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Each copy of the server should have its own unique copy of the unrealtournament.ini file, with its own configuration. (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. 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: 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. 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 / 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. 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. |