Title    : Clanring CRMod++ v4.02
Filename : crmod402.zip
Version  : 4.02
Date     : June 9, 1998
Authors  : J.P. Grossman (a.k.a. Mephistopheles) and Paul Baker
Email    : jpg@ai.mit.edu, pbaker@mpog.com
URL      : http://www.mpog.com/clanring/crmod


============
User's Guide
============

    /-------------\
1.0 Getting Started
    \-------------/

The following is a five step self-help program to turn your plain old
computer into a bona-fide Clanring CRMod++ v4.02 Quake server:

1. Create a subdirectory in your Quake directory called 'cr4' or whatever
   else you feel like calling it.
   
2. Unzip the contents of crmod401.zip into this new subdirectory.

3. Edit autoexec.cfg, crmod.cfg, levels.cfg and userdefs.cfg.  Each of these
   files is commented with editing instructions.

4. Run the crmake utility.  (crmake.exe in Win95/NT or crmake.linux in linux)

5. Start up your quake server with '-game cr4' in the command line replacing
   'cr4' with whatever name you gave your subdirectory.
   
Examples:  

  winquake.exe -zone 512 -game cr4 -dedicated +hostname godzilla 
  unixded -zone 512 -game cr4 -dedicated 16 +hostname bambi
  
It is *strongly* recommended that you place '-zone 512' in the command line.
Otherwise the server may crash with a Z_Malloc error when it tries to read
some of the larger camera/entity files included with the mod.

    /--------\
2.0 Play Modes
    \--------/

The CRMod++ server supports the following three play modes:

Normal   -  Standard FFA deathmatch mode.

Match    -  Match mode for tournament play (see section 2)

Practice -  Phat respawns (200 armour, 100 health, all weapons)
	 -  Unlimited ammo
	 -  When you damage another player, the player name and the
	    amount of damage are displayed on the screen
	 -  When you are killed, the health of the person who killed you
	    is displayed on the screen
	 -  Weapon, ammo and backpack items do not appear (this reduces
	    network traffic)

By default, the server starts up in normal mode.  To start it in match mode
use +samelevel 2 in the command line.  To start it in practice mode use
+samelevel 4.  Note: for some reason the +samelevel X command does not get
parsed properly if it is at the end of a long command line.  So if you 
are having problems (i.e. server starts in Normal mode even with 
+samelevel 2) or if you just want to play it safe, place +samelevel X
immediately after the quake program name, e.g.

winquake +samelevel 2 -dedicated 16 -game cr4 +hostname Banana_Split

To change modes once the server has started, use the commands 'normal',
'practice' and 'match'.  They can be entered either by an administrator
or directly into the quake servers console.  When mode voting is enabled,
players can also use these commands to initiate a vote to change modes.
Mode voting is toggled using the 'modevote' command, and is disabled by 
default.

    /--------\            
3.0 Match Mode
    \--------/

Match mode provides tournament play between two teams.  All players are
gibbed at the start and end of a match, and a team's score is the sum of the
frags of each player on the team.

3.1 Joining a Match

As in Clanring3.0, all players start in observer mode.  To join a team, first
choose a colour by typing 'color <shirt> <pants>' in the console, or just
'color <pants>' (e.g. 'color 8 2').  Then type 'ready' to commit to the
team with the specified pant colour.  To uncommit yourself type 'notready';
this only works *before* the match begins.  At any point before or during
the match type 'observer' to leave the match and become an observer.

3.2 Timer

By default, the timer starts when there are two teams and all non-observers
are ready.  The match begins one minute after the timer starts.  If a player
uncommits the timer stops; it will restart (at T minus one minute) once
all players are ready.  All items will respawn at T minus 30 seconds.

If there are two teams present but someone is not ready, players may vote
to force the timer to start using the 'timerstart' command.  During
the match players may vote to pause the match using the 'timerstop'
command, then restart it using the 'timerstart' command.  At any point if
both teams become empty then the match is aborted and the timer is stopped.

3.3 Team Size

Team size is set dynamically; when the match begins the team size is taken
to be the size of the larger of the two teams.  Once the match has started,
a player may only join a team whose size is less than this teamsize.  To
remove this restriction and allow players to join at will, match participants
must vote to unlock the match using the 'unlock' command.  After new players
have been joined, the team sizes can be re-capped using the 'lock' command.

3.4 Ghosts

When a player commits to a team they are assigned a three digit ghost code.
If the player becomes disconnected during the match, they can reconnect and
enter their ghost code using the 'ghost' command to rejoin the match and
restore their colour, frags and statistics.  This is the ONLY circumstance
under which a player may ghost themselves; in particular a ghost code
cannot be used if the owner of the ghost is still connected to the server,
and if a player leaves a match by becoming an observer then their ghost is
destroyed.

Players are given their ghostcode as soon as they ready up, and they can 
view it at any time before or during the match using the 'ghostcode' command.
To prevent players from using someone else's ghost, only administrators
can view the ghost database using the 'ghostlist' command.  This may seem
a bit draconian, but it works out; if a player is disconnected and forgets
their ghostcode, then either it's not an important match in which case it
doesn't really matter, or it *is* an important match in which case there 
should be an administrator present who can provide the player with his/her
ghostcode.

3.5 Match Start Points

Match start points may be specified in addition to the usual spawn points to
prevent telefrags at the start of a match.  They are ONLY used at the start
of a match, and they are only used if there are more players than spawn
points.  Match start points for a level are specified in that level's
entity file (see section 9).

3.6 Spawning

All players spawn simultaneously at the start of the match independent of
whether or not they are pressing jump/fire.  During the match, press jump or
fire to respawn after being killed.  Players are respawned automatically
after being dead for 5 seconds.

3.7 Overtime

Administrators may specify an overtime of 1, 2, 3, 4, 5 or 10 minutes.  If
the match is tied at the end the overtime automatically starts; the overtime
period will repeat until the tie has been broken.

    /------------\
4.0 Observer Modes
    \------------/

Anyone can become an observer by typing "observer", "walk", "flyme", "chase",
"autochase", "eyecam", "camera" or "autocam" in the console.  There are seven
observer modes corresponding to the last seven of these commands.  In
addition, there is a "tournament" mode for chase and autochase which is 
toggled using the "tourney" console command.

The observer moves around on their own in walk and fly mode; in all other 
modes movement is automatic.  In both walk mode and fly mode the observer 
automatically moves through doors, and teleports are functional.

To re-enter the game, use the "ready" console command.

4.1 Walk Mode

In walk mode the observer moves exactly as if they were a regular player, but 
of course they don't interact with the game at all.  This includes jumping
and moving in water.  The only difference is that up and down motion is
faster under water.  When in walk mode, hold down the fire button to fly.

Whenever a player appears in the line of sight, that player's name appears on 
the screen and their information appears in the status bar.

4.2 Fly Mode

In fly mode the observer moves exactly as if they were under water - this 
includes moving up and down (although the up/down motion, as in walk mode, is 
faster than in normal quake).  The following controls are used in fly mode:

jump        - move up
+moveup     - move up
+movedown   - move down
attack      - fly through walls

As in walk mode, whenever a player appears in the line of sight, that player's 
name appears on the screen and their information appears in the status bar.

4.3 Chase Mode

In chase mode movement is automatic; the observer chases the currently 
selected player.  That player's name appears on the screen and their 
information appears in the status bar.  The following controls are used 
in chase mode:

attack      - freelook
jump        - select next player
attack+jump - select previous player

4.4 Autochase Mode

Autochase is exactly the same as chase mode except that the server will 
periodically decide who the most interesting player is to chase.  The 
controls are exactly the same as for chase mode.

4.5 Tournament chase mode

In both chase and autochase modes, tournament chasecam mode can be toggled
using the "tourney" console command.  In tournament mode when there is an
enemy present their name will appear on the screen (in addition to the
name of the player being chased) and the camera will look in their direction.
Tournament chase mode is enabled by default.

4.6 Eyecam Mode

In eyecam mode the observer sees through the eyes of the selected player, 
rather than chasing them from behind.  As in chase mode, the selected player's 
name appears on the screen and their information appears in the status bar.
There is no auto mode or tournament mode for eyecam.  The controls are 
exactly the same as those for chase mode.

4.7 Camera Mode

In camera mode the observer simply sits at a camera and watches one of the
areas in the level.  It was included fairly specifically for the purpose of
setting up a few large displays to watch a live tournament.  The controls
for camera mode are as follows:

attack      - freelook
jump        - select next camera
attack+jump - select previous camera

4.8 Autocam

Autocam mode adds cameras to autochase, so in addition to switching from 
player to player the server will also occasionally switch to a camera.
The controls are exactly the same as for camera mode.

4.9 Heads Up Display

There is an optional heads up display for showing player information in all
observer modes; it is toggled using the "headsup" console command.  The 
heads up display contains the player name, weapon, armour type and value,
health, ammo, and ring, suit and quad flags.  When the headsup display is
active in tournament chase mode then enemy's name is *not* shown.  Also,
the match mode display "X up by Y" is not shown with the heads up display.

4.10 Smoothing

Use the "smooth" console command to toggle camera smoothing.  This is the only
command which does *not* use an impulse; it is an alias to directly toggle
the console variable cl_nolerp.  Smoothing does not help, and should not
be used, in walk and fly modes, or during regular play.  The server will
automatically turn smoothing off when an observer enters walk/fly mode or
readies up.

    /-----------\
5.0 User commands
    \-----------/

help          impulse   description
----          -------   ------------
help-server     100     Show main help commands
help-match      129     Match mode help
help-misc       105     Misc commands
help-observer   101     Show observer commands
help-walk       144     Show observer walk mode controls
help-fly        145     Show observer fly mode controls
help-chase      146     Show observer chase mode controls
help-camera     156     Show observer camera mode controls
commands        106     List all commands and impulses
levels          107     List all levels recognized by the server
vinfo           117     Show server version info

match         impulse   description
-----         -------   ------------
ready           120     Leave observer mode / commit to a team in match mode
notready        121     Used to uncommit in match mode
unlock          122     Request to unlock match (allows new players to join)
lock            130     Request to re-cap the team sizes
ready?          123     List the players that are not ready
timerstop       124     Request to pause a match
timerstart      125     Request to start/restart the timer
ghostcode       126     Display your ghost code
ghost           127     Restore yourself from a ghost
score           128     Show time left and score in match
+teamscores     N/A     Bind this to a key.  Shows time left and score.
timelimit5      215     Request change in match timelimit to 5 minutes
timelimit10     216     Request change in match timelimit to 10 minutes
timelimit15     217     Request change in match timelimit to 15 minutes
timelimit20     218     Request change in match timelimit to 20 minutes
timelimit25     219     Request change in match timelimit to 25 minutes
timelimit30     220     Request change in match timelimit to 30 minutes

observer      impulse   description
--------      -------   ------------
observer        140     Enter observer mode
walk            141     Enter walk mode
flyme           142     Enter fly mode
chase           143     Enter chasecam mode
autochase       155     Enter autochase mode
eyecam          149     Enter eyecam mode
camera          153     Enter camera mode
autocam         154     Enter autocam mode
headsup         148     Enable/disable heads up display
tourney         151     Toggle tournament chasecam mode
smooth          N/A     Toggle camera smoothing for chase, camera and eyecam

misc          impulse   description
----          -------   ------------
admin           108     Enter administrator code
motd            109     Show the message of the day
yes             115     Used for voting
no              116     Used for voting
normal          208     Request to set playmode to 'normal' (FFA)
practice        209     Request to set playmode to 'practice'
match           210     Request to set playmode to 'match'
setquad         221     Request to enable/disable quad
setpent         222     Request to enable/disable pentagram
setring         223     Request to enable/disable ring of shadows
nogibs          225     Request to disable gibs
lowgibs         226     Request to set gibs to 'low' (less network traffic)
highgibs        227     Request to set gibs to 'high' (default quake gibs)
killstats       110     View kill statistics for each player
efficiency/eff  111     View weapon efficiency statistics for each player
stats           112     View kill/weapon summary statistics for each player
quadstats       113     View kill/weapon quad statistics
autoweapon/aw   114     Toggle smart autoweapon switching
obits           211     Request to enable/disable extended obituaries
ticrate         118     View sys_ticrate

To request a level change, enter the name of the level in the console.
Valid level names are:

    start       - Start level; stairs appear if all runes are present
    start0      - Start level; force no stairs
    start1      - Start level; force stairs
    end         - End level
    e1m1-e1m8   - Episode 1
    e2m1-e2m7   - Episode 2
    e3m1-e3m7   - Episode 3
    e4m1-e4m8   - Episode 4
    dm1-dm6     - Deathmatch levels
    <any user specified level>

User specified levels are defined in userdefs.cfg and added to progs.dat
using the crmake utility.

All requests (timelimit, gibs, level change, etc.) are followed by a vote.
Votes are passed by majority.  Observer votes are given less weight than
non-observer votes.

    /----------------\
6.0 Administrator Mode
    \----------------/

To become an administrator, use the command 'admin' and then enter the code
digits in the console one at a time.  The file admin.scr will do this
automatically for the supplied password - to use it place it in your id1
directory and type "exec admin.scr" in the console (it is recommended that
you change the password by editing crmod.cfg and admin.scr).  If you make a
mistake while entering the password, type 'admin' to start over.  Players who 
have the number keys 0-9 bound to impulses 1-10 can use these keys to enter 
the administrator password instead of typing the digits in the console.
Administrators can participate in the game.

All user commands are available to administrators.  Requests are granted
immediately (there is no vote).  In addition, if a non-administrator
initiates a vote, then the vote is either passed or cancelled immediately
if the administrator enters 'yes' or 'no' in the console.

The following commands are available to administrators only:

command       impulse   description
-------       -------   ------------
help-admin      200     List admin commands
dmset           207     Set deathmatch mode (1/2/3)
ghostlist       212     List all ghosts in the database
kick!           213     Kick a player
abortmatch      214     Aborts a match in progress
setcharge       224     Enable/disable practice mode discharging
modevote        228     Enable/disable voting to change modes
options         229     Brings up the on-screen options menu
nextspawn       246     Go to the next spawn point
makespawn       247     Create a new spawn point
nextcam         248     Go to the next camera
makecam         249     Create a new camera
spot            250     View coordinates and angles for current location
qsmack          37      Send a command to the Qsmack bot

The options menu can be used to set playmode, timelimit (for all modes),
fraglimit, overtime, gibs, teamplay, noexit, pausable, quad, pent, ring,
modevote and sys_ticrate.

    /---------------------\
7.0 Server Console Commands
    \---------------------/

The following commands can be entered directly into the console of a 
dedicated server:

sping      - VERY approximate client ping times (usually a bit too high)
time       - Show how much time has elapsed on the current level
s          - Show server status, including elapsed time
score      - Show time left and score in match
ghostlist  - List all ghosts in the database
killstats  - View kill statistics for each player
efficiency - View weapon efficiency statistics for each player
stats      - View kill/weapon summary statistics for each player
quadstats  - View kill/weapon quad statistics
normal     - Change playmode to 'normal' (FFA)
practice   - Change playmode to 'practice'
match      - Change playmode to 'match'
setquad    - Enable/disable quad
setpent    - Enable/disable pentagram
setring    - Enable/disable ring of shadows
nogibs     - Disable gibs
lowgibs    - Set gibs to 'low' (less network traffic)
highgibs   - Set gibs to 'high' (default quake gibs)
setcharge  - Enable/disable practice mode discharging
modevote   - Enable/disable voting to change modes
obits      - Enable/disable extended obituaries
dmset      - Set deathmatch mode (1/2/3)
vinfo      - Show server version info
commands   - Show list of commands

    /----------\
8.0 Config files
    \----------/

The file "crmod.cfg" sets the administrator password using the command

temp1 <password>

The password can be any combination of four to seven digits; the first
digit must be non-zero.

The file "levels.cfg" sets the order of levels for normal (FFA) or practice 
mode.  The file should contain a list of levels to loop through, one level 
per line.  Valid level names are those listed in section 3.  A single level 
can appear multiple times in the order.  THIS FEATURE IS ONLY AVAILABLE FOR
DEDICATED SERVERS.

The file "userdefs.cfg" set the maximum number of suicides per level, the
user-specified levels, the user MOTD, and the Qsmack logon password.

crmod.cfg and levels.cfg are read by the server directly.  userdefs.cfg is
not read by the server; it is incorporated directly into progs.dat using the
crmake utility (see readme.txt for instructions).

    /---------------------\
9.0 Entity and Camera Files
    \---------------------/

When running a DEDICATED server it is possible to add entities to levels.
The entities directory contains, optionally, one entity file for each
level.  When a level starts, the server attempts to read the entity file
which contains entity definitions.  The format for an entry in an entity file
is as follows:

scr_ofsx <x-coord>
scr_ofsy <y-coord>
scr_ofsz <z-coord>
v_ipitch_level <pitch>
v_iyaw_level   <yaw>
v_iroll_level  <roll>
<entity declaration>

Version 4.0 supports two types of entities: match start points (described in
section 2.5) and regular spawn points; the declarations are 'newstart' and
'newspawn' respectively.  pitch and roll are not used for these entities
(they are forced to 0).  It is also possible to remove spawn points by
specifying the coordinates and using the 'killspawn' declaration (see
e3m7.ent).

The cameras directory also contains one file (optionally) per level which
adds cameras to the level.  The format of the entries in camera files is
the same as the format of the entries in level files; the entity
declaration is 'newcam'.

     /------------\
10.0 QSmack Support
     \------------/

There are three things you need to do to set up QSmack to run with CRMod++:

i)  Set ban_impulse to 20 in the QSmack config file.  This is not a typo;
    CRMod++ does *not* use the standard ban_impulse of 220.

ii) Set the five QSmack logon impulses in the QSmack config file using numbers
    in the range 20-250.

iii) Set the five user variables QSMACK1 - QSMACK5 in userdefs.cfg to match
     these logon impulses

For example, here is a valid QSmack config file:

quakeserver            starcastle.idle.com:26000
player_name            theBot
shirt_color            0
pants_color            0
log_file               26000.log
ban_impulse            20
init_impulse           99
init01_impulse         20
init02_impulse         250
init03_impulse         107
init04_impulse         69
banfile                ban.26000
stats_file             stats.log
listen_port            36000
password               PeelMe

To make it work with your CRMod++ server, set the QSMACK variables in
userdefs.cfg as follows:

QSMACK1 = "99";
QSMACK2 = "20";
QSMACK3 = "250";
QSMACK4 = "107";
QSMACK5 = "69";

Server administrators can send commands to the QSmack bot using the 'qsmack'
console command (aliased to impulse 37).  For more information, consult the
QSmack website:

http://lemur.stanford.edu/clan9/qsmack/

     /------------------------\
11.0 Other Features / Bug Fixes
     \------------------------/

11.1 Statistics

The server maintains kill, weapon and quad statistics for each player.  The 
kill statistics are: total frags, number of enemies killed, number of 
teammates killed, number of times killed self, and number of times killed by 
enemy.  The weapon statistics give efficiencies for bullets, nails, rockets 
and lightning gun.  For each of these, efficiency is equal to the total damage
done to enemies and shootable switches divided by the total damage fired.
'damage fired' is computed as follows:

    attack          damage fired
    ------          ------------
    shotgun             24
    super shotgun       56
    nailgun             9 per nail
    super nailgun       18 per nail
    rocket              120
    rocket jump         0
    lightning gun       30 per frame
    discharge           not counted

Rockets that don't hit near an enemy and aren't fired near an enemy are
assumed to be "defensive" shots are not counted towards efficiency.
Statistics for each player may be viewed using the 'killstats', 'efficiency',
'quadstats' and 'stats' commands.  The 'stats' command gives overall weapon 
and kill efficiency, where weapon efficiency is equal to the total damage done 
divided by the total damage fired, and kill efficiency is equal to the number 
of enemies killed divided by the total number of kills that the player was 
involved in (enemies, self, teammates, killed by other).

11.2 Autokicking

The server will automatically kick any player who suicides more than the
maximum allowed number of times (specified in userdefs.cfg) times on the same
level.  The server will also kick any player that becomes disconnected for 20
seconds (this prevents the other team from racking up bogus frags).

11.3 Player Name Check

Clients that connect with names "" or "unconnected" are renamed to "player".
Clients that rename to "" or "unconnected" while playing are kicked.

11.4 Suicide during intermission

In original Quake you can suicide ("kill" command in console) during the 5 
second interval between levels.  It's very strange because you reappear with 
size zero and you can move around.. try it the next time you suspect you are
on a server that might not have this bug fixed!

11.5 Impulse 11

This is the cheat command that makes runes appear in the bottom right hand 
corner.  In original Quake, the cheat command was not disabled for deathmatch 
play and any player could enter it.  Due to another bug in original quake,
this could lead to a "trapped at start with stairs showing" condition.

11.6 Non-zero velocity on respawn

In original quake, gibbed players who respawned before their heads stopped
bouncing would respawn with their old velocity.  This has been fixed.

11.7 Autoswitching

When smart weapon switching is enabled, you will not switch to lightning gun
when it is acquired underwater (either by picking it up directory or by 
getting a backpack).  You will also not switch to rocket or grenade launcher 
when these items are obtained from a backpack.  Smart weapon switching is
toggled using the 'autoweapon' command ('aw' for short).

11.8 Bad respawns in e3m7

Players who were killed in e3m7 often respawned exactly where they died
(which is particularly bad if they died in lava).  This was due to a bad
spawn point which has been removed (see section 9.0).

11.9 chase_active

Winquake has a console flag called chase_active which is not disabled in
multiplayer games.  When set, it places the viewpoint behind the normal
location which, when a player is backed up against a wall, can allow the 
player to see other parts of the map (thus a team could potentially use
this to cheat).  chase_active has been disabled in CRMod++.

11.10 Glowing bodies

Players who die or disconnect with quad damage or pentagram lose their
glow.  No more radioactive bodies.

11.11 Disconnect Ghosts

A bug in the Quake code sometimes allows clients to disconnect improperly,
leaving behind a white ghost.  These ghosts are automatically detected and
removed in CRMod++.

11.12 Connect Failures

One of the more notorious bugs in Clanring 3.x was the one that prevented
players from connecting, often requiring multiple attempts.  This issue has
been resolved.

11.13 Extended Obituaries

The regular quake obituaries were getting old, so we added some new ones.
For those who are purists and insist on sticking to the regular obituaries,
the 'obits' command toggles extended obituaries.

11.14 Gibs

Three gibs settings are provided: high, low and disabled.  'High' gibs is the
default quake gibbing, and is meant for servers where most players have good
connections.  'Low' gibs reduces network traffic significantly by using fewer 
gibs which disappear sooner; it maintains the gibbing effect in a more 
HPB-friendly way.  Players are not gibbed if gibs are disabled; this setting 
has the lowest network traffic and should be used if the gibs are lagging some
of the players.

11.15 Teamscores

There is a new command, +teamscores, which should be bound to a key.  When 
the key is pressed during or after a match, the team scores and animated time
remaining are displayed in the scoreboard.

Example of binding +teamscores to a key:

bind q +teamscores

11.16 Deathmatch 3

The original release of quake featured two deathmatch modes: deathmatch 1
(standard) and deathmatch 2 (weapons didn't disappear when picked up;
items didn't respawn).  Clanring 4.0 features a third mode, deathmatch 3,
in which weapons don't disappear but items *do* respawn, and ammo
respawns in 15 seconds as opposed to the more standard 30.  To enter this
mode, type "deathmatch 3" in the server console, or use the console 
command 'dmset', or use the administrator command 'dmset'.

     /------------\
12.0 Bugs not fixed
     \------------/

Some QuakeC bugs were found but not fixed because they weren't too drastic
and fixing them would affect game play.  They are mentioned here for the sake
of completeness and interest.

12.1 Reverse Telefrag

Players who teleport onto a player protected by the pentagram were originally
supposed to get fragged themselves with the message "Satan's power deflects
<player>'s telefrag".  However, this was never quite implemented.  The result
is that 50,000 damage points are done to the player with the pentagram (the
usual telefrag).  However, the pentagram keeps the player alive, so the only
effect that the damage has is to nuke whatever armour was left and give the
player one HELL of a push (the momentum that is added when damage is
sustained is proportional to the amount of damage, in this case 50,000).  The
result is that the player suddenly finds himself in a very different place.
This obviously doesn't happen very often, but it's strange as heck when it
does.

12.2 Start with Stairs

There was never supposed to be a start deathmatch level with the stairs 
showing.  The floor of that area has a special flag that causes it to 
disappear when all four runes are present; this opens the way to the
teleporter that takes you to Shub-Niggurath in non-deathmatch play.  But
there is also a wall which has a flag that causes it to appear in deathmath
play.  The result is stairs that don't lead anywhere!  The original QuakeC
code tried to avoid this by never going back to start with all four runes.
It failed.  The result was a start with stairs, and the "trapped at start"
problem mentioned earlier.  Since some players may actually enjoy this odd
level, it has been included as 'start1' in the Elohim server.

12.3 Teleport time

There is supposed to be a delay time after teleporting during which you
cannot teleport again, but this was not fully implemented.  HPB's are quite
familiar with the result of this on DM5.

     /------------------\
13.0 Recommended Settings
     \------------------/

The following settings are recommended for FFA play:

-zone 512 -dedicated 12 -deathmatch 1 +pausable 0 +noexit 1 +sv_aim 2 
+timelimit 30 +fraglimit 50

zone 512 was explained in section 1.  dedicated 12 allows for a reasonable 
number of players.  The maximum allowed by Quake is 16; this is almost always 
too many.  Most good servers set the limit to 10 or 12.  deathmatch 1 is 
pretty standard and self-explanatory.  pausable 0 prevents players from 
pausing the game, which can be badly abused.  noexit 1 prevents a rapid 
progression through levels when there's always one person who doesn't like 
such and such a level.  sv_aim 2 allows players to shoot where they aim - it 
removes the vertical correction that is annoying to all experienced quake 
players.  timelimit and fraglimit are of course more subjective.. I have found
30, 50 to be quite reasonable.  Note the *absence* of teamplay 1; all serious 
quake servers use teamplay 0 to prevent really cheap tactics with grenades, 
rocket launchers and lightening gun discharges.

If the server is to be run in match mode, then -dedicated 16 is recommended
to allow for the maximum number of observers, and teamplay will be set to 2
automatically.



Send questions/comments/suggestions/bug reports to crbug@mpog.com

