Starman'sDeathtrap

UT Troubleshooting Tips

 

System Issues

Das Spiel funktioniert einwandfrei und plötzlich stürzt es ab

Das Spiel funktioniert einwandfrei und plötzlich stürzt es ab

Abstürze während des Spieles

1.
Wenn Sie im Vollbild-Modus spielen und keine 3Dfx-Karte benutzen, versuchen Sie die Option ''UseDirectSound'' unter ''Advanced Options/Audio'' auszuschalten. Um in das Menü zu gelangen, drücken Sie im Hauptmenü des Spieles die Taste ''ö''. Tippen Sie dann ''preferences'' ein und bestätigen Sie die Eingabe mit der Taste ''Return'' (Eingabetaste). Sie können auch versuchen das Spiel im Fenster laufen zu lassen.

2.
Falls Sie Ihre Grafikkarte übertaktet haben, stellen Sie bitte wieder die empfohlenen Taktraten ein.

3.
Schalten Sie probehalber die Grafikoptionen ''Detail Textures'', ''Show Decals'' and ''Dynamic Lighting'' ab.

 

Wie kann ich meine 3D-Karte auswählen?

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.

Es liegt dann an Ihnen den richtigen Treiber auszuwählen. Wenn der gewünschte Treiber nicht angezeigt wird, klicken Sie auf ''Show all devices'', um sich alle Treiber anzeigen zu lassen.


Möchten Sie zu einem späteren Zeitpunkt eine anderen Treiber wählen, gehen Sie bitte wie folgt vor:

- Klicken Sie unter Windows auf START und danach auf AUSFÜHREN. Dann klicken Sie auf DURCHSUCHEN und wählen die Datei ''UnrealTournament.exe'' aus. Diese befinden sich im Verzeichnis SYSTEM Ihrer UT-Installation. Geben Sie am Ende der Befehlzeichen -safe ein, Z.B. ''D:UnrealTournamentSystemUnrealTournament.exe -safe''. Klicken Sie nun auf OK. Das Spiel startet nun im Safe-Modus und bietet Ihnen mehrere Optionen an. Wählen Sie den Menüpunkt ''Change your 3D video device'' aus. Danach können Sie einen anderen Treiber auswählen.

 

Das Spiel läuft nur im Fenster-Modus, auch wenn ich ''Fullscreen'' im Audio/Video Menü eingestellt habe

 

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:

1.
Wenn Sie den Glide-Treiber des Spieles für eine Nicht-3Dfx-Karte benutzen, startet das Spiel im Safe-Modus, welcher Fullscreen nicht unterstützt (im Hardware-Modus). Wählen Sie bitte den richtigen Treiber für Ihre Karte aus.

2.
Wenn Sie eine ''Aureal A3D'' Soundkarte benutzen, schalten Sie bitte den ''A3D Splash Screen'' in den Optionen der Karte aus.

3.
Aktualisieren Sie die Treiber Ihrer Grafikkarte.

4.
Starten Sie ''dxdiag'', das Diagnosetool von DirectX und aktivieren Sie in den Eigenschaften der Anzeige den Menüpunkt ''Direct3D-Beschleunigung''.

5.
Installieren Sie DirectX 8 oder höher.

 

 

Wenn ich im Internet spiele, versucht UT eine Map vom Server herunterzuladen, die ich schon installiert habe.

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.

 

Game Pausing or Locking (e.g. During PreCaching):

  1. Check the Device Manager for Interrupt conflicts, especially between Sound Card and Network/Modem Card.

 

  1. Try turning off Precaching:

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.

 

 

Network performance is slow:

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


User Admin

 

Kann ich das Spiel auch im sogenannten ''3rd person view'' spielen

 

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?

 

Wie kann man den Spielstand sichern?

Allgemein

Man muss das gesamte Verzeichnis LOGS sichern und folgende Dateien aus dem Verzeichnis SYSTEM:

- UnrealTournament.ini
- UnrealTournament.log
- User.ini


How do I produce screenshots

Press F9. This will produce a .bmp file named shot0000.bmp, shot0001.bmp, etc. in your UnrealtTournament\System folder.

 

Editor

Beim Starten des Editors erhalte ich die Meldung, dass eine oder mehrer Dateien nicht gefunden wurden

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:

http://www.ina-support.com/faq/unrealdownloads_pc.asp#editor

 

Having problems starting UnrealEd?

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!

Particle Systems

  1. Here's how to create particle systems in Unreal.
  2. Create and animate a mesh. The process for creating particle system meshes is identical to that for regular creature/weapon meshes (create triangle meshes, make sure they're scaled properly, import them into Unreal using the normal procedure). Texture coordinates and textures don't matter, however. When Unreal renders a particle system, it will draw a scaled sprite at each VERTEX in your animated mesh. So, the mesh triangles don't matter at all for rendering, just the vertices. Since particles are based on mesh vertices, particles cannot be created or destroyed during an animation.
  3. Assign the mesh to an actor class. Set the following default properties:

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.

Suggestions for making maps run faster

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.

Stupid UnrealEd Tricks

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".

Special mouse clicking combinations

Shortcut keys


Server

 

Setting Up an Internet Server:

 

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 from Behind a LAN

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 not found

 

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.

 

Creeping Ping bug with Win2000

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


 

Internet Performance

> 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.


Creatives

 

Skins erstellen:

 

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)  

Voices

copied from the voiceshrine, thanks to Raincloud

voice tutorial


Appendix A, Server .ini file

 

(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