• Each copy of the UT dedicated server can serve one and only one level at a time. 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 ucc server dom-Sesmar?game=Botpack.Domination ini=server2.ini log=server2.log port=7780

  • Some Windows NT servers have more than one IP address define
    (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 start ucc server dom-Sesmar?game=Botpack.Domination multihome=204.12.54.29 ini=server2.ini log=server2.log
  • Once the server is up and running, and the remote administration is enabled, you can access your Unreal Tournament server with any Web Browser. Internet Explorer 4 or 5 is recommended, but it should work fine with Netscape 4 also. To access your UT server from a web browser running on the server machine, Use a URL such as the following:
    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.
  • Defaults Change the map list, rules and settings for each game type, configure server-level options, and administer the IP ban list. You'll want to change the following Defaults | Server options the first time you configure your server.
  • Server Name the name of your server
  • Advertise Server check this on to advertise your server to the master server ngWorldStats Logging
  • tcheck this on to have your server participate in ngWorldStats for UT.
  • Make sure to match the maximum number of users for your server to the bandwidth you have available. The amount of bandwidth required for each user is determined by the MaxClientRate, which is set by default to 20000 bytes/sec. If your upstream bandwidth is limited (for example a cable modem), you should reduce this value.

    Make sure that the number of players your server allows (MaxPlayers) multiplied by MaxClientRate is less than your available bandwidth (in the case of cable modems or xDSL, your upstream bandwidth).

    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.
  • 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.

  • 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.

  • Admininstrators can control downloading of packages from their server by editing the [IpDrv.TcpNetDriver] section of unrealtournament.ini »»

    [IpDrv.TcpNetDriver]
    AllowDownloads=True
    MaxDownloadSize=0


    AllowDownloads disables all autodownloads. MaxDownloadSize=0 means allow autodownload of any sized file. Otherwise the value is in BYTES. We recommend that rather than disabling all downloads, you set the MaxDownload size to an appropriate value.
    For example, MaxDownloadSize=100000 will allow mutators and other small packages to be downloaded, but will not allow large files such as maps to be downloaded. Turning off all downloads may make it hard for clients to get on your server if you are using a lot of custom maps, mutators or other custom packages.

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