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WolfPro

WolfPro is an actively developed, competitive-multiplayer fork of Return to Castle Wolfenstein (id Tech 3 lineage), built from id Software's original RTCW MP GPL source release (August 12, 2010). It's an independent continuation of the engine — not iortcw or RealRTCW — focused on modernizing the engine while adding the tooling a competitive scene needs: referee mode, match/stats infrastructure, hit registration and hitbox work, cvar restrictions, and antilag/unlag.

What's different from vanilla RTCW

  • Modern engine core: native x64 builds, a Vulkan renderer alongside the classic OpenGL one, a native Linux/SDL2 client, CMake build, curl-based downloads.
  • Competitive features: referee mode, a ready/not-ready match system, team locks and speclock, cvar restrictions for server-enforced fair play, per-weapon stats and weapon-stats/topshots HUD popups, and configurable antilag/lag-compensation.
  • Precision hit registration: per-bone body hitboxes and a tag-attached precise head hitbox, replacing the original bounding-box approximation.
  • Bot support: Omni-bot integration.
  • Demo tooling: New Demo Player with seek/scrub support, server-side full-round demo recording with automatic Discord upload, and an in-game demo browser supporting most legacy demos.
  • Quality-of-life rendering: widescreen HUD support, a realtime CPU/GPU profiler, and a TrueType-font-backed HUD/console character set as an alternative to the original pixel-art font.

See CHANGELOG.md for what shipped in each release, and CVARS.md for the full cvar reference.

Getting the game data

This repository contains engine source only — no game assets (pak0.pk3, maps, etc.). You need a legitimate RTCW installation; the original game is available on Steam. See README.txt for the original GPL release notes and asset licensing terms.

Building

Requires CMake + Ninja (or an MSVC/Visual Studio generator) and a C99/C++11 toolchain.

cmake -B build -G Ninja -DINSTALL_DEFAULT_BASEDIR="C:/path/to/rtcw"
cmake --build build
cmake --install build

INSTALL_DEFAULT_BASEDIR should point at an existing RTCW install (retail data + pak files); the client/server binaries and mod DLLs install into <basedir>/wolfpro/.

Key CMake options (see CMakeLists.txt): BUILD_CLIENT, BUILD_SERVER, BUILD_MOD (cgame/game/ui), ENABLE_OMNIBOT, ENABLE_ASAN, ENABLE_PROFILER, BUNDLED_LIBS. Third-party dependencies (curl, jansson, libjpeg-turbo, zlib, Omni-bot, etc.) are fetched by fetch-dependencies.sh/fetch-dependencies64.bat into deps//deps64/. Linux cross-compile-to-Windows and Docker-based build/deploy flows live under docker/.

To verify a build: launch the client and/or a local dedicated server (connecting with sv_pure 0 so a freshly built, unsigned mod loads), and exercise the gameplay path you're testing.

Repository layout

  • src/qcommon/, src/client/, src/server/ — shared engine core, client, and dedicated server.
  • src/renderer_gl/, src/renderer_vk/, src/renderer_common/ — the two parallel renderer backends behind a common interface.
  • src/game/, src/cgame/, src/ui/ — the mod modules: server-side gameplay, client-side prediction/HUD, and menus.
  • src/botlib/, src/botai/, src/game/omnibot/ — bot AI (id's original native bot code, and the Omni-bot integration).
  • src/win32/, src/unix/, src/null/ — platform layers.
  • cmake/, docker/ — build tooling and containerized build/deploy scripts.

License

GPL v3 — see COPYING.txt. Some third-party code (zlib unzip, MD4, the jpeg-6 lineage) carries separate license terms; see README.txt for details.

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