Hey guys. New to Quake server install, but not new to servers. This quandary has me seeing red. Here's my issue: I have set up a Rune Quake server, v1.3 on an old PI 233 machine running Win95 OS, and ProQuake 3.50 as the executable. Out of the box, server runs great with no errors, and clients can connect. My issue lies with my autoexec.cfg file. For whatever reason, the server won't see the deathmatch, temp1, or scratch1 settings in that file. Instead, Rune falls back onto its defaults.
I tried to test my theory by changing the deathmatch value by -2 to see if weapons still stayed, and sure enough, they did.
Here is my autoexec.cfg:
My Autoexec.cfg wrote:
// $Id: autoexec.cfg,v 1.20 2008/01/01 06:03:10 slotzero 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
sys_ticrate 0.05
net_messagetimeout 30
sv_maxspeed 350
map dm3
// These you can customize.
hostname "quake.utclan-focr.com"
fraglimit 30
timelimit 20
// 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 [REMOVED]
// 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 [REMOVED]
// 1024 armor doesn't drop DM_NO_DROP_ARMOR
// 2048 damage-based frag scoring DM_DAMAGE_MATCH
// 4096 random powerup respawn DM_RANDOM_POWERUP_RESPAWN
// 8192 [REMOVED]
// 16384 [REMOVED]
// This turns on everything except for damage-based frag
// scoring. This is the way I run my server.
//
// 1 + 2 + 4 + 8 + 16 + 64 + 128 + 4096
deathmatch 4319 <<---I changed this to 4317 to test.
// 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 [REMOVED]
// 64 team change any TEAM_CHANGE_ANY
// 128 team change top dog TEAM_CHANGE_TOPDOG
// 256 no team voting TEAM_NO_VOTE
// 512 self health protect TEAM_SELF_HEALTH_PROT
// 1024 self armor protect TEAM_SELF_ARMOR_PROT
// 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
// 1024 don't use custom levels NOEXIT_NO_CUSTOM_LEVELS
// 2048 don't use standard maps NOEXIT_CUSTOM_LEVELS_ONLY
//
// If nplayers level selection is turned off the DM
// maps will still be played (in sequence with the normal maps).
// You can't exit any level. The next level to play is chosen by the
// number of players. Loop back of dm1 after dm6 is turned off.
//
// 1 + 4 + 8 + 16 + 32 + 1024
noexit 1085
// In Quakeworld, use this instead:
// serverinfo noexit 1069
// 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
// 1048576 no hook voting T1_HOOK_NO_VOTE
// 2097152 [REMOVED]
//
// 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
// Level has 16 runes max, no drop on death, random rune models, fast spawn,
// no drop delay, and free hook.
// 16 + 256 + 1024 + 2048 + 65536
temp1 68880
// In Quakeworld, use this instead:
// serverinfo temp1 68752
// scratch1
//
// 1 equalize all lightstyles S1_EQUALIZE_LIGHTSTYLE
// 2 disable all ambient sounds S1_AMBIENT_SOUND_OFF
// 4 don't spawn any static lights S1_LIGHT_MAKESTATIC_OFF
// 8 bprint prints to server console S1_BPRINT_TO_CONSOLE
// 16 keep original level items S1_ORIGINAL_LEVELS
// 32 limit maximum traps per rune S1_MAX_TRAPS_FOR_LEVEL
// 64 basic/lite runes S1_BASIC_RUNES
// 128 custom exits S1_CUSTOM_EXITS
// 256 [REMOVED]
// 512 [REMOVED]
// 1024 no default mode S1_NO_DEFAULT
// 2048 default mode arena S1_ARENA_DEFAULT
// 4096 default mode practice S1_PRACTICE_DEFAULT
// 8192 default mode match S1_MATCH_DEFAULT
// Force lightstyles 0-63 to one value, disable ambient sounds, disable
// static lights, and use custom exist.
// 1 + 2 + 4 + 128
scratch1 135
// In Quakeworld, use this instead:
// serverinfo scratch1 135
I have tried deprecating the file to relevant values only, same result. I know it's going to defaults because if I hit "show_settings", none of my rune variables are correct (e.g. Drop Delay shows the default of 3). However, fraglimit, timelimit, maxspeed are showing my configured values.
I even went so far as to recompile rjs.qc with my desired drop delay default of "0". Only then did that value show correctly in "show_settings". Just to be clear, my autoexec.cfg file is located in the C:\Quake\runes folder. I do not use any "startlevel.cfg" file on this server.
So...wtf am I doing wrong? I just know it's going to be a "You damn idiot" answer.