Quote Originally Posted by econ21
The ability to reduce this with the patch works well enough. In my user.cfg, I have written:

"no_spawn
gun_degrade_rate 0.1
safe_texture_manager "

The "no spawn" might be optimistic, but it makes for a fairly quiet and peaceful game once you've cleared an area. There are exceptions, of course - the path through engineering to command control and the cargo bays was insane without the above patch; with it, it is still occasionally hairy.

The guns don't appreciably degrade - you can upgrade one and just use that through the game (maintain it once or twice).
I wouldn't want their respawning gone competely. I remember reading loads about this at the Through the Looking Glass forums (best site for anything to do with Looking Glass games) but the conclusions tended to be that for much of the game, the commands to reduce respawn were rendered useless by forced spawning in areas such as you mentioned. I think respawn rates were better in the original SS. By the way, is the 'engineering to command control path' the long corridor quite early in the game where you go through several doors, forever being attacked from behind by shotgun wielding zombies, whilst several turrets stationed about the place waste what few armour piercing rounds you manage to scavenge? I hated that bloody corridor. Between ducking behind cover to hit the turrets, you get a bum-full of buckshot from the 465th zombie to come from where you've just shot the other 464 zombies.