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  #1  
Unread 9th October, 2002, 11:51 PM
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Follow up thread for this tutorial
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  #2  
Unread 10th October, 2002, 03:29 PM
Sabre Sabre is offline
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Looks, good, but would add comments about the following lines:

[XGame.x(gametype)]
bPlayersMustBeReady=False or True

[IpDrv.TcpNetDriver]
AllowPlayerPortUnreach=False or True
LogPortUnreach=True or False (see this topic )

Just a few thoughts.

-Sabre
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  #3  
Unread 10th October, 2002, 03:30 PM
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Cheers buddy, will add them shortly :thup:
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  #4  
Unread 10th October, 2002, 09:51 PM
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Added them bits, cheers Sabre
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  #5  
Unread 2nd November, 2002, 11:53 PM
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In the new patch, EPIC states:

Quote:
added option to cap framerate in netplay (on by default). This improves client smoothness by keeping client physics updates more in sync with server. Its controlled in your UT2003.ini file in the [Engine.LevelInfo] section by bCapFramerate
Is this a "client side only" adjustment, or by setting it in the server, will this limit the way a server updates a client?

Maybe a server side setting like: CapFramerate=XXX would be helpful.

-G
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  #6  
Unread 28th November, 2002, 04:29 AM
bbyokum bbyokum is offline
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[UnrealGame.DeathMatch]
MinNetPlayers=n

Enables the 'Tournament' option where n players must connect before the game starts. I'm not sure why it's under the UnrealGame.DeathMatch section, since it effects all game types, but that's where it is in mine.

The associated console command is:
admin game set MinNetPlayers n
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  #7  
Unread 28th January, 2003, 11:50 PM
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I'll be updating this tutorial to include all the new ini entries from the latest patches tonight.
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  #8  
Unread 29th January, 2003, 09:33 AM
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I've begun updating the tutorial. However, this is quite a huge undertaking, so it may be a few days before I completely finish it. In the meantime, I'd like some input on the new layout. If anyone has any suggestions or requests, let me know, and I'll try to incorporate them.
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  #9  
Unread 29th January, 2003, 03:18 PM
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Some notes on..

[IpDrv.TcpNetDriver]
InitialConnectTimeout=200.0

This 200 seconds always happens at Disconnect time!
**Not** at Connect Time. (It could be on clients but we are talking abouts SERVERS here)

Anytime somebody disconnects, either nicely (ESC/Disconnect) or badly thro 'Quit' or reset ..the server continues to send data for almost 3 1/2 minutes.

Thats 3:20 worth of output bandwidth folks, for every player!

At map change Players are disconnected and given a NEW port!
(Hence the need for '2 ports per player' for firewalls)

..and for the next 3:20 you have an over lap.
3:20 of DOUBLE Bandwith usage at the start of a new map.


For your next 10 players thats equivelant to 33 minuters of singlepalyer USLESS Bandwidth consuption.

**If a player gets dropped for some reason AND they type 'reconnect' in their 'still running' ut2 then they rejoin with thier stats intact. But how many 'know' this. I don't know anybody else but ME.

While my server was running I progressively trimmed this back to 30 seconds with no ill effects.

-If- someone is going to type 'reconnect' they will do so within 30 secs. If not.. tough.

Tournament or Ladder Servers should leave this at 200 to give dropped players a better chance of getting back.

I have no idea about what it does on the client side, probably what it suggests. It -might- take this long to load big maps from slow drives...

-----------------

Check your logs.

1. When somebody quits you see:
Close TcpipConnection xxxx...

2. 200 seconds later:
Connection timed out after 200.000000 seconds
Close TcpipConnection xxxx...

3. 3:20 minutes after a map change you see a whole bank of the #2 above. 1 for each player still 'on the server'.



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  #10  
Unread 29th January, 2003, 03:27 PM
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I posted somewhere else about:

SimLatency=0

I was unable to find anything useful.

Even pluggin in 999 did squat.
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  #11  
Unread 5th February, 2003, 09:00 PM
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MaxClientRate= Maximum rate the server will transmit data (applies to redirect as well)

--

This does not applies to redirect.....if redirect is used, then all available bandwith will be used to the actual redirect.
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  #12  
Unread 5th February, 2003, 09:08 PM
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DOH - that should read (that applies to downloads as well)

Fixed! Thanks!
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  #13  
Unread 5th February, 2003, 09:40 PM
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Maybe this is a little OT, but it could help somebody:

I run some clan-servers, and every clan has their own login to their own server.

If clan1 can quess the web-admin-port of clan2's server, then they are able to login.

Their login is not associated to the game-port or any other stuff, that will prevent them from logging in to each others server.
This is not cool :sigh:
--

To avoid this, I have copied XAdmin.* in /System and made 1 set of these files pr clan-server.
Like this:
XAdmin1.* to clan1
XAdmin2.* to clan 2
...keep on

To get this in production, I have to adjust this one:
[Engine.GameInfo]
AccessControlClass=XAdmin1.AccessControlIni

--

Then they will not be able to login to the other clans server
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  #14  
Unread 6th February, 2003, 04:13 AM
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That is not a very good idea. Other classes in UT2K3 reference classes within the XAdmin.u explicitly (i.e. class'XAdmin.GameConfigSet' etc.). Using the technique you've described, you will experience inconsistencies in administration of the servers as some areas of the game reference the correct package, while some don't.

A better solution is to recompile the xAdmin.u file, if you are comfortable doing this.

If not, you should create seperate system folders each server, such as System1, System2, System3, etc. In System1/server.ini, find this line: <code>Paths=../System/*.u</code> and change it to read <code>Paths=../System1/*.u</code>. For the System2/server.ini, change that line to read <code>Paths=../System2/*.u</code> and so on.
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  #15  
Unread 6th February, 2003, 02:43 PM
riv riv is offline
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Point taken.

Untill now I have not recieved any complaints about this, but I will follow your advice anyway.

Thanx.
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  #16  
Unread 8th February, 2003, 05:11 PM
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[IpDrv.TcpNetDriver]
ConnectionTimeout=180.000000 :Number of seconds server wait for response from clients during the game before closing their connection
InitialConnectTimeout=200.000000 :Number of seconds server will wait for response from client attempting to connect before closing the connection


...these ARE backwards.

Names and functions are backwards.

Check your logs!
Client with slow drives and -big- map times out in 180.

Client quits..
the timeout READS 200.ooooo...

...and thats 3:20 -for-evey-player AND -every-map-change-per-player- of wasted bandwidth.


My 'InitialConnect' is set to 30.oo and I get:
Close TcpipConnection Sat Feb 8 11:57:46 2003
Connection timed out after 30.oooooo secounds (30.028328)
Close TcpipConnection Sat Feb 8 11:58:17 2003

TRY IT... set InitialConnectTimeout to -3- seconds and SEE IF YOU CONNECT!

You will, you have 180 seconds..

(BTW, I am using Linux, Windoze diff?)


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  #17  
Unread 8th February, 2003, 11:10 PM
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OK, thanks for the heads-up - I'll update the tutorial tonight.
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  #18  
Unread 19th February, 2003, 11:28 AM
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when you change your [x]servermaxtickrate in tcpnetdriver section, update the same setting in your demorec driver as well - otherwise you will end up with slowdown/speedup server side demos!
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  #19  
Unread 7th March, 2003, 05:57 AM
Gaussian Gaussian is offline
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Quote:
MaxDownloadSize=0 Limit (in kilobytes) of the file size that the server will be allowed to send to clients (only if AllowDownloads=True)
This should read:

MaxDownloadSize=0 Limit (in bytes) of the file size that the server will be allowed to send to clients (only if AllowDownloads=True)


For example: MaxDownloadSize=10000
would allow clients to download files smaller than 10K directly from the server.


Well, I doubt many people will actually use this particular function besides me, , ...but it deserves mentioning.

Great job on the INI tutorial, It's a very nice reference tool. Thanks


-G
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  #20  
Unread 7th March, 2003, 07:38 AM
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Hehe, thanks for catching that slip! :p Fixed.
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