// Custom Server Settings: OSP Tourney DM - Quake3
// -----------------------------------------------
// Version: 1.0
// Date:    14 Dec 2001
// Email:   rhea@OrangeSmoothie.org
// WWW:     http://www.OrangeSmoothie.org
// IRC:     irc.enterthegame.com: #osp
//
//
// Note: Do *not* use this config as a base for your own custom
//       server configs!  Please use one of the other included
//       example configs as a base and refer to this document
//       for information on each option, as needed.
//
// Recommended dedicated server command-line:
//
//    quake3 +set dedicated 2 +set fs_game osp +exec <config>
//

// =========================
//    STARTUP (Reference)
// =========================
// admin_log <logname>
//	Logs additional server information that describes such things
//	as IP addresses of players, attempts to referee status, ref
//	commands issued, etc.  Setting the paramter to null ("") or
//	"none" will disable this logging (the default).
//
// decal_directory <directory>
//	Specifies the directory under the main osp/ directory to
//	look for map decal definitions (default = "decals").
//
// dmflags <df_mask>
//	id's Quake3 options for gameplay (default = 0):
//	
//	df_mask:
//	--------
//	8  - No falling damage
//	16 - Fixed FOV
//	32 - No footsteps
//
// filter_file <filename>
//	Specifies the file to use for server client filters
//	(default = "filters.txt").  Please refer to the
//	Docs/Player-filters-q3.txt file for more information on
//	player filters.
//
// g_spectatorInactivity <value>
//	Specifies the time (in seconds) that a spectator has to sit idle
//	on a server until they are automatically kicked from the server.
//	A value of 0 disables this option (the default).  A value of < 0
//	will prevent any spectators from remaining on the server.
//
// player_file <filename>
//	Specifies a list of playernames who are only allowed to connect
//	to the server (default = "none").  Playernames are to be added
//	to the file specified in this variable.  If this option is used,
//	ONLY players with the names listed can connect to the server.
//	(Note: this option will be enhanced in the future to allow more
//	flexible player allowances/banning).
//
// player_always <name>
//	Specifies starting tag of a playername that allows a player
//	to connect regardless of what follows the tag.  This player
//	can NEVER enter the game, however.  Note: QTV observers with
//	"QTV" starting in their name is hardcoded in the server, so
//	this option allows for QTV and one other allowed forced
//	spectator name tag.
//
// pmove_fixed <0|1>
//      Allows clients to utilize enhanced client sampling (also named
//      the same: pmove_fixed on the client).
//
// osp_gamename <0|1>
//	Allows OSP to run as "baseq3" for UI server browser filtering.
//	This allows server ops to let clients use the in-game browser
//	and select their server if the client uses the FFA/1v1/etc.
//	filter types.
//		  0 - Shows up as "FFA/1V1/TDM/CTF/???"
//		* 1 - Shows up as "osp"
//	---> Note: To use this properly, you will have to put everything
//	 (configs, subdirectories, etc.) in the baseq3/ directory, copy
//	 the "game" .pk3 in the paks/ directory into the baseq3/
//	 directory and rename it to something like "zzzosp-game099.pk3"
//
// roundlimit <value>
//	Specifies the number of rounds for a team to win to win the
//	overall match in ClanArena mode (default = 7).
//
// server_availmodes <flags>
//      Specifies which internal configurations are available for
//      voting.  Check the Docs/osp-q3-Mode-info.txt for complete
//      info. (Default = 63 - all modes available for voting).
//           <flags>:
//                  1 - FFA
//                  2 - 1V1
//                  4 - FFA (competition)
//                  8 - Team DM
//                 16 - CTF
//                 32 - Clan Arena
//
// server_customclient <flags>
//	Specifies what custom options can be enabled on the client.
//	(Default = 15 - Everything but timer disable)
//		<flags>:
//                  1 - Enable 125Hz sampling. [DEPRECATED, see: pmove_fixed]
//                  2 - Allow cg_truelightning usage.
//                  4 - Custom graphics used with cg_altPlasma and
//                      cg_altLightning is allowed.
//                  8 - Toggles client usage of OSP-based HUD.
//                 16 - Disables the drawing of the match clock.
//
// server_fastrail <0|1>
//	* 0 - (Promode) Server defaults to 1500 msec railgun switching delay.
//	  1 - (Promode) Server defaults to 1000 msec railgun switching delay.
//
// server_gfxspecfile <filename>
//      Defines custom graphics to display on the client.  Server
//      also needs to have graphics available for download.  Please
//      see osp/Docs/osp-q3-Server-gfx.txt for complete details.
//      (Default = "none" - Custom server graphics disabled)
//
// server_lgcooldown <0|1>
//	* 0 - (Promode) Server defaults to 0 msec LightningGun switching delay.
//	  1 - (Promode) Server defaults to 200 msec LightningGun switching delay
//	      (100ms if fastrail is enabled).
//
// server_maxpacketsmin <value>
//	Specifies minimum client cl_maxpackets setting (Default = 0,
//	no lower limit on client cl_maxpackets).
//
// server_maxpacketsmax <value>
//	Specifies maximum client cl_maxpackets setting (Default = 0,
//	no upper limit on client cl_maxpackets).
//
// server_motdfile <filename>
//      Defines an external file from which to read MOTD message to
//      display to an OSP-based client.  This file will override
//      any server_motdX variable setting (defined below).
//      (Default = "non" - No MOTD file defined).
//
// server_motdX <string> (X = 1 through 8)
//      Sets the server MOTD.  Each var is used to display a line in the
//      MOTD.  The message is terminated when the first NULL ("") line is
//      encountered.
//
// server_ospauth <value>
//	Custom OSP-based client-side authentication to verify the
//	integrity of a client's cgame module.  This option requires
//	the custom OSP client-side cgame.
//		* 0  - No additional authentication performed on clients.
//		  1  - Clients are verified that they are using an OSP
//		       client-side cgame + enhanced nopbot/.exe hack
//		       detection.
//		  2+ - Clients are only authenticated.
//
// server_promode <0|1>
//	Allows for enabling "ProMode" server settings for any mode of
//	play.  ProMode is a tweak on several basic gameplay features
//	to facilitate a faster style of play.  Clients should have the
//	official OSP client cgame and extra .pk3 files for proper play:
//		* 0 - Normal Quake3 settings (VQ3)
//		  1 - Promode-style of play  (Promode)
//
//	---> More info on ProMode Quake3 settings can be found at:
//			http://www.challenge-world.com
//
// server_realping <0|1>
//	Specifies whether spectators who are following player's in the
//	game will have their real ping reflected in the scoredboard
//	and remote server queries.
//		* 0 - Copy followed players ping (id default)
//		  1 - Show spec's real ping.
//
// server_record <bitmask>
//	Forces clients to take demos and screenshots of a match.
//	This options requires the custom OSP client-side cgame.
//		<bitmask>:
//		----------
//		* 0 - Client-side records are NOT enforced.
//		  1 - Record Demos
//		  2 - Take end-level screenshot
//		  4 - Include server name in demo name
//		  8 - Include server time for uniqueness
//            16 - Alternate recording style that does:
//                     SERVERNAME-PLAYERNAME-[#]
//                 For both demos and screenshots.  All other bits
//                 will be ignored if this option is set.  The [#]
//                 field will increase on each successful round
//                 played.  It will NOT be incremented if something
//                 like a match is aborted or a new map is loaded.
//
//		  Thus, a server_record value of 7 will: record demos,
//		  take end-level screenshot, and include the servername
//		  in the filename of the demo/screenshot.
// 
//		  A value of 3 will do the same without the server's
//		  name included.
//
//		  ---> Note: A match must be "All players ready" or
//		  forced to start by the referee to invoke this
//		  option on players.  Simply letting the warmup
//		  countdown to match start will NOT invoke the
//		  client-side recordings.  To be safe, just set
//		  "g_doWarmup 1" and "g_warmup 0" to guarantee
//		  for this option to work.
//
// server_thrufloors <0|1>
//	* 0 - Blast damage does NOT radiate through thin surfaces.
//	  1 - Default id Quake3 (version 1.17 and prior) format where
//            blast damage can be given through thin surfaces.
//
// server_timenudgemin <value>
//	Specifies minimum client cl_timenudge setting (Default = 0,
//	no lower limit on client cl_timenudge).
//
// server_timenudgemax <value>
//	Specifies maximum client cl_timenudge setting (Default = 0,
//	no upper limit on client cl_timenudge).
//
// viewcam_directory <directory>
//	Specifies the location of all "viewcam-<mapname>.cfg" files
//	(default = "cfg-viewcam").
//
set sv_pure 1
set sv_hostname "OSP Tourney DM"
set sv_maxclients 10
set bot_enable 0
set decal_directory "decals"
set dmflags 0
set timelimit 20
set fraglimit 30
set capturelimit 8
set roundlimit 7
set g_spectatorInactivity 0
set filter_file "filters.txt"
set osp_gamename 1
set player_file "none"
set player_always ""
set pmove_fixed 0
set server_availmodes 63
set server_customclient 15
set server_fastrail 0
set server_gfxspecfile "none"
set server_lgcooldown 0
set server_maxpacketsmin 0
set server_maxpacketsmax 0
set server_motdfile "none"
set server_motd1 " ^B^3*** Welcome to OSP Tourney DM/CA/CTF *** "
set server_motd2 "  "
set server_motd3 "      http://www.OrangeSmoothie.org"
set server_motd4 ""
set server_motd5 ""
set server_motd6 ""
set server_motd7 ""
set server_motd8 ""
set server_ospauth 0
set server_promode 0
set server_realping 0
set server_record 0
set server_thrufloors 0
set server_timenudgemin 0
set server_timenudgemax 0
set viewcam_directory "cfg-viewcam"


// =============
//    REFEREE
// =============
// ref_password <string>
//	Sets the password for in-game "referee" (admin) access.
//	Setting this password to "none" disables the referee feature
//	(default = "none").
//
set ref_password "none"


// ========================
//    GENERAL Q3 OPTIONS
// ========================
// bot_autoload <string>
//	Specifies names of bots to add after the server has loaded.
//	Bot names are delimited by spaces.  This variable allows the
//	server admin to automatically load bots on map start as if
//	the admin issued "addbot" commands.  ANY name can be used
//	for the bots.
//
// bot_checktime <value>
//	Specifies the number of seconds between bots joining/leaving
//	a server based on bot_minplayers setting (default = 10).
//
// g_gametype <value>
//	Specifies gametype the server is to start on startup:
//		0 - Free For All DM (FFA)  [default]
//		1 - 1v1 DM
//		2 - Single-Player
//		3 - Team Deathmatch
//		4 - Capture The Flag (CTF) Teamplay
//		5 - Clan Arena (CA)
//
// g_inactivity <seconds>
//	Specifies how long a player can idle before being kicked
//	from the server.  A value of "0" disables this feature
//	(default = 0).
//
// g_log <logfilename>
//	Specifies the name of the file to save all in-game
//	information.  Setting this to "" disables logging
//	(default = "games.log").
//
// log_default <0|1>
//	Determines if log format follows default id format or uses
//	the enhanced OSP format.
//		* 0 - Enhanced OSP logging format.
//		  1 - Default id logging format.
//
// log_stat <0|1|2>
//	Dumps player health/armor based on events that occur during
//	the game.  Note: VERY intensive logging here!!
//		* 0 - Not extra stat logging.
//		  1 - All stat-log events printed to logfile only.
//		  2 - Stat-log events also dumped to console.
//
set bot_checktime 10
set g_gametype 0
set g_inactivity 0
set g_log ""
set log_default 0
set log_stat 0


// ==============================
//    MATCH-RELATED PARAMETERS
// ==============================
// g_doWarmup <0|1>
//	Specifies whether a match should have a "warm-up"
//	period before actual gamplay begins.  In almost all
//	cases, these option SHOULD be set to 1 to make it
//	a more fair of a fight for slow connects from a
//	previous level (default = 0).
//
// g_warmup <seconds>
//	Specifies the maximum length of the warmup period,
//	if it is enabled.  This warmup period is shortened to
//	10 seconds once enough players are "ready".  If this
//	value is set to 0, and g_doWarmup is set to 1, then
//	players must manually "ready" themselves to start the
//	match -- much like the traditional method in such mods
//	as OSP Tourney DM	for Quake2 (default = 20).
//
// match_carespawn <0|1>
//	Determines whether clients respawn randomly when a round
//	begins for CA (ClanArena) mode.  This affects *only* the
//	CA gametype.
//	    * 0 - Clients do NOT respawn on round start.
//            1 - Clients respaawn when the round begins.
//
// match_cawarmupfire <0|1>
//	Specifies whether or not clients can shoot weapons during
//	warmup periods in the CA gametype.
//	      0 - Weapon firing is not allowed in CA warmup.
//          * 1 - Players can shoot weapons during warmup periods
//		    in CA.  No ammo, health or armor is lost during
//		    warmup.
//
// match_dropitems <0|1>
//	Allows players to drop items (weapons/ammo) in TDM mode.
//		* 0 - Players CANNOT drop weapons/ammo
//		  1 - Players CAN drop weapons/ammo
//
// match_hurtself <0|1>
//	Whether clients can hurt themselves with splash damage.
//		  0 - Clients can NOT hurt themselves.
//		* 1 - Clients can inflict damage on themselves.
//
// match_instagib <0|1>
//	* 0 - Match is in normal DM-style play.
//        1 - Match is in "instagib" style play: No items, players
//	      spawn with railgun and gauntlet, and each rail hit is
//            400 points of damage.
//
// match_lateJoin <0|1>
//	Specifies whether players connecting after a match
//	has started can freely join during the match.  This
//	option is ignored if g_doWarmup is set to 0.
//	    * 0 - Latecomers must sit and watch a match
//                in progress (i.e. they cannot join the
//                match uless: an in-game player unlocks his/her
//                team, an in-game captain invites the late-
//                connector to join his/her team, or a referee
//                manually places them on a team).  This option
//                is useful in coducting serious on-line matches
//                where disruptions in play of uninvited players
//                cannot be tolerated.
//            1 - This allows for the "traditional" id game join
//                mode, where anyone can join at anytime of the
//                match (barring the server is running in 1v1 mode).
//
// match_maxsuicides <value>
//     Configurable number of suicides before a client is kicked/banned
//     (default = 5).  A client will be kick/banned for a map that
//     /kill themselves the specified number of times, or suicide
//     (i.e. lava jumping) 2 * match_maxsuicides.
//
// match_minplayers <value>
//	Specifies the minimum # of players that must be in the game
//	before they can "ready" up to start the match (default = 2).
//	Note, this option is useful only if g_doWarmup = 1 and
//	g_warmup = 0.
//
// match_mutespecs <0|1>
//	Enables/disables spectator chat being displayed to active
//	players in the game when a match is in progress (for
//	teamplay modes only) (default = 0).
//
// match_poweruprespawn <60|90|120>
//    Specifies the time (in seconds) between powerups (except for
//    the BattleSuit, which is locked to 120).  Only available
//    in promode (default = 120 for CTF, 60 all other modes).
//
// match_overtime <0|1|2|3>
//	Specifies the type of overtime mode to handle in the case of
//	a scoring tie in 1v1/Team DM/CTF:
//
//		0 - Sudden Death: Match continues indefinately, first score
//		    wins (1v1/CTF default -- id default overtime handling)
//
//		1 - Sudden Death-Timed overtime: If the match is still
//              tied after x overtime rounds, the match will move
//              to sudden death with first score to win (Team DM
//              default -- unlimited 5-minute periods)
//
//		2 - No overtime: matches can end in a tie
//
//		3 - Tie-Timed overtime: If match is still tied after x
//		    overtime rounds, the match ends in a tie (like hockey).
//
// match_overtimecount <value>
//	Number of timed overtime rounds to play until either sudden
//	death or a tie is issued.  Note, setting this parameter to 0
//    will give an indefinate # of overtime periods until a victor
//    is determined (default = 0).
//
// match_overtimelength <minutes>
//	Number of minutes for a timed overtime round (default = 5).
//	This value must be >= 1 (forced inside the game).
//
// match_readypercent <percentage from 1-100>
//	Specifies the percentage of in-game players who must be
//	"ready" to start a match.  This can also be used to get
//	a match going on an otherwise long g_warmup "warmup" period
//	(default = 51).
//
// match_roundtimer <seconds>
//	Specifies the number of seconds between rounds once a match
//	has started (Clan Arena mode only) (default = 10).  Note,
//	the minimum value for this setting is 2 seconds, while the
//	maximum is 20.
//
// match_timeoutcount <value>
//	Specifies the number of timeouts allowed for each team in
//	teamplay (DM or CTF), or each player in 1v1 (default = 3).
//
// match_timeoutlength <seconds>
//	Specifies the length (in seconds) of each timeout
//	(default = 60).
//
// match_winbyscore <scorespread>
//	For 1v1 mode, this option specifies the point spread to reach
//	to finish a match.  This value, in conjunction with a low frag-
//	limit can speed up 1v1 matches.  This is a sort of "skunk"
//	setting when one player is really beating another player.  A
//	value of "0" disables this option (default = 0).
//
// warmup_armor <value>
//	Specifies the amount of armor given during warmup (for all
//	modes except CA).
//
set g_doWarmup 0
set g_warmup 20
set match_carespawn 0
set match_cawarmupfire 1
set match_hurtself 1
set match_instagib 0
set match_latejoin 0
set match_maxsuicides 5
set match_minplayers 2
set match_mutespecs 0
set match_overtime 1
set match_overtimecount 0
set match_overtimelength 5
set match_readypercent 51
set match_roundtimer 10
set match_timeoutcount 0
set match_timeoutlength 60
set match_winbyscore 0
set warmup_armor 0


// ==============
//    TEAMPLAY
// ==============
// team_allcaptain <0|1>
//	* 0 - Normal team captain assignments (1 per team).
//	  1 - All players on a team have the ability to invite
//		spectators or to call a time-out.  There is still
//		a single "true" captain.
//
// team_armordamage <0|1>
//	* 0 - No armor is stripped for self-inflicted blast damage
//		(Clan Arena gametype mode only).
//	  1 - Armor is stripped for self-inflicted blast damage
//		(Clan Arena gametype mode only).
//
// team_maxplayers <value>
//	Specifies the maximum size for each team.  A value of 0
//	specifies no limit to a team's size (default = 0).
//
// team_nocontrols <value>
// 	Option for public servers to remove captainship and team
//    commands (default = 0 - all options enabled)
//
// team_noteamready <0|1>
//      Toggles ability for use of the "teamready" command (default
//      = 0 - "teamready" command is available for use.
//
// g_weaponTeamrespawn <value>
//	Specifies the repawn time (in seconds) of weapons for Team
//	DM gametype (default = 30).
//
// g_weaponrespawn <value>
//    Specifies the weapon respawn time for all gametypes EXCEPT
//    Team DM (default = 5).
//
// g_friendlyFire <0|1>
//	  0 - Teammates cant hurt each other.
//	* 1 - Teammates CAN inflict damage on fellow teammates.
//
// g_teamAutoJoin <0|1>
//	* 0 - Places connecting players in spectator mode once they
//		have fully connected to the game.
//	  1 - Automatically places a player on the team with the
//		lowest number of players (or score if equal player
//		counts) after fully connecting to the game.
//
// g_teamForceBalance <0|1>
//	* 0 - Allows players to join any team, regardless of player
//		counts.
//	  1 - Forces players to join the team with the lower number
//		of players, and if equal, then the team with the lower
//		score.
//
set team_allcaptain 1
set team_armordamage 0
set team_maxplayers 0
set g_weaponTeamrespawn 30
set g_weaponrespawn 5
set g_friendlyFire 1
set g_teamAutoJoin 0
set g_teamForceBalance 0


// ==========
//    HOOK
// ==========
// hook_enable <0|1>
//	* 0 - Disables grappling hook
//	  1 - Allows players to use hook with: bind <key> +button5
//
// hook_delaytime <milliseconds>
//	Specifies the minimum number of MILLISECONDS that a player
//	can redeploy a hook after use (default = 750).
//
// hook_holdtime <seconds>
//	Specifies the maximum number of seconds that a player's
//	hook will remain attached (default = 3).
//
// hook_sky <0|1>
//	* 0 - Players cannot hook the "sky" surface.
//	  1 - Players can hook onto any surface (except other players).
//
// hook_speed <value>
//	The speed at which the hook leaves from the player's position
//	and makes contact with a surface on the map (default = 1200).
//
// hook_speedpull <value>
//	The speed at which a player is pulled along the hook's path
//	after it has landed on a valid map surface (default = 9500).
//
set hook_enable 0
set hook_delaytime 750
set hook_holdtime 3
set hook_sky 0
set hook_speed 1200
set hook_speedpull 950


// ========================
//    MODE CONFIG VOTING
// ========================
// mode_start <mode_id>
//      Specifies the server configuration that the server will
//      start with upon launch.  Note, this is setting also specifies
//      the server's default mode to roll back to after 10 minutes
//      if no clients are connected.  The specification of <mode_id>
//      is documented in osp/Docs/osp-q3-Mode-info.txt.  Setting this
//      option to "-1" disables this feature (the default).
//
// mode_customfile <filename>
//      Specifies the name/config of each server config available
//      for voting.  The "name" is what clients vote for, while the
//      "config" is the server config that will be execed if the
//      vote passes.  These alternate modes of play can be disabled
//      for voting if the value for "mode_file" is set to "none"
//      (the default).  Please see osp/Docs/osp-q3-Mode-info.txt
//      for complete info on this variable and its settings.
//
set mode_start "-1"
set mode_customfile "none"


// ============
//    VOTING
// ============
// g_allowVote <0|1>
//        0 - Disables all client voting on the server.
//      * 1 - Allows clients to vote on server settings.
//
// vote_limit <value>
//      Maximum # of votes allowed during a map for a non-referee
//      (default = 5).
//
// vote_allow_*
//	  0 - Diables a particular vote item.
//	* 1 - Allows clients to vote on the item.
//
//	---> Note the default behavior for vote_allow_ref
//	     is set to 0 (disabled).  If enabled, it also
//	     requires at least 3 players to be connected
//	     to the server.  The referee status of an
//	     elected player is removed at the end of the
//	     map.
//
// vote_allow_armordamage <0|1>
//	Whether armor is stripped off when receiving self-
//	inflicted blast damage (ClanArena mode only).
//
// vote_allow_ca_startrespawn <0|1>
//	Allows clients to change whther they are respawned on
//	round start for the CA gametype.
//
// vote_allow_ca_warmupfire <0|1>
//	Allows clients to toggle weapon firing during warmup
//	in CA mode.
//
// vote_allow_falling <0|1>
//	Enables/disables falling damage.
//
// vote_allow_items <item_mask>
//	Specifies which ITEMS are available for vote by
//	players.  The <item_mask> value is described below
//	(default = 1023 -- all items).  Note, at this time,
//	only the BFG is available for voting.
//
// vote_allow_mutespecs <0|1>
//	Specifies if clients are allowed to vote for spectator
//    muting.
//
// vote_allow_pmove <0|1>
//    Allows clients to toggle server-imposed enhanced
//    client sampling (pmove_fixed).
//
// vote_allow_poweruprespawn <0|1>
//    Allows clients to set powerup respawn times under
//    promode settings.  Only values of 60, 90, and 120 are
//    allowed for voting.
//
// vote_allow_powerups <powerup_mask>
//	Specifies which POWERUPS are available for vote by
//	players.  The <powerup_mask> value is described below
//	(default = 255 -- all powerups).
//
// vote_allow_reload <0|1>
//    Specifies if railgun reload time voting is enabled.
//    Tbis is applicable only if instagib is enabled on
//    the server.
//
// vote_allow_respawn <0|1>
//	Whether clients can change g_forerespawn settings
//	through a vote.
//
// vote_percent <1-100>
//	Specifies the percentage of accepting clients for a
//	vote to pass.
//
set g_allowVote 1
set vote_allow_altgraphics 1
set vote_allow_allcaptain 1
set vote_allow_armordamage 1
set vote_allow_capturelimit 1
set vote_allow_ca_startrespawn 1
set vote_allow_ca_warmupfire 1
set vote_allow_dropitems 1
set vote_allow_falling 1
set vote_allow_fastrail 1
set vote_allow_fraglimit 1
set vote_allow_hook 0
set vote_allow_instagib 1
set vote_allow_items 1023
set vote_allow_kick 1
set vote_allow_lgcooldown 1
set vote_allow_map 1
set vote_allow_machinegun 1
set vote_allow_maxpackets 1
set vote_allow_mutespecs 1
set vote_allow_osphud 1
set vote_allow_overtime 1
set vote_allow_pmove 1
set vote_allow_poweruprespawn 1
set vote_allow_powerups 255
set vote_allow_promode 1
set vote_allow_referee 0
set vote_allow_reload 1
set vote_allow_respawn 1
set vote_allow_roundlimit 1
set vote_allow_teamdamage 1
set vote_allow_thrufloors 1
set vote_allow_timelimit 1
set vote_allow_timenudge 1
set vote_allow_weaponrespawn 1
set vote_limit 5
set vote_percent 50


// ==================
//    MAP SETTINGS
// ==================
// map_file	<filename>
//	Specifies file containing map info (default = "maps.txt").
//
// map_autoload <0|1|2|3>
//	  0 - disabled (do not auto-search for maps)
//	* 1 - normal auto-search based on gametype
//	  2 - Same as 1, except is also adds maps that don't have a properly
//            specified .arena file.
//	  3 - Add all maps found in osp/ and baseq3/ directories.
//
//	Dynamic map lists!  With Quake 1.27n or higher, OSP now has
//	the capability of auto-generating map lists on the fly, based on
//	current game type. The OSP map lists are still useful for forcing
//	maps to be available in the case where the auto-generation of the
//	map list misses a particular map (i.e. a map's .arena file doesn't
//	specify the current active g_gametype).  There is also a new map
//	entry type:
//
//	deletemap <mapname>
//
//	To *remove* maps that are auto-added but are not desired by the
//	server admin.
//
//	Note: OSP will regenerate these map lists on map load and map
//	      restarts, so for remote administration, all one has to
//	      do is upload the map .pk3 file to the baseq3/ directory,
//	      and OSP will automatically pick it up and add it to the
//	      maplist (if the .arena for the map specifies the map is
//	      intended for the current gametype). OSP will also weed
//	      out maps that are specified, but are not located on the
//	      server (i.e. mapname typos in the map config file).
//
// map_queue <0|1>
//	  0 - Disable using the map queue.  Disabling the map queue
//		also disables all settings listed below.
//	* 1 - Map queue is loaded and enabled (default)
//
// map_rotate <0|1>
//	  0 - Map queue is enabled, but maps arent cycled at the
//		end of a match (server stays on the same map until
//		the current map is voted out).
//	* 1 - Maps are cycled at the end of each match
//
// map_random <0|1>
//	  0 - Step through the map list in the order it is
//		specified.
//	* 1 - Maps are randomly picked in the map queue
//
// map_once	<0|1>
//	  0 - No guarantee that a map will not be picked more
//		times than any other map (if random cycling is
//		enabled).
//	* 1 - Guarantees that a map will only be picked once
//		in an entire cycling of the map queue
//
// map_nocount <0|1>
//	* 0 - Honors the min/max player settings as specified
//		by the map queue.
//	  1 - Ignores player counts and freely selects any map
//		 in the map queue.
//
// map_halt <0|1>
//	* 0 - No pausing of the nect level load.
//	  1 - Suspends the next map loading indefinately.
//
set map_file "maps.txt"
set map_autoload 1
set map_queue 1
set map_rotate 1
set map_once 1
set map_random 1
set map_nocount 0
set map_halt 0


// ==========================
//    ITEM/WEAPON SETTINGS
// ==========================
// armor_q2style <0|1>
//	Allows for Q2-style armoring system.
//		* 0 - Normal Q3 style armor
//		  1 - Yellow = 100 max armor, Red = 200 max armor,
//			Shards = 5 w/no limit, armor does not countdown.
//
// gauntlet_damage <value>
//	Specifies the amout of damage that the gauntlet inflicts on
//	another player (default = 50).
//
// gauntlet_disable <0|1>
//      Enable/Disable the Gauntlet.  This param is also available in
//      the  weapon_have and weapon_start bitfield as 1024, but is also
//      provided seperately to maintain compatibility with older server
//      .cfgs.
//
// instagib_reload <100-5000>
//    Specifies the railgun reload time in instagib only.  Value is
//    in milliseconds (ms) (defaut = 1500).
//
// item_disable <item_mask>
//	Describes all items (excluding powerups) to be removed from each
//	map (default = 0).  Note, this value is a sum of all the items
//	to be disabled, as listed below:
//
//		item_mask
//		------------
//		* 0	- No items diabled
//		  1	- All armor
//		  2	- All health
//		  4	- BFG
//		  8	- Machinegun
//		  16	- Shotgun
//		  32	- GrenadeLauncher
//		  64	- RocketLauncher
//		  128	- LightningGun
//		  256	- PlasmaGun
//		  512	- RailGun
//
//		---> Note, when a weapon is disabled, its associated
//		     ammo is also removed.
//
//		Example: item_disable value of 511 effectively
//			   removes all items from the map except for
//			   the railgun and its ammo (slugs).
//
// mg_damage <value>
//	Specifies the amout of damage that the machinegun inflicts on
//	another player (non Team DM) (default = 7).
//	
// mg_damageTeamplay <value>
//	Specifies the amout of damage that the machinegun inflicts on
//	another player (Team DM only) (default = 5).
//
// powerup_disable <powerup_mask>
//	Describes all powerups to be removed from each map (default = 0).
//	Note, this value is a sum of all the powerups to be disabled, as
//	listed below:
//
//		powerup_mask
//		------------
//		* 0	- No powerups diabled
//		  1	- Quad Damage
//		  2	- Battlesuit
//		  4	- Haste
//		  8	- Regeneration
//		  16	- Invisibility
//		  32	- Flight
//		  64	- Teleporter
//		  128	- Medkit
//
//		Example: power_disable value of 127 effectively
//			   removes all powerups from the map except for
//			   the holdable medkit.
//	
// railgun_damage <value>
//	Specifies the amout of damage that a railgun inflicts on
//	another player (default = 100).
//
// replace_*: <replace_mask>
//	Specifies if a weapon is to be replaced with another on
//	any map.  Defaults are listed below:
//
//	replace_machinegun   (Default: 1    - Machinegun)
//	replace_shotgun      (Default: 2    - Shotgun)
//	replace_glauncher    (Default: 4    - GrenadeLauncher)
//	replace_rlauncher    (Default: 8    - RocketLauncher)
//	replace_lightning    (Default: 16   - LightningGun)
//	replace_railgun      (Default: 32   - Railgun)
//	replace_plasmagun    (Default: 64   - PlasmaGun)
//	replace_bfg          (Default: 128  - BFG)
//	replace_invis        (Default: 256  - Invisibility)
//	replace_quad         (Default: 512  - Quad)
//	replace_battlesuit   (Default: 1024 - BattleSuit)
//	replace_haste        (Default: 2048 - Haste)
//	replace_regen        (Default: 4096 - Regeneration)
//	replace_flight       (Default: 8192 - Flight)
//
//		<replace_mask>:
//		---------------
//		1	- Machinegun
//		2	- Shotgun
//		4	- GrenadeLauncher
//		8	- RocketLauncher
//		16	- LightningGun
//		32	- Railgun
//		64	- PlasmaGun
//		128	- BFG
//		256     - Invisibility
//		512	- Quad Damage
//		1024	- BattleSuit
//		2048	- Haste
//		4096	- Regeneration
//		8192	- Flight
//
// start_*: <value>
//	Specifies strating ammo inventory for a player.  Defaults
//	for each ammo type are listed below:
//
//	start_armor     (Default: 0)
//	start_health    (Default: 125)
//	start_bullets   (Default: 50 teamplay/100 all else)
//	start_shells    (Default: 0)
//	start_rockets   (Default: 0)
//	start_grenades  (Default: 0)
//	start_lightning (Default: 0)
//	start_slugs     (Default: 0)
//	start_cells     (Default: 0)
//	start_bfg       (Default: 0)
//
// weapon_deaddrop <0|1>
//	  0 - Players DON'T drop their current weapon when killed.
//	* 1 - Players drop their currently held weapon when killed.
//
// weapon_have <weapon_mask>
//	Specifies ALL weapons that a player respawns with when
//	entering a game or respawning from a death (default = 1).
//
// weapon_start <weapon_mask>
//	Specifies the default weapon has in-hand when entering
//	a game or respawning from a death.  Note, the HIGHEST
//	ordered weapon value will be chosen if an exact weapon
//	number is not selected (default = 257).
//
//		weapon_mask:
//		------------
//          1   - Machinegun
//          2   - Shotgun
//          4   - GrenadeLauncher
//          8   - RocketLauncher
//          16  - LightningGun
//          32  - Railgun
//          64  - PlasmaGun
//          128 - BFG
//          256 - Gauntlet
//
set armor_q2style 0
set gauntlet_damage 50
set instagib_reload 1500
set item_disable 0
set mg_damage 7
set mg_damageTeamplay 5
set powerup_disable 0
set railgun_damage 100
set replace_battlesuit 1024
set replace_bfg 128
set replace_flight 8192
set replace_glauncher 4
set replace_haste 2048
set replace_invis 256
set replace_lightning 16
set replace_machinegun 1
set replace_plasmagun 64
set replace_quad 512
set replace_railgun 32
set replace_regen 4096
set replace_rlauncher 8
set replace_shotgun 2
set start_armor 0
set start_bfg 0
set start_bullets 0
set start_cells 0
set start_grenades 0
set start_health 125
set start_lightning 0
set start_rockets 0
set start_shells 0
set start_slugs 0
set weapon_deaddrop 0
set weapon_have 257
set weapon_start 1
