to disarm detpacks

--Krac grenades blow up pipepbombs, disarm detpacks and will even stop someone from setting a detpack, if you hit them with a grenade when they are in the act

--Buying "Aspect of HWGUY" prevents you from getting knocked around by explosions. Very useful for snipers.

--This is a modified version of TeamFortress 2.5. Thus, there will be features missing that TeamFortress Software implemented after 2.5. Examples include the motd and new scout grenades.

--- SERVER ADMINS TAKE NOTE: What can be changed on the server (Note: You can use localinfo instead of serverinfo for any of these settings)

serverinfo bounty on serverinfo bounty off (default) Enables/disables the optional frags-for-money system. See the version info at the bottom to see how precisely this works.

serverinfo jello on serverinfo jello off (default) serverinfo j 600 Will enable jello water. Just setting it to "on" uses the default value of 1,000. Jello water makes everybody execept scuba commandos bounce off watery surfaces like it was a trampoline. Not a serious setting by any means. Definately not recommended for clan matches. ;)

serverinfo redir 128.53.123.53 serverinfo redir off (default) Will enable/disable server redirection. What happens is when server redirection is on, every person that connects will get sent to whatever ip address you specify. Useful for moving people in a clan match, or setting up an overflow server when one gets full.

serverinfo curse 5 (default) or serverinfo curse 0 (off) Sets the threshold to invoke the curse of the admin on someone. With curse set to 5, when a person does 5 teamkills he will lose all his weapons, start spinning around in a tight circle and will be able to be killed by his teammates without penalty. The curse lasts for 60 seconds. After it wears off, if the person teamkills 3 more people, he gets booted off the server

serverinfo curseserver someone.somewhere.com When someone gets cursed for the second time, it boots them off your server and sends them to another server. This prevents people from doing a simple "reconnect" and coming back onto your server to cause more trouble. You should probably pick a server you don't like for this. Hopefully high-ping and/or in a foreign country.

serverinfo prematch 45 (Recommended) serverinfo pm      45 (alternate) serverinfo pm      0  (Disable prematch, default) When prematch mode is enabled, people will be able to connect and build their custom class, but noone will be allowed to leave the class building menu until the time (in seconds) has elapsed. You will not be allowed to switch to a standard class, but you can type "custom" again to restart the class building process

serverinfo m   10000 (default) serverinfo money 5000 (Less powerful characters) By setting this serverinfo key, the server admin can choose how much money the players have to spend on their classes. For more powerful classes, set the number up to 15000, for a less powered game, lower it to 5000. Exceeding these bounds is not recommended.

localinfo adminpwd foobar (put in your own password here) localinfo adminpwd "" (default) Setting an adminpwd enables the admin features of CustomTF. Various players can be trusted with admin control without giving away rcon. The admin features are very similar to TF2.9's but with some important differences. Admins in CustomTF are not allowed to do the countplayers command (since it is useless), but they are allowed to ban players! So don't give admin control to untrustworthy players. For a player to become an admin, he must do a "setinfo adminpwd foobar" (with the password matching the server's obviously) then enter a "getplayer" command. The getplayer command will cycle through all the people on the server. When the offender is found, type either "kick" to boot him off, or "ban" to get rid of the person until the server restarts.

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INSTALLATION OF A NEW SERVER

To install: 1) Copy the qwprogs.dat into your quake/fortress directory. (Back up the old one if you want to play normal TF again) 2) Copy the .wavs into your quake/fortress/sound/weapons directory 3) Copy the .mdl files into your quake/fortress/progs dir 5) Optional: Put server.cfg in your quake/fortress directory, again backing up any old file. 6) Optional: Put server.bat in your quake/ directory. 7) Verify that qwsv.exe is in your quake/ directory 8) Double-click server.bat to run the server. 9) Add in server options like prematch (recommended for 45 seconds) 10) Add a line in server.cfg called "localinfo adminpwd foobar" (changing foobar to whatever new password you want) if you want to enable admins on your server.

If you maintain a CustomTF Server, send me the url and I'll link it in.

If you would like, open up server.cfg with notepad and change the name of the server. Please keep the first word of the server name as [Shaka] or [CustomTF] so that when people see your server in Gamespy they know which mod is running. This is the only thing I ask of people that run this patch... it keeps me from having to deal with questions like, "Why did you copy clan BLAH's quake patch?"

The server.bat file will run the quakeworld server and will enroll your server on the ID TF master, the planetquake master and the fortressfest master. It sets rj to 4 (for fun explosions), enables logging by default, enables jello water :), enables the bounty system and disables map downloads. Change the options at will; I just prefer these settings.

Make sure you have the following files on your server before you run this patch: (in the right directories) progs/camera.mdl sound/weapons/guerilla_set.wav sound/weapons/guerilla_blip.wav sound/weapons.fith.wav progs/newtesla.mdl qwprogs.dat progs/telepad.mdl progs/tesgib1.mdl progs/tesgib2.mdl progs/tesgib3.mdl

Contact me at bkerney@hotmail.com http://www.telefragged.com/shaka ---

THANKS: (Thanks go without saying to id software and Team Fortress Software (now Valve) for their code and help during the CustomTF development process.)

First off, Rod May (kk@rod.net), StarBryck (sb-1@dwarvenstar.com) and Craig Hauser (blog@hotmail.com) for their additions to the code base: -Rod May rewrote the menu system so it displayed an asterisk next to each menu item you've bought and added in the sbar aliases, among other things. -Blog has added a lot of modifications to the code base, especially in the map code area (which I've always been hazy on). Read through versions.txt to see all the changes he's made. He's also written some CustomTF maps and modified the tesla model. More recently, he's been working a lot on it, doing stuff such as the admin code, the laser guided rockets (not the cluster rockets, I did that :) and the demon throwing fireball code. -Cyt0 for doing cheat detection and the tesla tinker code. -Whitewolf (wolfwngs@muq.org) for kracs disarming detpacks and engineers automatically dismantling enemy sentries.

For sound and models: -Kevin Johnson AKA Daedalus (k2johnso@ucsd.edu) for creating the guerilla wav files and for being an all round pretty good roommate. -Warrior (bdmurray@home.com) for creating the original tesla mdl file. -Cataclaw (cataclaw@sympatico.ca) for making camera.mdl and telepad.mdl. NOTE: If you have installed SpamTF's model pak you will see their models and not Cataclaw's.

For finding and reporting serious bugs: -Lostman (email unknown), who found a bug that would allow him to be invisible, invincible unbable to be ID-ed while being able to shoot his sniper rifle and infect people with a medikit.

Also, many thanks are owed to all the server admins who've run CustomTF, especially: -Atrocity[CE] (www.atrocity.com) who ran the eponymous CTSNET CustomTF server for a year, and was overly patient administering the machine. I'd have banned some of the people he only warned. -WhippingBoy[DP] (crookedmedia@macconnect.com) for being a great administrator of Runway's CustomTF server at quake.runway.com:27500 (http://tectest.runway.com/customtf) All of clan [CE] (www.erinyes.com), in fact, for being all round decent guys CTSNET -- San Diego's best ISP, for running a CustomTF server on their massive OC48 backbone Runway Editing Inc. -- A great company that works with AVID video editors for putting a CustomTF server on their net conection.

Thanks also should go out to: Chow Yun Fat and Chang San Fung for being dedicated players Slade, Stryker, Daniel, Amish Pimp, all of clan EMP, clan DH, clan QPD, clan TuH, clan /RM/, clan ARC and clan UVM. [PMS]Ladydeath, RainbowBrite, Rabid Lemming and Your Mom. 

See also: CustomTF