Corpse limit doesn't exist, since they no longer use the bodyque. If there are 200 monsters in the level, there could be up to 200 corpses when you kill them all, provided you don't pop any along the way.
Axe only worked in DP during testing, and sadly I think it was a fluke (see below). Tried it in dquake tpp, to no effect (same as always). Lightning start gibs them, but aiming lightning at them while holding the button doesn't. The reason for this is player frames (player_axe1 etc) are run between the prethink and post think, while corpses are non-solid.
Qrack for some reason had a weird FOV issue (had to change resolution to fix it)... very disorienting, so I hadn't been using it. Same deal as dquake. I cannot test glquake because it enjoys crashing more than it enjoys life itself.
Bad news about axe & lightning:
Now that I changed something though, axe no longer works in DP. I had an if statement from some previous experimentation that was preventing the SemisolidPreThink function from running. So bodies were not becoming non-solid in DP during prethink.
The reason it was DP only is because for some reason different engines were doing different player colors, and DP wasn't going with red or blue while the others were (like they were grabbing different config files). My team semisolid test code hadn't been disabled, and so it was returning out of the function because in DP I wasn't red or blue team. Now that I'm paying attention, I can see the player actually step onto the corpse and walk across it in DP, instead of walking through it.
So it was a fluke -- axe and lightning are still broken, even in DP.
BUT the corpse limit, body hopping and falling through floor issues are still fixed.
Now I need to assemble a new tutorial out of this madness. That will have to wait though. I apologize, it's 1:00 am and I'm going to be hurting tomorrow if I don't get some sleep.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.