// $Id: example.cfg,v 1.13 2000/09/07 17:45:50 roderick Exp $ // Copy this file to "autoexec.cfg" in your server's directory and // customize as desired. See the "Configuring" file for detailed info // about these settings. // These are basic generic settings which should be included on any // public server. pausable 0 sv_aim 1 sv_gamedir rune-rjs sys_ticrate 0.1 // These you can customize. hostname "My Server" fraglimit 50 timelimit 30 // deathmatch // // 1 items respawn DM_RESPAWN // 2 weapons stay DM_WEAPONS_STAY // 4 long quad respawn DM_LONG_QUAD_RESPAWN // 8 quad replacement DM_QUAD_REPLACEMENT // 16 pentagram replacement DM_PENT_REPLACEMENT // 32 lan mode DM_LAN_MODE // 64 exit attempt doesn't kill you DM_EXIT_NON_FATAL // 128 no discharging DM_NO_DISCHARGE // 256 powerups don't drop DM_NO_DROP_POWERUP // 512 no alternate weapons DM_NO_ALT_WEAPONS // 1024 armor doesn't drop DM_NO_DROP_ARMOR // 2048 damage-based frag scoring DM_DAMAGE_MATCH // This turns on everything except for LAN mode and damage-based frag // scoring. This is the way I run my server. // // 1 + 2 + 4 + 8 + 16 + 64 + 128 deathmatch 223 // teamplay // // 1 health protect TEAM_HEALTH_PROT // 2 frag penalty TEAM_FRAG_PENALTY // 4 armor protect TEAM_ARMOR_PROT // 8 enforce two teams TEAM_2_TEAMS // 16 enforce three teams TEAM_3_TEAMS // 24 enforce four teams TEAM_4_TEAMS // 32 match mode TEAM_MATCH_MODE // 64 team change any TEAM_CHANGE_ANY // 128 team change top dog TEAM_CHANGE_TOPDOG // 256 no team voting TEAM_NO_VOTE // This protects your teammate's health and armor, but doesn't require // anybody to be on a team. // // 1 + 4 //teamplay 5 // This does the same and forces everybody to be on one of three teams. // The player with the most frags can switch teams (either by changing // colors directly or (more safely) by using the team-change command. // // 1 + 4 + 16 + 128 //teamplay 149 // noexit // // 1 no exiting NOEXIT_NO_EXITING // 2 allow exiting start level NOEXIT_ALLOW_EXITING_START // 4 randomize NOEXIT_RANDOMIZE // 8 select level by number of players NOEXIT_CHOOSE_BY_NPLAYERS // 16 use Marlinspike levels NOEXIT_MARLINSPIKE_LEVELS // 32 don't loop back to dm1 after dm6 NOEXIT_DM_NO_LOOP // 64 * max players before forwarding NOEXIT_FORWARD_MULT // You can't exit any level. The next level to play is chosen by the // number of players. If nplayers level selection is turned off the DM // maps will still be played (in sequence with the normal maps). // // 1 + 8 + 32 noexit 41 // In Quakeworld you'd use this instead: //serverinfo noexit 41 // temp1 // // 1-63 number of runes T1_NRUNES_MASK // 64 rune selection by impulse T1_RUNE_CHEAT // 128 runes don't drop when killed T1_NO_DROP_ON_DEATH // 256 can pick up own rune T1_CAN_GET_OWN_RUNE // 1024 random rune models T1_RANDOM_RUNE_MODELS // 2048 fast rune spawn T1_FAST_RUNE_SPAWN // 4096 * max players T1_MAX_PLAYERS_MULT // // 262144 free hook T1_FREE_HOOK // 524288 Lithium hook T1_LITHIUM_HOOK // // 65536 no rune drop delay T1_RUNE_DROP_DELAY_0 // 66048 15 second rune drop delay T1_RUNE_DROP_DELAY_15 // 131072 30 second rune drop delay T1_RUNE_DROP_DELAY_30 // 512 60 second rune drop delay T1_RUNE_DROP_DELAY_60 // 131584 120 second rune drop delay T1_RUNE_DROP_DELAY_120 // 196608 240 second rune drop delay T1_RUNE_DROP_DELAY_240 // 197120 rune dropping disabled T1_RUNE_DROP_DELAY_INF // About the first changes I made to the mod were to have your rune drop // when you died, and to make a particular rune always used a particular // model. I now think these were mistakes, because they help good players // more than they help poor players (the good players can more easily get // the powerful runes). // // I also like to couple this with a longer rune drop delay. With a 30 // second drop delay and random runes, players are likely to stick with // any reasonablly good rune instead of continuing to try to find one of // the best runes and risk being stuck with a stinker. This, too, hurts // the good players more than the poor players, so I think it's good for // the game. // // Also set are Lithium hook mode, a maximum of 10 players in the game, // and at most 8 runes on a level. // 8 + 128 + 1024 + 131072 + 4096*10 + 524288 temp1 697480 // In Quakeworld you'd use this instead: //serverinfo temp1 697480