Das
Spiel funktioniert einwandfrei und plötzlich stürzt es ab |
Abstürze
während des Spieles |
1. |
Wie
kann ich meine 3D-Karte auswählen? |
Grafikfehler |
Wenn Sie das Spiel zum
ersten Mal starten, wird die Grafikkartenerkennung gestartet und das
Spiel schlägt automatisch den besten Treiber für Ihre Grafikkarte vor.
In seltenen Fällen kann dieses Tool nicht den optimalen Treiber für
Ihre Karte finden. Z.B. wird für Karten mit einem Riva TNT2 Chip der
Glide-Treiber angeboten. Wenn Sie einen falschen Treiber auswählen,
startet das Spiel im Software-Modus oder es stürzt möglicherweise ab. |
Das
Spiel läuft nur im Fenster-Modus, auch wenn ich ''Fullscreen'' im
Audio/Video Menü eingestellt habe |
Grafikfehler |
Versuchen Sie während des
Spiels gleichzeitig die ''Alt'' und ''Enter'' Taste zu drücken. Sollte
dies nicht funktionieren gehen Sie bitte wie folgt vor: |
Wenn
ich im Internet spiele, versucht UT eine Map vom Server herunterzuladen,
die ich schon installiert habe. |
Multiplayer-Probleme |
In allen uns bekannten Fällen
liegt dies an einem Computervirus namens ''Hybris.Gen''. Wir raten Ihnen
daher, das Spiel komplett zu deinstallieren und einen Virenscanner
einzusetzen. Wenn der Virus entfernt wurde, können Sie UT wieder
installieren. |
It sounds very like a problem with Precaching. I can't say for sure (as I have no experience with
that particular graphics card) but do you see a screen saying Precaching before it loads a map?
If so, here's how to turn it off.
Note: for all of the above I'm assuming that you're running the game in Direct3D
Go into the UnrealTournament/System
folder and find a file called UnrealTournament.ini
then click on it and it will open up in notepad.
Now, scroll about half-way down (actually, just a little more) until you come to
a heading that says:
[D3DDrv.D3DRenderDevice]
Now, go down and change the bit I've highlighted so that it looks the same:
quote:
Translucency=True
VolumetricLighting=False
ShinySurfaces=True
Coronas=True
HighDetailActors=True
UseMipmapping=True
UseTrilinear=False
UseMultitexture=True
UsePageFlipping=True
UsePalettes=True
UseFullscreen=True
UseGammaCorrection=True
DetailTextures=True
Use3dfx=False
UseTripleBuffering=True
UsePrecache=False
Use32BitTextures=False
DescFlags=1
dwDeviceId=257
dwVendorId=4318
Use32BitZBuffer=False
UseVertexFog=False
UseAGPTextures=False
UseVideoMemoryVB=False
<<Try setting to True
UseVSync=False
Other setting's you may want to play with are the 'Use Detail Textures' and
'UseTripleBuffering' but I don't know if they'll really help with that card.
Try this first:
1) Start UT
2) click on tool, then system console
3) type this: preferences <hit enter>
4) CLick on the (+) next to Networking
5) CLick on the (+) next to TCP/IP Network Play
now in there you need to change the following values:
1) LanServerMaxTickRate = "1"
2) MaxClientRate = "10000"
3) NetServerMaxTickRate = "1"
Now try an game. If your pings got better but are still high try lowering the
MaxClientRate some more(ie 8000,7000,6000) till you find a good setting for you.
If the previous didn't work then try this:
1)Start UT
2)goto Options
3)goto Preferences
4)goto Network
Now lower your settings from (Cable, xDSL) or what ever you have it on to Modem
(28.8k - 56k) and see if this works.
I already set my LanServerMaxTickRate to 1 in the IpDrv.TcpNetDriver section but the LanServerMaxTickRate in the Engine.DemoRecDriver section was set to 10000. I didn't even think of that section. I changed that one to 1 as well, and now everything is back to the way it's been for the past two years
Kann
ich das Spiel auch im sogenannten ''3rd person view'' spielen |
Allgemein |
Ja, öffnen Sie einfach während
des Spiels die Konsole mit der Taste ''ö''. Tippen Sie ''behindview 1''
ein. Um den Modus wieder auszuschalten, tippen Sie ''behindview 0'' ein. |
Wie
kann man den Spielstand sichern? |
Allgemein |
Man muss das gesamte
Verzeichnis LOGS sichern und folgende Dateien aus dem Verzeichnis
SYSTEM: |
Press F9. This will produce a .bmp file named shot0000.bmp, shot0001.bmp, etc. in your UnrealtTournament\System folder.
Beim
Starten des Editors erhalte ich die Meldung, dass eine oder mehrer
Dateien nicht gefunden wurden |
Fehlermeldung |
Die mitgelieferte Version
des Editors enthält nicht alle benötigten Systemdateien, die
normalerweise in den meisten Windows-Systemen vorhanden sind. Laden Sie
sich einfach den Editor für 'Unreal' von der folgenden Internetseite: |
If you're having problems starting UnrealEd, please install the UnrealEd Fix 4 -- this eliminates the "Runtime Error 50003" messages and some other frequently-reported problems starting UnrealEd. Try it!
See the DispersionAmmo.uc script and its corresponding little particle effect Spark3.uc for an example of a cool particle system. It's the projectile for Unreal's default weapon. Note how Spark3t uses STY_Translucent, and then fades the particles from full brightness down to nothingness by modifying ScaleGlow and AmbientGlow in the Tick() function.
Here are some fairly straightforward tricks that can be implemented in existing maps. These are worthwhile enough that I recommend going back and applying them to existing maps, in the worst-performance areas where you need a speed boost. The areas that are noticeably slow are the large outdoor areas where you see buildings from the outside, and areas which use a lot of dynamic light.
These are things people needed but I didn't have time to create proper user
interfaces for:
To align textures as floors (like for the ground in Pancho's hubs) AND scale
them up, do this:
1. Select the polygons.
2. Do the normal "align as floor" thing.
3. In the log window, type: POLY TEXSCALE RELATIVE UU=2.0 VV=2.0
The above command scales them up by a factor of 2.0. You can scale them up or
down by different amounts by plugging in different numbers, for example: POLY
TEXSCALE RELATIVE U=0.5 V=0.5
If you have a super-huge outdoor area and you want even lower shadow detail than normal, you can check both the "Low Shadow Detail" and the "High Shadow Detail" options. UnrealEd recognizes this as a special combination that means "Superduperultralow shadow detail".
Find
your own IP address by accessing www.ipnummer.de
from the PC where you are setting up the server. This one needs to be specified
with multihome=<ip-address> in the command line that starts the server.
Running a UT Server on a cable / DSL / T1 modem on
the Internet from behind a LAN.
(This assumes you already have a LAN setup, if not see the "Setting
Up a LAN"
article)
I am getting a few e-mails
concerning problems with both WINDOWS and LINUX running on LAN's and trying to
connect to the INTERNET. Which is why I am doing Tests with
various software programs that allow a LAN UT server to connect to the
INTERNET. I am still getting e-mails everyday concerning this so let me make a
few comments here:
This is the same for both LINUX and WINDOWS:
The UT server running on a LAN is almost always easy to find from the UTBrowser
under the LAN Tab, it shows up with the client box's IntrAnet (internal) address
like 192.168.0.2 or something similar. The problem is you cannot find it on the
IntErnet (external) address, it doesn't show up in the UTServers internet
Browser Tabs.
Ok, there are a few steps you have to do to get the UT Server to advertise on
the IntErnet and to get your remote admin website to work from the Internet:
In your UnrealTournament.ini or server.ini whichever you are using to run your
UT Server, you need to find these sections:
[IpDrv.UdpBeacon]
DoBeacon=True ****Make sure this is set to True
next:
[UWeb.WebServer]
Applications[0]=UTServerAdmin.UTServerAdmin
ApplicationPaths[0]=/ServerAdmin
Applications[1]=UTServerAdmin.UTImageServer
ApplicationPaths[1]=/images
DefaultApplication=0
bEnabled=True
ListenPort=80 ****Make a note of this port number you
need it for your RemoteAdminWeb
MaxConnections=30
ServerName=24.161.30.39 *****Right Here set this to your
external (internet IP address belonging to the LAN's Server box
next:
[IpServer.UdpServerUplink]
DoUplink=True ****Make sure this is set to True
UpdateMinutes=1
MasterServerAddress=
MasterServerPort=27900
Region=0
Okay, now here is the hard part, I can only give you the general info, how you make this happen depends on the software used on your LAN to connect you to the outside world and get you thru any firewalls you have running.
You have to go to the LAN's Server "control window" or "server manager" or "firewall control window", and allow the ports needed by UT to have access permission or Port Forwarding set. The normal ports (UDP Ports) are 7777,7778,7779,7780,7781 and TCP port 80 for your RemoteAdminWeb site and I am not sure how the UDP Port 27900 comes into play. If you don't have access or permission to open these ports then you have a problem, so bribe, threaten or blackmail the Network Server Administrator in charge, to do this or else hehe ( Only kidding don't do this )
I have detailed info on
opening the ports using WINGATE "Standard Version" because I have
already tested it.
02/23/00 - I have finished testing SYGATE,
much harder to install until we got the right apprule.cfg :) ....MK
What is
SYGATE and WINGATE? They are software programs designed to let you connect all
the computers on your LAN to the Internet thru a single IP address such as
Cable, DSL, or a T1 connection. You can run as many computers as your LAN hub
setup will allow. But your ISP (Internet Service Provider) will only see the one
Computer attached that you are using for your server. You can click on your
browser from any computer and it will pass thru the server right to the internet
as if you had a direct connection .
SYGATE and WINGATE each require that you have them installed on all the computers you want to have access the internet. Only the one box connected to the internet will be setup as a server, the others will be setup as clients. Here is a typical LAN setup:
It seems I needed to download and install WINSOCK2 on my PC's to get SYGATE to recognize the NIC's (Network Interface Cards). WINGATE only required WINSOCK2 on the client box, not the server box, however SYGATE required it on all the PC boxes. I followed the instructions for setting up the server box and the client box, pretty similar to the WINGATE instructions and settings as far as the TCP/IP goes. I was able to access the Internet from both the server and the client boxes.
Mplayer doesn't exist anymore, so UT just isn't finding
their master server. You can remove that server by editing your
UnrealTournament.ini file (or Server.ini, or whatever you use) - go to the
[Engine.GameEngine] section and look for the line that starts:
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com...
You can do a search for "mplayer" to see if it is in there anywhere
else, but removing that line above should be all you need to stop it from trying
to connect to that non-existant mplayer master server.
Some server admins have reported that after a while all of the players get
increasingly
lagged out when the UT server is running on Windows 2000. This seems to happen
only
when the remote administration webserver is running. We believe it may be
related
to this Win2K issue:
http://support.microsoft.com/support/kb/articles/Q258/1/00.ASP?LN=EN-US&SD=tech&FR=0
The workaround is to only run the remote admin webserver when you actually
want to administer your
server. Disable the remote admin webserver by removing the line which says
ServerActors=UWeb.Webserver
in your server's INI file. To activate the webserver, join your server as an
admin and
type the following command:
admin summon uweb.webserver
When you've finished administering your server, you can disable the webserver with the command
admin killall webserver
> What should the MaxClientRate be set to, to allow good ping on an ADSL Server? And how many players would work well too?
It really depends on your ADSL
provider. You need to work out what your maximum upstream bandwidth is in Bytes
per second. One way to do this would be to ICQ a large file to a friend who is
on DSL or cable, and look at what the transfer rate is, or if you know what it
is in bits per second, divide by 8. ie 256kbps upstream bandwidth is around
32000 bytes per second.
Once you have that number, work out what maxclientrate you want to give
everyone. 2600 is the bare minimum and it'll give modem-like netplay for
everyone. 5000 is fine for modem and ISDN users but the play won't be quite as
good as it could be for ADSL or cable users. 20000 is the largest you should
ever go. The number of players you can support is the upstream
bandwidth in bytes per second divided by the MaxClientRate you chose. So
with 32000 bytes per second of available bandwidth, you could support:
32000 / 2600 = 12 players at modem quality play
32000 / 5000 = 6 players at ISDN quality play
32000 / 10000 = 3 players at better-than-ISDN quality play
32000 / 20000 = 1 player at LAN quality play.
I'd go for the 6 players at 5000 if all I had as 256kbps upstream bandwidth,
because 5000 doesn't play too bad at all, and it's a good compromise.
Als Beispiel wurde die Male1-Klasse verwendet,
bei allen anderen funktioniert es genauso. Bevor Du anfängst, solltest Du Dir
im Klaren darüber sein, daß das Erstellen eines Skins ziemlich viel Zeit in
Anspruch nimmt! Ein Skin besteht aus 4 Texturen à 256x256 Pix mit 8Bit (256
Farben). Es ist nicht eine große mit 512x512 Pix, weil 3DFX-Karten größere
Texturen nicht verwalten können. Außerdem werden so die Skins in Körperteile
unterteilt, damit zb. Unterschiedliche FACES zur Verfügung stehen, oder
verschieden Teamfarben.
Öffne den UT-Editor, wer
UT nicht hat, Skins für die Demo erstellen will, nimmt den Editor von Unreal.
Lade die Textur "soldierskin.utx" aus UT(demo)\textures\. Jetzt seht
Ihr alle Texturteile. Exportiert alle ins PCX-Format. Jetzt könnt Ihr sie in
einem Grafikprogramm bearbeiten. Ihr müsst ein bischen Fantasie haben, dann
pixelt Ihr euch ein wunderbares Skin. :)
Jetzt müsst Ihr wissen,
wie Ihr die Dateien zu nennen habt:
Man benutzt ein
"4-Buchstaben-System" Vorne steht eine beliebige Abkürzung des Skins,
dann eine Zahl. Diese gibt an, welcher Körperteil es sein soll. (siehe Bilder
oben!!). Danach kann ein T_0, T_1, T_2, T_3 oder auch " "(ganix)
stehen. Diese Nummern geben an, für welche Teamfarbe diese Texture steht. Für
CTF, AS, DOM sollten mindestens ROT_0 und BLAU_1 . NUR die Texturen
"1" und "2" lassen sich für unterschiedliche Teamfarben
definieren !
·
sldr1.pcx = base chest/ back
·
sldr1t_0.pcx = Red team version
of chest/ back
·
sldr1t_1.pcx = Blue team version
of chest/ back
·
sldr1t_2.pcx = Green team version
of chest/ back
·
sldr1t_3.pcx = Yellow team
version of chest/ back
·
sldr2.pcx = base legs/boots
·
sldr2t_0.pcx = Red team version
of legs/ boots
·
sldr2t_1.pcx = Blue team version
of legs/ boots
·
sldr2t_2.pcx = Green team version
of legs boots
·
sldr2t_3.pcx = Yellow team
version of legs/ boots
·
sldr3.pcx = base arms/ shoulder
pads
·
sldr4.pcx = base face/ hair/
neck/ headset/ hand/ boot bottom
·
sldr4Johnson.pcx = Der Name am
Ende gibt den Titel des "faces" im PlayerSetup an.
·
sldr5Johnson.pcx = Ausnahme!!:
Dies Textur ist bloß 64x64Pix, bei 8Bit.
Das kann ihrgendwas sein, sie wird oben links im HUD angezeigt, wenn der
Skin-Benutzer chatet. Der Name muss bereits als Textur "4" vorhanden
sein !!Man kann so viele "faces" wie man will erstellen. :) Kopiert
Euch die "soldierskins.utx"-Datei in eine
"soldierskins_XXXX.utx"-Datei um.Wenn Ihr all das getan habt, dann
IMPORTIERT die Dateien im UnrealEditor. Aber überschreibt auf keinen Fall die
vorhandene "soldierskins.utx"-Datei, da sonst kein Internetspiel mehr
möglich wäre!!
Eine int-Datei für Euren Skin erstellen.
Ihr braucht nun eine
".int"-Datei im System-Verzeichniss. Das ist eine normale Text-Datei.
Nennt sie "soldierskins_XXXX.int" Der Name der X.int muss gleich der
X.utx sein. Diese Datei sagt der Unreal-Engine, was sie mit den Texturen
anstellen soll. Unten ist ein Beispiel für eine solche Datei (wo SoldierSkins
steht, schreibt ihr den Namen der UTX.Datei, wo sldr steht, schreibt ihr das Kürzel
vor euren Texturen).
·
[public]
·
Object=(Name=SoldierSkins.sldr1,Class=Texture,Description="Soldier")
·
Object=(Name=SoldierSkins.sldr2,Class=Texture)
·
Object=(Name=SoldierSkins.sldr3,Class=Texture)
·
Object=(Name=SoldierSkins.sldr4,Class=Texture)
·
Object=(Name=SoldierSkins.sldr4Johnson,Class=Texture,Description="Johnson")
=> ("Soldier"
Das ist der Name, der im Menüe unter SKIN dann stehen sollte.)
·
Object=(Name=SoldierSkins.sldr4Harlin,Class=Texture,Description="Harlin")
·
Object=(Name=SoldierSkins.sldr4Harlin,Class=Texture,Description="Smith")
·
Object=(Name=SoldierSkins.sldr5Johnson,Class=Texture)
·
Object=(Name=SoldierSkins.sldr5Harlin,Class=Texture)
·
Object=(Name=SoldierSkins.sldr5smith,Class=Texture)
=> ( Die Namen müsst
ihr natürlich durch die richtigen ersetzen ...)
·
Object=(Name=SoldierSkins.sldr1t_0,Class=Texture)
·
Object=(Name=SoldierSkins.sldr1t_1,Class=Texture)
·
Object=(Name=SoldierSkins.sldr1t_2,Class=Texture)
·
Object=(Name=SoldierSkins.sldr1t_3,Class=Texture)
·
Object=(Name=SoldierSkins.sldr2t_0,Class=Texture)
·
Object=(Name=SoldierSkins.sldr2t_1,Class=Texture)
·
Object=(Name=SoldierSkins.sldr2t_2,Class=Texture)
Object=(Name=SoldierSkins.sldr2t_3,Class=Texture)
copied from the voiceshrine, thanks to Raincloud
(http://www.planetunreal.com/TheAdminPage/ConfiguringYourIni.htm)
What is your .ini ?
Your .ini file is the road map
or blueprints to building the game server the way you want it to look and act
[within limits..hehe].
You use these to setup a variety of things...like Server name, Admin Name, your
connection speeds to the internet, number of Players, Bots, Teams, Teamsize,etc.
The UT CD comes with two .ini files which you need to pay attention too, they
are located in your c:\UnrealTournament\System:
The first is UnrealTournament.ini or if viewing in the win 95 file explorer it
may show up as just UnrealTournament under name and configuration settings under
type. This is the default .ini that the game uses.
The second is server.ini or server...configuration settings.
At the moment I prefer to use the UnrealTournament.ini file and I copy it for
use as server1.ini and server2.ini.
If you are launching from the commandline or bat file you will be able to
specify which ini file you want UT to use. So you can shorten the ini by
removing sections the dedicated server doesn't need, I highlighted the sections
I removed from my server1.ini in blue:
Here is a text copy of a server1.ini with changes made to it highlighted in Red
:
[URL]
Protocol=unreal
ProtocolDescription=Unreal Protocol
Name=Player
Map=Index.unr
LocalMap=CityIntro.map..This loads the Movie at the
beginning of the game..to remove the movie change this to..UT-Logo-Map.unr
or Entry.unr
Host=
Portal=
MapExt=unr
SaveExt=usa
Port=7777...this is the default setting which is fine
unless you are going to run more than one server on one computer then just
change this in the second server2.ini file to say...7787..or
8888
Class=Botpack.TMale1
[FirstRun]
FirstRun=405b
[PackageRemap]
UnrealShare=UnrealI
[Engine.Engine]
GameRenderDevice=GlideDrv.GlideRenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
DemoRecordingDevice=Engine.DemoRecDriver
Language=int...The default int is for English, change
int to frt for (French), itt for (Italian), or
est for (Spanish)
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=SoftDrv.SoftwareRenderDevice
RenderDevice=GlideDrv.GlideRenderDevice
DefaultGame=Botpack.DeathMatchPlus
DefaultServerGame=Botpack.DeathMatchPlus
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
CdPath=D:
[Core.System]
PurgeCacheDays=30
SavePath=../Save
CachePath=../Cache
CacheExt=.uxx
Paths=../System/*.u
Paths=../Maps/*.unr
Paths=../Textures/*.utx
Paths=../Sounds/*.uax
Paths=../Music/*.umx
Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevSound
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp
[Engine.GameEngine]
CacheSizeMegs=4...this is the default setting. Epic says
it doesn't do anything for a SERVER...so leave it alone.
UseSound=True
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=<CustompackageName>...example
EvilVilliansSkinPackage...Enter to skin.utx name
or skinpackage.utx name because this is the place if you want to run your own
skinpacks, you have to tell your server to use the skinpack here and to check
all clients (Players) to make sure they have the
same files, if they don't then the server will download the needed files to
them. Make sure you have copied the custom
skins packages .utx files to your UnrealTournament\Texture directory and your
.int files to your UnrealTournament\System directory.
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=Botpack
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com
MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com
MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com
MasterServerPort=27900
ServerActors=UWeb.WebServer
ServerActors=chatlog.chatlog_mutator...this adds the
Chat log into the server's log. You can get info on the mod here.
ServerPackages=MultiMesh...These
next couple of lines are from the UTBonusPack. They need to be added to your ini
file because they don't always seem to get installed automatically.
ServerPackages=Relics
ServerPackages=EpicCustomModels
ServerPackages=TCowMeshSkins
ServerPackages=TNaliMeshSkins
ServerPackages=TSkMSkins
[WinDrv.WindowsClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=16
FullscreenViewportX=640
FullscreenViewportY=480
FullscreenColorBits=16
Brightness=0.500000
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=False
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
SlowVideoBuffering=True
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=30.000000
Decals=True
NoDynamicLights=False
UseDirectInput=False
SkinDetail=High
TextureDetail=High
[XDrv.XClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=16
FullscreenViewportX=640
FullscreenViewportY=480
FullscreenColorBits=16
Brightness=0.500000
MipFactor=1.000000
SlowVideoBuffering=False
StartupFullscreen=True
CurvedSurfaces=False
CaptureMouse=True
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.0
ScaleRUV=2000.0
MinDesiredFrameRate=30.0
[Engine.Player]
ConfiguredInternetSpeed=20000...This is the internet
speed at which you as a player will try to connect to someone's server, but you
will be limited to what ever the server has set the maxclient rate to.
ConfiguredLanSpeed=20000
[IpDrv.TcpNetDriver]
AllowDownloads=True...apparently
this used to only stop the downloading for you as a client, in patch 405b this
now works on the serverside as well. You can stop people from downloading items
from your server. The
DownloadRate is now equal to the MaxClientRate,
so downloaders are treated the same as players in terms of bandwidth...for
413 Patch...If a client running 405b or earlier
connects to your server, it will ignore the redirection feature and attempt to
download the file directly from the server, so it is important to configure the
non-redirected download options even if you intend use redirected downloads.
MaxDownloadSize=0...this
is a new item in patch 405b...you can use this feature to set the maximum size
of the files you want to have downloaded from your server per client. If you set
this at a number smaller than the average map size but larger than skins or
mutators, then players will only be able to download skins and mutators, but not
maps, etc.
DownloadManagers=IpDrv.HTTPDownload...this
is a new item in patch 413...it is required for the Download Redirect feature.
You will have to manually add these lines to your UnrealTournament.ini or
server.ini whichever you use to run your server. It effects the new [IpDrv.HTTPDownload] section.
DownloadManagers=Engine.ChannelDownload...this is a new item in patch 413...it
is required for the Download Redirect feature. You will have to manually add
these lines to your UnrealTournament.ini or server.ini whichever you use to run
your server.
ConnectionTimeout=15.000000
InitialConnectTimeout=500.000000
AckTimeout=1.0
KeepAliveTime=0.200000
MaxClientRate=5000...This is the max speed you will
allow an individual client to connect to your server..it will work great for the
average cable modem user...telephone modem users will be trying to connect at
2600, whereas T1 players may be trying to connect at 15,000 but will not be able
to, they will only connect at this setting maximum...For
Servers on cable and DSL modems you can set this to 5000, for T1 Servers set
this to 10,000 and 15,000...although EPIC says the most any normal individual
player will draw is 7,000 even if the MaxClientRate is set higher.
SimLatency=0
RelevantTimeout=5.000000
SpawnPrioritySeconds=1.000000
ServerTravelPause=4.000000
NetServerMaxTickRate=20...Leave the tick rate at 20 (the
default value). Using scientific and high tech testing techniques, this value
was found to provide optimal netplay (ie trial and error). "It
sets the maximum tick rate (frames per second) of the server. By default it is
20, which means that servers will tick at 20 fps. This is a good compromise
value, since it keeps server cpu utilization low without having a significant
impact on ping or physics. Higher values will reduce ping, but increase server
cpu utilization, and vice versa for lower values"- Steve
Polge @EPIC
LanServerMaxTickRate=35
[Engine.GameReplicationInfo]
ServerName=MutantKiller's CTF Server...This section is
self explanatory :)
ShortName=MutantKiller's CTF
AdminName=MutantKiller
AdminEmail=mutant@nycap.rr.com
Region=0
MOTDLine1=New UT Final Version 400...MOTD stands for
Message of the Day..it shows up in the beginning of a map level and
also anytime during a game when you press F2
MOTDLine2=
MOTDLine3=
MOTDLine4=
[IpDrv.TcpipConnection]
SimPacketLoss=0
SimLatency=0
[IpServer.UdpServerQuery]
GameName=ut
OldQueryPortNumber=0...You
have to manually add the lines. Leave the OldQueryPortNumber at 0 and it'll fill
the correct port number in the first time you run the server. This is a feature
in the UTPatch428 that if added to your UnrealTournament.ini or server.ini
whichever you use, will reset/restart your UT Server with it happens to
"port swap" when it is not supposed too.
bRestartServerOnPortSwap=True
MinNetVer=405...
Servers can adjust the minimum compatible version number reported to clients
using: MinNetVer=405 or whatever like 413, 430 etc. This can be used to prevent
older clients from seeing your server if you are running a mod which requires a
UT version newer than 400. However is does not stop clients from connecting to
your server. They just can't see it in the Browser
[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut
[IpDrv.HTTPDownload]...This
section is new to UT Patch 413 and needs to be manually added to this ini file.
RedirectToURL=http://www.website.com/fullpath/to/directory/...To
enable redirected downloads, you need to set the RedirectToURL variable to point
to the website where the files will be autodownloaded from. If a client running
405b or earlier connects to your server, it will ignore the redirection and
attempt to download the file directly from the server, so it is important to
configure the non-redirected download options even if you intend use redirected
downloads.
UseCompression=True...If UseCompression is set to True,
the files must be stored on the remote website as compressed .uz files. You can
create a compressed .uz file by using the command ucc compress from the DOS prompt in the UnrealTournament\System
directory. Typing ucc help compress
will give you a list of supported options (currently this is only a list of
filenames or wildcards to compress). If UseCompression
is set to False, the custom package
files should be put on the website as they are.
ProxyServerPort=
ProxyServerHost=
[UMenu.UnrealConsole]
RootWindow=UMenu.UMenuRootWindow
UWindowKey=IK_Esc
ShowDesktop=True
[UMenu.UMenuMenuBar]
ShowHelp=True
GameUMenuDefault=UTMenu.UTGameMenu
MultiplayerUMenuDefault=UTMenu.UTMultiplayerMenu
OptionsUMenuDefault=UTMenu.UTOptionsMenu
[Botpack.ChallengeBotInfo]...if you need to configure
your individual bots refer to the user.ini file found in your
UnrealTournament\System directory.
Difficulty=1...Doesn't actually do much from this ini
file I found that the actual bot difficulty setting is in the user.ini file but
it should've been used to set the bot skill level, 1 being the lowest or easiest
skill, 7 being really challenged.
[Botpack.DeathMatchPlus]...this section is important
even if you don't run just DeathMatch, because TeamGamePlus,LastManStanding and
CTF are variations of DeathMatch so they use the settings here as well as their
own.
bNoviceMode=True
bHardCoreMode=True
bUseTranslocator=False
bCoopWeaponMode=False
MinPlayers=0...this is the min number of players. If the
player count drops below this then Bots will come in to keep the number at the
minimum.
AirControl=0.350000
FragLimit=30...The score at which the game will end if
the time limit has not been hit.
TimeLimit=30...The time limit at which the game will end
if the fraglimit is not hit
bChangeLevels=True...if set to false the map will not
change but just start over when the game ends.
bMegaSpeed=False
bAltScoring=False
bMultiWeaponStay=True
bForceRespawn=False...If set to True then when you are
killed you will automatically respawn or re-enter the game
bTournament=False...Tournament mode setting.
NetWait=10
RestartWait=15
MaxCommanders=0...Doesn't do anything. Commanders were
going to be like Spectators but they can join teams and command bots... it was
meant so you could play UT as an RTS, but it never got finished :-).
InitialBots=4
bNoMonsters=False
bHumansOnly=False
bClassicDeathMessages=False
[Botpack.CTFGame]...Game settings for this Game type
bUseTranslocator=True
bCoopWeaponMode=True
GoalTeamScore=3.000000
bNoTeamChanges=False
FriendlyFireScale=0.000000
MaxTeams=2...the number of teams you want in the game
MaxTeamSize=3...the maximum number of players on each
team
FragLimit=0
TimeLimit=30
bMultiWeaponStay=True
bForceRespawn=False
MaxCommanders=0
bNoMonsters=False
bHumansOnly=False
bClassicDeathMessages=False
[Botpack.Domination]...Game settings for this Game type
bDumbDown=True
bUseTranslocator=True
bCoopWeaponMode=True
GoalTeamScore=100
[Botpack.Assault]...Game settings for this Game type
bUseTranslocator=False
bCoopWeaponMode=True
[Botpack.TeamGamePlus]...Game settings for this Game
type
bBalanceTeams=True
GoalTeamScore=30.000000
bNoTeamChanges=False
bPlayersBalanceTeams=True...Lets the game engine
automatically balance the teams at the start of each game based on the scoring
during the previous game.
FriendlyFireScale=0.000000...in percentage..how much you
can be hurt by your own teammates compared to the damage done to the other teams
players by the same shot or explosion...the default is none.
MaxTeams=2
MaxTeamSize=3
FragLimit=30
TimeLimit=30
bMultiWeaponStay=True
bForceRespawn=False
bUseTranslocator=False
MaxCommanders=0
bNoMonsters=False
bHumansOnly=False
bCoopWeaponMode=False
bClassicDeathMessages=False
[Engine.GameInfo]
bLowGore=False
bVeryLowGore=False
bMuteSpectators=False...keeps the spectators from
chatting during the game...
bNoCheating=True
bAllowFOV=False...The ability for players to change
their FOV (there's a checkbox in Rules or Settings I think)
AutoAim=0.930000
GameSpeed=1.000000
MaxSpectators=2...sets the number of spectators allowed
in the game...Warning Spectators use valuable Bandwidth needed by
Players..usually set to 1 so you can be an observer in game
AdminPassword=...server admin password goes in here
GamePassword=...if you want to only allow players into
your server who have a password.
MaxPlayers=6...the maximum number of players in your
server
IPPolicies[0]=ACCEPT,*
IPPolicies[1]=
ServerLogName=server.log...this
is the default change this to match your server1.ini or server2.ini example
server2.log
bLocalLog=True...enables the use of local ngstats
bWorldLog=True...enables the use of ngworldstats
bBatchLocal=False...True enables ngStats local parsing
of logs
DemoBuild=0
DemoHasTuts=0
bNoMonsters=False...this tells whether
Monsters(non-clients like skaarj or nali-priest) will be in the Game
bHumansOnly=False
bCoopWeaponMode=False
bClassicDeathMessages=False
[UnrealShare.UnrealGameOptionsMenu]
bCanModifyGore=True
[UBrowser.UBrowserMainClientWindow]
LANTabName=UBrowserLAN
ServerListNames[0]=UBrowserUT
ServerListNames[1]=UBrowserLAN
ServerListNames[2]=UBrowserPopulated
ServerListNames[3]=UBrowserDeathmatch
ServerListNames[4]=UBrowserTeamGames
ServerListNames[5]=UBrowserCTF
ServerListNames[6]=UBrowserDOM
ServerListNames[7]=UBrowserAS
ServerListNames[8]=UBrowserLMS
ServerListNames[9]=UBrowserAll
ServerListNames[10]=None
ServerListNames[11]=None
ServerListNames[12]=None
ServerListNames[13]=None
ServerListNames[14]=None
ServerListNames[15]=None
ServerListNames[16]=None
ServerListNames[17]=None
ServerListNames[18]=None
ServerListNames[19]=None
[UBrowserUT]
ListFactories[0]=UBrowser.UBrowserSubsetFact,SupersetTag=UBrowserAll,bCompatibleServersOnly=True
[UBrowserLAN]
ListFactories[0]=UBrowser.UBrowserLocalFact,BeaconProduct=ut
URLAppend=?LAN
AutoRefreshTime=10
bNoAutoSort=True
[UBrowserPopulated]
ListFactories[0]=UBrowser.UBrowserSubsetFact,SupersetTag=UBrowserAll,MinPlayers=1,bCompatibleServersOnly=True
[UBrowserDeathmatch]
ListFactories[0]=UBrowser.UBrowserSubsetFact,SupersetTag=UBrowserAll,GameType=DeathMatchPlus,bCompatibleServersOnly=True
[UBrowserTeamGames]
ListFactories[0]=UBrowser.UBrowserSubsetFact,SupersetTag=UBrowserAll,GameType=TeamGamePlus,bCompatibleServersOnly=True
[UBrowserCTF]
ListFactories[0]=UBrowser.UBrowserSubsetFact,SupersetTag=UBrowserAll,GameType=CTFGame,bCompatibleServersOnly=True
[UBrowserDOM]
ListFactories[0]=UBrowser.UBrowserSubsetFact,SupersetTag=UBrowserAll,GameType=Domination,bCompatibleServersOnly=True
[UBrowserAS]
ListFactories[0]=UBrowser.UBrowserSubsetFact,SupersetTag=UBrowserAll,GameType=Assault,bCompatibleServersOnly=True
[UBrowserLMS]
ListFactories[0]=UBrowser.UBrowserSubsetFact,SupersetTag=UBrowserAll,GameType=LastManStanding,bCompatibleServersOnly=True
[UBrowserAll]
ListFactories[0]=UBrowser.UBrowserGSpyFact,MasterServerAddress=unreal.epicgames.com,MasterServerTCPPort=28900,Region=0,GameName=ut
ListFactories[1]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master0.gamespy.com,MasterServerTCPPort=28900,Region=0,GameName=ut
bHidden=True
bFallbackFactories=True
[UTMenu.UTMultiplayerMenu]
OnlineServices[0]=LOCALIZE,MPlayer
OnlineServices[1]=LOCALIZE,Heat
OnlineServices[2]=LOCALIZE,WON
[UWeb.WebServer]
Applications[0]=UTServerAdmin.UTServerAdmin
ApplicationPaths[0]=/ServerAdmin
Applications[1]=UTServerAdmin.UTImageServer
ApplicationPaths[1]=/images
DefaultApplication=0
bEnabled=True...Default is false change to true if you
want to use the Remote Admin Website feature
Applications[2]=
Applications[3]=
ListenPort=80...this is the default..if you are
going to run more than one server on one computer then change this on the second
server2.ini example... 90..."on a Linux
Server this has to be set at a value higher than 1024 in order for the website
to bind to Server, because ports below 1024 are considered "privileged
ports" and only root authorized persons have access to them. For security
reasons you should never run the server from
root."- Frederico
MaxConnections=30
ServerName= ...For Multihomed command use..."It's
purpose is when the webserver needs to construct a URL to itself. Often you need
to send a "Header: http://my.ip.address/URL" HTTP header to redirect a
browser to a specific location. Most of the time UT works this out itself but
some machines behind firewalls or with multiple IP addresses get it wrong. In
that instance you can put your server's IP (or a DNS name if you have A DNS
entry setup to point to your IP) to force it it use a specific value."
...so in this case you will enter your external IP Address...-
Jack"MEK"Porter
[UBrowser.UBrowserHTTPClient]
ProxyServerAddress=...ProxyServerAddress is a
manually-configured HTTP proxy server address (should you need one) for the News
page to work in UBrowser. The News page uses HTTP and connects to http://unreal.epicgames.com/updateserver/utmotd405.html .
If you need a proxy server set in IE or Netscape, you need that variable set to
let the News page work...Jack "MEK" @ EPIC
ProxyServerPort=
[UTServerAdmin.UTServerAdmin]
AdminUsername=..enter your Admin name if you are going
to use the Remote Admin Website feature
AdminPassword=..enter your Admin password if you are
going to use the Remote Admin Website feature
MenuPage=menu
RootPage=root
CurrentPage=current
CurrentMenuPage=current_menu
CurrentIndexPage=current_index
CurrentPlayersPage=current_players
CurrentGamePage=current_game
CurrentConsolePage=current_console
CurrentConsoleLogPage=current_console_log
CurrentConsoleSendPage=current_console_send
DefaultSendText=say
CurrentMutatorsPage=current_mutators
CurrentRestartPage=current_restart
DefaultsPage=defaults
DefaultsMenuPage=defaults_menu
DefaultsMapsPage=defaults_maps
DefaultsRulesPage=defaults_rules
DefaultsSettingsPage=defaults_settings
DefaultsBotsPage=defaults_bots
DefaultsServerPage=defaults_server
DefaultsIPPolicyPage=defaults_ippolicy
DefaultsRestartPage=defaults_restart
MessageUHTM=message.uhtm
DefaultBG=#aaaaaa
HighlightedBG=#ffffff
AdminRealm=UT Remote Admin Server
[WindowPositions]
ConfigPageRenderer=(X=5,Y=96,XL=516,YL=280)
ConfigPageDetail=(X=5,Y=96,XL=516,YL=280)
ConfigPageFirstTime=(X=5,Y=96,XL=516,YL=280)
WizardDialog=(X=135,Y=68,XL=530,YL=436)
GameLog=(X=98,Y=166,XL=512,YL=256)
Preferences=(X=38,Y=40,XL=536,YL=512)
Preferences.Split=212
[UMenu.UMenuNetworkClientWindow]
bShownWindow=True
[UTMenu.UTConsole]
SpeechKey=86
SavedPasswords[0]=
SavedPasswords[1]=
SavedPasswords[2]=
SavedPasswords[3]=
SavedPasswords[4]=
SavedPasswords[5]=
SavedPasswords[6]=
SavedPasswords[7]=
SavedPasswords[8]=
SavedPasswords[9]=
RootWindow=UMenu.UMenuRootWindow
MouseScale=0.600000
ShowDesktop=True
bShowConsole=False
UWindowKey=IK_None
[UWindow.WindowConsole]
ConsoleKey=192
[Botpack.UTIntro]
bNoMonsters=False
bHumansOnly=False
bCoopWeaponMode=False
bClassicDeathMessages=False
[Botpack.TDMmaplist]...this is one of the Map Cycle
lists...this particular one being TDM (TournamentDeathMatch, which will cover
DeathMatchPlus-TeamDeathMatch-and LastMan Standing), CTF for Capture the flag,
AS for assault, etc...Important...the Maximum
maps that can now run on your server is 32 per game type.
Maps[0]=DM-Liandri.unr
Maps[1]=DM-Codex.unr
Maps[2]=DM-Grinder.unr
Maps[3]=DM-Pressure.unr
Maps[4]=DM-HyperBlast.unr
Maps[5]=DM-StalwartXL.unr
Maps[6]=DM-Oblivion.unr
Maps[7]=
Maps[8]=
Maps[9]=
Maps[10]=
Maps[31]=
MapNum=1...this indicates which map on the list is
playing right now.
[Botpack.CTFMapList]...You can list more than one type
of MapList in your ini.
Maps[0]=CTF-Gauntlet.unr
Maps[1]=CTF-Command.unr
Maps[2]=CTF-Coret.unr
Maps[3]=CTF-Dreary.unr
Maps[4]=CTF-LavaGiant.unr
Maps[5]=CTF-November.unr
Maps[6]=CTF-EternalCave.unr
Maps[7]=CTF-Face.unr
Maps[8]=CTF-Niven.unr
Maps[9]=
Maps[10]=
Maps[11]=
Maps[12]=
Maps[13]=
Maps[14]=
Maps[15]=
Maps[16]=
Maps[17]=
Maps[18]=
Maps[19]=
Maps[20]=
Maps[21]=
Maps[22]=
Maps[23]=
Maps[24]=
Maps[25]=
Maps[26]=
Maps[27]=
Maps[28]=
Maps[29]=
Maps[30]=
Maps[31]=
MapNum=4
[IpServer.UdpServerUplink]
DoUplink=True...default is false..change this to true if
you want to launch a internet server
UpdateMinutes=1
MasterServerAddress=
MasterServerPort=27900
Region=0
[UTMenu.UTServerSetupPage]
bLanPlay=False
[UTMenu.UTStartGameCW]...this is the section that tells
the server what gametype, map, and mutators to start or launch with
Map=CTF-Command.unr
GameType=BotPack.CTFGame
MutatorList=
bKeepMutators=False
[Engine.StatLog]
LocalBatcherURL=../NetGamesUSA.com/ngStats/ngStatsUT.exe
LocalBatcherParams=
LocalStatsURL=../NetGamesUSA.com/ngStats/html/ngStats_Main.html
WorldBatcherURL=../NetGamesUSA.com/ngWorldStats/bin/ngWorldStats.exe
WorldBatcherParams=-d ../NetGamesUSA.com/ngWorldStats/logs -g UT
WorldStatsURL=http://www.netgamesusa.com
LocalLogDir=../Logs
WorldLogDir=../NetGamesUSA.com/ngWorldStats/logs
[UMenu.UMenuRootWindow]
GUIScale=1.000000
LookAndFeelClass=UMenu.UMenuBlueLookAndFeel