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Unreal - Server Commands |
| Running Unreal Tournament Servers |
| Introduction This document outlines the steps needed to configure an Unreal Tournament server from inside the game, and from the command line. It also explains how to use the WWW-based remote administration features built into UT. Configuring and Launching a Dedicated Server from Inside the Game Also in Advanced Options, under Networking | Web-based Remote Administration, you can find the username and password required to access the remote administration through your web browser. WARNING: Web-based remote administration of UT servers running on Windows 2000 may experience problems (periods of extremely high pings) due to a problem with the Win2000 TCP/IP stack. See the section on Remote Administration below. Launching the Server If you want Bots on your server, go to the Bots tab and set the Minimum Total Players to a number greater than 0. If you choose 6, bots will come into the server when there are less than 6 human players connected. When a human connects, a bot will leave. In team games, be sure to check the Balance Teams checkbox so that the bots change teams to keep the number of players on each team balanced. Under the Server tab, be sure to give your server a Server Name, and to check the Advertise Server checkbox. This advertises your server to the master server, so players can find your server even if they're not on your local LAN. Check the ngWorldStats Logging checkbox to have your server participate in ngWorldStats for UT. The Optimize for LAN checkbox should only be set if your server is intended for a LAN play only. DO NOT check this checkbox if you intend to have people on the Internet connect to you, or they might find internet play isn't as good as it could be. Finally, press the Dedicated button to launch the dedicated server. Once your server is configured, you can later launch it from the command line - it will retain all the settings you've configured for it. Launching a Dedicated Server from the Command Line Open C:\UnrealTournament\System\UnrealTournament.ini with NotePad and find the following section: [UWeb.WebServer] Change the "bEnabled=False" line to read "bEnabled=True". Should you need to change the port number the internal UT webserver runs on (eg if your server is already running another webserver such as IIS on port 80), add a new entry under [UWeb.WebServer] which says "ListenPort=8888", to run the UT webserver on the custom port number. Note that if you run multiple servers on the same machine (and bound to the same IP address), each webserver needs to be running on its own port number. More on this shortly. Just below the [UWeb.WebServer] section is the [UTServerAdmin.UTServerAdmin] section. You need to change the username and password required to remotely admnister your UT server. If you leave your username and password set at the default values of admin and admin respectively, someone is sure to take control of your server and do evil things to your players. Launching the Server from the Command Line C:\UnrealTournament\System> ucc.exe server mapname.unr?game=GameType [port=portnum] [multihome=ipaddress] [ini=inifilename] [log=logfilename] port - the optional base port number the server uses. Some examples: ucc server dm-Turbine?game=Botpack.DeathMatchPlus ini=server1.ini log=server1.log It's a good idea to make a small batch file which restarts the server should it crash: :top Multiple Servers Per Machine However, you can run multiple level servers on one machine. Each copy of the server should have its own unique copy of the unrealtournament.ini file, with its own configuration. This is specified with the ini command line option. If you want to enable remote administration on multiple servers on the same machine, and you're not using multihome to specify a unique IP address to bind to, you'll need to give each webserver a unique ListenPort number. You should give each server a unique base UDP port number. UT's default port number is 7777. To specify a port, use the port command-line option as shown above. Be sure to space the port numbers 10 apart as each server requires a number of UDP ports. eg: ucc server ctf-coret?game=Botpack.CTFGame ini=server1.ini log=server1.log
port=7770 Some Windows NT servers have more than one IP address defined (under Advanced in the TCP/IP control panel). If this is the case, you can run multiple servers on the same machine without configuring different port numbers. Specify the IP address for the server to listen on using the multihome option. This batch file starts two servers, each binding to a different IP address. start ucc server ctf-coret?game=Botpack.CTFGame multihome=204.12.54.28
ini=server1.ini log=server1.log Remote Administration http://127.0.0.1/ServerAdmin Or if your copy of UT's Webserver is running on a custom port number (with the ListenPort option) http://127.0.0.1:8888/ServerAdmin Of course, substitute 127.0.0.1 for the IP of your server to administer it from a web browser on another computer. Your web browser will then prompt you for a username and password. The remote admin is divided into two parts: Current - Administer the current game in progress - view the player list,
kick/ban players, add bots, change the current map, access the server
console and chat to players. Server Name - the name of your server Some server admins have reported that after a while all of the players
get increasingly The workaround is to only run the remote admin webserver when you actually
want to administer your ServerActors=UWeb.Webserver in your server's INI file. To activate the webserver, join your server
as an admin and admin summon uweb.webserver When you've finished administering your server, you can disable the webserver with the command admin killall webserver
Performance The MaxClientRate variable can be changed by editing your UnrealTournament.ini file in your UnrealTournament\System directory. MaxClientRate is in the [IpDrv.TcpNetDriver] section. When you have your MaxPlayers or MaxClientRate set too high for your
upstream bandwidth, you typically see everyone's ping get progressively
higher, above 1000 and beyond. This occurs because your server is generating
too much outgoing data for your internet connection to handle, and the
data begins to back up. 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 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. We recommend disabling local NGStats for internet servers. Processing
the NGStats logs takes some time between levels, which may result in remote
clients getting disconnected. You can find this setting in the options->preferences
menu, under the game tab. [IpDrv.TcpNetDriver] AllowDownloads disables all autodownloads. |
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©Online Game Commands - Unreal |