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.
- 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.
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.
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.
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.
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.