Mezmorki wrote:
(1) Is it possible to disable the "runes" part of runequake ... e.g. run the game with no runes spawning, no extra weapons, no hook, etc.? Is that what "match" mode does? Or does match mode still spawn with runes, extra weapons, etc.?
Each mode of the server has it own set of hard coded defaults. By default, the server is setup to run as a runequake server. Also configured by default are the "default options" setting for runequake. What this means is that if a player changes the mode of the server, or one of its many votable options, when they leave, the server will reset itself back to the hard coded defaults. It also means that if you enter any commands in the console or via config, they will be reset by the hard coded defaults. To stop using the hard coded defaults, you'll need to modify the
scratch1 cvar by adding 1024 [no default mode]. For a list of options see
Configuring or type
help-scratch1 from the server console.
Once the default mode has been disabled, you can enable and disable runes, hook, alternate weapons, etc. Type
commands in the server console to see the list of commands. To disable runes, for example, you would type
runesoff. Also note that these options are votable to the players so they can turn them on and off as well.
There are six main modes on the server, normal (runes), match (crmod style match), practice (crmod style practice), rocket arena (1 v 1 only), midair (similar to rocket arena, but with RL only), and head hunters. Each mode has its own set of hard coded defaults that best fits its mode, or at least, my interpretation of such. These of course can be modified by editing and compiling the source.
Mezmorki wrote:
(2) It looks like you can edit the QC to add custom maps and/or restrict the playable maps to only what is defined in the QC list. Is this correct? I'd be interested in removing the ability to play (or vote for) stock maps and keep the server focused around a dozen custom maps at any one time.
You will need to edit the source code adding the desired custom maps and compile in order to use custom maps. There are two ways to compile the source. One is a straight forward QC compiler, and the other involves using GNU tools or compatible such as Cygwin. I can go over this at a later time, should you decide to do so.
And yes, you can disable a particular standard map or all of them with respect to map rotation. However, there is no votable option to do so. The custom maps must be added to the source code, but you can enable and disable standard maps without compiling (once you've added custom maps).
Mezmorki wrote:
(3) Does RuneQuake support powerup drops (e.g. you drop the quad damage when you are killed and other players can pick it up).
Yes, this is on by default in normal (runequake) mode. Use the commands
powerupdropon/
powerupdropoff. But remember, the default options must be turned off first, or else the option will reset when everyone leaves.
Mezmorki wrote:
(4) How does RuneQuake handle map rotations? Is it possible to define a map rotation in a server.cfg file? Ideally it would be great that if you switched to a teamplay mode or 1v1 mode (arena?) it would use a set of maps appropriate to that mode.
Map rotation can be done linearly (the order in which is was entered in the code), randomly, or by map size. Unfortunately, there is no way to configure a specific set of maps for each gamemode. Adding custom maps involves editing the source and compiling. That being said, you can have a maximum of 100 maps for each level size (small, medium, large) for a grand total of 300 custom maps. All of them votable!
Mezmorki wrote:
(5) I love head hunters and see that RuneQuake supports a head hunters mode. Where does the alter spawn? Will it spawn randomly somewhere in any level automatically? It would be cool to have an option for the first player to place the alter somewhere before the round begins.
The standard maps have the altars in the location that the original head hunters mod author placed them. Custom maps will put altars on info_player_start(). I have yet to implement the ability to add custom altars via config, mainly because of the lack of interest in the mode. But it's on my todo list.