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Bid For Power (BFP) docs

This repository stores Bid For Power documents to read files, history and journals.

History

BFP_ZEQ2_history

Started: 1998
Ended: 2002

Bid For Power is a total conversion for QuakeIII that plays nothing like the original game. Players take control of Ki-powered superheros and battle it out in a mostly aerial fight. The game is highlighted by the work of a great art team and an original style, and the gameplay is extremely fast paced. It can be difficult to keep up with until you get the hang of it.

The project was started on Quake 2, that's where they were getting organized playing Quake and learn some programming there.

The source code is said to have started from SDK 1.15c released on January 14, 2000. It continued to be updated, including the addition of cg_particles.c in 1.29, until 1.31. More info can be found in Quake 3 Arena changelog version history.

The original source code appears to be lost, but the assets and some docs are available in various places. Nonetheless, not all sources are accessible.

Old dev journals (1998 - 2002)

The original URLs can be slower to load, so it's recommended to use markdown edition ones.

NOTE: Some URLs and images within these contents may be broken or partially recovered. The final parts of Chris and Yrgol dev journals were found here:
Chris: https://web.archive.org/web/20011202065630/http://bidforpower.com/
Yrgol: https://web.archive.org/web/20020520060044/http://www.planetquake.com/Bidforpower/
On markdown editions, the data log is complete.

... And more dev journals can be found here.

Docs



  • cfg files:

A sample inside models/players/player_name/default.cfg:

Server config:

Attacksets:

Weapon settings:

BFP config (a sample of how the game saves general binding and BFP cvar stuff in a cfg file):

Disclaimer

The game elements such as characters, and events depicted in this game are fictitious. Any resemblance to actual persons, living or deceased, or real events is purely coincidental.

About

Bid For Power (BFP) documentations

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Bid For Power (BFP) docs

This repository stores Bid For Power documents to read files, history and journals.

History

BFP_ZEQ2_history

Started: 1998
Ended: 2002

Bid For Power is a total conversion for QuakeIII that plays nothing like the original game. Players take control of Ki-powered superheros and battle it out in a mostly aerial fight. The game is highlighted by the work of a great art team and an original style, and the gameplay is extremely fast paced. It can be difficult to keep up with until you get the hang of it.

The project was started on Quake 2, that's where they were getting organized playing Quake and learn some programming there.

The source code is said to have started from SDK 1.15c released on January 14, 2000. It continued to be updated, including the addition of cg_particles.c in 1.29, until 1.31. More info can be found in Quake 3 Arena changelog version history.

The original source code appears to be lost, but the assets and some docs are available in various places. Nonetheless, not all sources are accessible.

Old dev journals (1998 - 2002)

The original URLs can be slower to load, so it's recommended to use markdown edition ones.

NOTE: Some URLs and images within these contents may be broken or partially recovered. The final parts of Chris and Yrgol dev journals were found here:
Chris: https://web.archive.org/web/20011202065630/http://bidforpower.com/
Yrgol: https://web.archive.org/web/20020520060044/http://www.planetquake.com/Bidforpower/
On markdown editions, the data log is complete.

... And more dev journals can be found here.

Docs



  • cfg files:

A sample inside models/players/player_name/default.cfg:

Server config:

Attacksets:

Weapon settings:

BFP config (a sample of how the game saves general binding and BFP cvar stuff in a cfg file):

Disclaimer

The game elements such as characters, and events depicted in this game are fictitious. Any resemblance to actual persons, living or deceased, or real events is purely coincidental.

About

Bid For Power (BFP) documentations

Resources

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Bid For Power (BFP) docs

This repository stores Bid For Power documents to read files, history and journals.

History

BFP_ZEQ2_history

Started: 1998
Ended: 2002

Bid For Power is a total conversion for QuakeIII that plays nothing like the original game. Players take control of Ki-powered superheros and battle it out in a mostly aerial fight. The game is highlighted by the work of a great art team and an original style, and the gameplay is extremely fast paced. It can be difficult to keep up with until you get the hang of it.

The project was started on Quake 2, that's where they were getting organized playing Quake and learn some programming there.

The source code is said to have started from SDK 1.15c released on January 14, 2000. It continued to be updated, including the addition of cg_particles.c in 1.29, until 1.31. More info can be found in Quake 3 Arena changelog version history.

The original source code appears to be lost, but the assets and some docs are available in various places. Nonetheless, not all sources are accessible.

Old dev journals (1998 - 2002)

The original URLs can be slower to load, so it's recommended to use markdown edition ones.

NOTE: Some URLs and images within these contents may be broken or partially recovered. The final parts of Chris and Yrgol dev journals were found here:
Chris: https://web.archive.org/web/20011202065630/http://bidforpower.com/
Yrgol: https://web.archive.org/web/20020520060044/http://www.planetquake.com/Bidforpower/
On markdown editions, the data log is complete.

... And more dev journals can be found here.

Docs



  • cfg files:

A sample inside models/players/player_name/default.cfg:

Server config:

Attacksets:

Weapon settings:

BFP config (a sample of how the game saves general binding and BFP cvar stuff in a cfg file):

Disclaimer

The game elements such as characters, and events depicted in this game are fictitious. Any resemblance to actual persons, living or deceased, or real events is purely coincidental.

About

Bid For Power (BFP) documentations

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Bid For Power (BFP) docs

This repository stores Bid For Power documents to read files, history and journals.

History

BFP_ZEQ2_history

Started: 1998
Ended: 2002

Bid For Power is a total conversion for QuakeIII that plays nothing like the original game. Players take control of Ki-powered superheros and battle it out in a mostly aerial fight. The game is highlighted by the work of a great art team and an original style, and the gameplay is extremely fast paced. It can be difficult to keep up with until you get the hang of it.

The project was started on Quake 2, that's where they were getting organized playing Quake and learn some programming there.

The source code is said to have started from SDK 1.15c released on January 14, 2000. It continued to be updated, including the addition of cg_particles.c in 1.29, until 1.31. More info can be found in Quake 3 Arena changelog version history.

The original source code appears to be lost, but the assets and some docs are available in various places. Nonetheless, not all sources are accessible.

Old dev journals (1998 - 2002)

The original URLs can be slower to load, so it's recommended to use markdown edition ones.

NOTE: Some URLs and images within these contents may be broken or partially recovered. The final parts of Chris and Yrgol dev journals were found here:
Chris: https://web.archive.org/web/20011202065630/http://bidforpower.com/
Yrgol: https://web.archive.org/web/20020520060044/http://www.planetquake.com/Bidforpower/
On markdown editions, the data log is complete.

... And more dev journals can be found here.

Docs



  • cfg files:

A sample inside models/players/player_name/default.cfg:

Server config:

Attacksets:

Weapon settings:

BFP config (a sample of how the game saves general binding and BFP cvar stuff in a cfg file):

Disclaimer

The game elements such as characters, and events depicted in this game are fictitious. Any resemblance to actual persons, living or deceased, or real events is purely coincidental.

About

Bid For Power (BFP) documentations

Resources

Stars

0 stars

Watchers

0 watching

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Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Bid For Power (BFP) docs

This repository stores Bid For Power documents to read files, history and journals.

History

BFP_ZEQ2_history

Started: 1998
Ended: 2002

Bid For Power is a total conversion for QuakeIII that plays nothing like the original game. Players take control of Ki-powered superheros and battle it out in a mostly aerial fight. The game is highlighted by the work of a great art team and an original style, and the gameplay is extremely fast paced. It can be difficult to keep up with until you get the hang of it.

The project was started on Quake 2, that's where they were getting organized playing Quake and learn some programming there.

The source code is said to have started from SDK 1.15c released on January 14, 2000. It continued to be updated, including the addition of cg_particles.c in 1.29, until 1.31. More info can be found in Quake 3 Arena changelog version history.

The original source code appears to be lost, but the assets and some docs are available in various places. Nonetheless, not all sources are accessible.

Old dev journals (1998 - 2002)

The original URLs can be slower to load, so it's recommended to use markdown edition ones.

NOTE: Some URLs and images within these contents may be broken or partially recovered. The final parts of Chris and Yrgol dev journals were found here:
Chris: https://web.archive.org/web/20011202065630/http://bidforpower.com/
Yrgol: https://web.archive.org/web/20020520060044/http://www.planetquake.com/Bidforpower/
On markdown editions, the data log is complete.

... And more dev journals can be found here.

Docs



  • cfg files:

A sample inside models/players/player_name/default.cfg:

Server config:

Attacksets:

Weapon settings:

BFP config (a sample of how the game saves general binding and BFP cvar stuff in a cfg file):

Disclaimer

The game elements such as characters, and events depicted in this game are fictitious. Any resemblance to actual persons, living or deceased, or real events is purely coincidental.

About

Bid For Power (BFP) documentations

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Bid For Power (BFP) docs

This repository stores Bid For Power documents to read files, history and journals.

History

BFP_ZEQ2_history

Started: 1998
Ended: 2002

Bid For Power is a total conversion for QuakeIII that plays nothing like the original game. Players take control of Ki-powered superheros and battle it out in a mostly aerial fight. The game is highlighted by the work of a great art team and an original style, and the gameplay is extremely fast paced. It can be difficult to keep up with until you get the hang of it.

The project was started on Quake 2, that's where they were getting organized playing Quake and learn some programming there.

The source code is said to have started from SDK 1.15c released on January 14, 2000. It continued to be updated, including the addition of cg_particles.c in 1.29, until 1.31. More info can be found in Quake 3 Arena changelog version history.

The original source code appears to be lost, but the assets and some docs are available in various places. Nonetheless, not all sources are accessible.

Old dev journals (1998 - 2002)

The original URLs can be slower to load, so it's recommended to use markdown edition ones.

NOTE: Some URLs and images within these contents may be broken or partially recovered. The final parts of Chris and Yrgol dev journals were found here:
Chris: https://web.archive.org/web/20011202065630/http://bidforpower.com/
Yrgol: https://web.archive.org/web/20020520060044/http://www.planetquake.com/Bidforpower/
On markdown editions, the data log is complete.

... And more dev journals can be found here.

Docs



  • cfg files:

A sample inside models/players/player_name/default.cfg:

Server config:

Attacksets:

Weapon settings:

BFP config (a sample of how the game saves general binding and BFP cvar stuff in a cfg file):

Disclaimer

The game elements such as characters, and events depicted in this game are fictitious. Any resemblance to actual persons, living or deceased, or real events is purely coincidental.

About

Bid For Power (BFP) documentations

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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Bid For Power (BFP) docs

This repository stores Bid For Power documents to read files, history and journals.

History

BFP_ZEQ2_history

Started: 1998
Ended: 2002

Bid For Power is a total conversion for QuakeIII that plays nothing like the original game. Players take control of Ki-powered superheros and battle it out in a mostly aerial fight. The game is highlighted by the work of a great art team and an original style, and the gameplay is extremely fast paced. It can be difficult to keep up with until you get the hang of it.

The project was started on Quake 2, that's where they were getting organized playing Quake and learn some programming there.

The source code is said to have started from SDK 1.15c released on January 14, 2000. It continued to be updated, including the addition of cg_particles.c in 1.29, until 1.31. More info can be found in Quake 3 Arena changelog version history.

The original source code appears to be lost, but the assets and some docs are available in various places. Nonetheless, not all sources are accessible.

Old dev journals (1998 - 2002)

The original URLs can be slower to load, so it's recommended to use markdown edition ones.

NOTE: Some URLs and images within these contents may be broken or partially recovered. The final parts of Chris and Yrgol dev journals were found here:
Chris: https://web.archive.org/web/20011202065630/http://bidforpower.com/
Yrgol: https://web.archive.org/web/20020520060044/http://www.planetquake.com/Bidforpower/
On markdown editions, the data log is complete.

... And more dev journals can be found here.

Docs



  • cfg files:

A sample inside models/players/player_name/default.cfg:

Server config:

Attacksets:

Weapon settings:

BFP config (a sample of how the game saves general binding and BFP cvar stuff in a cfg file):

Disclaimer

The game elements such as characters, and events depicted in this game are fictitious. Any resemblance to actual persons, living or deceased, or real events is purely coincidental.

About

Bid For Power (BFP) documentations

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Bid For Power (BFP) docs

This repository stores Bid For Power documents to read files, history and journals.

History

BFP_ZEQ2_history

Started: 1998
Ended: 2002

Bid For Power is a total conversion for QuakeIII that plays nothing like the original game. Players take control of Ki-powered superheros and battle it out in a mostly aerial fight. The game is highlighted by the work of a great art team and an original style, and the gameplay is extremely fast paced. It can be difficult to keep up with until you get the hang of it.

The project was started on Quake 2, that's where they were getting organized playing Quake and learn some programming there.

The source code is said to have started from SDK 1.15c released on January 14, 2000. It continued to be updated, including the addition of cg_particles.c in 1.29, until 1.31. More info can be found in Quake 3 Arena changelog version history.

The original source code appears to be lost, but the assets and some docs are available in various places. Nonetheless, not all sources are accessible.

Old dev journals (1998 - 2002)

The original URLs can be slower to load, so it's recommended to use markdown edition ones.

NOTE: Some URLs and images within these contents may be broken or partially recovered. The final parts of Chris and Yrgol dev journals were found here:
Chris: https://web.archive.org/web/20011202065630/http://bidforpower.com/
Yrgol: https://web.archive.org/web/20020520060044/http://www.planetquake.com/Bidforpower/
On markdown editions, the data log is complete.

... And more dev journals can be found here.

Docs



  • cfg files:

A sample inside models/players/player_name/default.cfg:

Server config:

Attacksets:

Weapon settings:

BFP config (a sample of how the game saves general binding and BFP cvar stuff in a cfg file):

Disclaimer

The game elements such as characters, and events depicted in this game are fictitious. Any resemblance to actual persons, living or deceased, or real events is purely coincidental.

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