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D_Chosen1
November 9th, 2002, 17:24
I have a way to posisbly help fix that server problem..I helped Skullbonya with his ping with a simple change in the Armyops.ini file he said it stayed a lot more steady... i can set everyone else up to if they like...

Now as for the server i can help it there to..
As everyone knows American ops is made off the Unreal Engine
an it uses the same server an client set up..

When i ran Unreal server i used these setting.. i can do same for the army ops an it improved greatly espeacialy for broadband users which there is more of i believe..

Unreal was made more toward 56k users when it was made an set up .. so the settings are set more for 56k.

I compared the armyops.ini with the unrealtournament.ini an they were exact settings. If u want me to try to help send me the amryop.ini file an ill change the setting an send it back or i can post the setting to change here if u feel comfortable changing them your self.. plus i need to know how much ram is used on that server .. let me know

D_Chosen1
November 9th, 2002, 19:33
Go to Advanced Option/Game Engine Settings. Under "CacheSizeMegs" change it to 3/4 your total RAM, I,e if you have 128MB of RAM you want to make it "CacheSizeMegs "96". This option is very important & should be done to limit any Hard Drive Thrashing

ConnectionTime = 15.000000 Leave this option on its Default.

InitialConnectTime = 500.000000 Leave this option on its Default.

KeepAliveTime = 0.200000 Leave this option on its Default.

LanServerMax = 30 This option can be lowered if you intend on playing on your 2nd comp & do not wish to hog all the bandwidth from other players. I have mine set at 30 but im not serving.. set it at 20 for server..

MaxClientRate = ????? This Option is VERY!! important, this is where you'll HAVE TO KNOW!! what your Upload Speed is. I have mine set to 10000 cuz I'm on cable & it works very well. But im not using it as server try 5500 for server it should be great for that. Its going to default to 20000, but you want to lower it if you are on anything less than a T1.
Here is what mine looks like an works good it will work on server to since its all in one.

AND REMBER BACK UP THE Armyops.ini before u change anything

[Engine.GameEngine]
CacheSizeMegs=256 <---- change that to 3/4 of ram on your system default is 32 i believe.
UseSound=True
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.gamespy.com MasterServerPort=27900 DoUplink=True
ServerPackages=GamePlay
ServerPackages=AGP_Effects
ServerPackages=AGP_UI
ServerPackages=AGP
ServerPackages=AGP_Gameplay
ServerPackages=AGP_CharModels
ServerPackages=AGP_Characters
ServerPackages=AGP_AI
ServerPackages=AGP_InvModels
ServerPackages=AGP_Inventory
ServerPackages=AGP_Script

[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=15.0
InitialConnectTimeout=150.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=10000 <----- client 5500 for server default is 20000
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=10
LanServerMaxTickRate=30 <-------- client 20 for server if u have a pc conecting to it lan
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload

[Engine.DemoRecDriver]
MaxClientRate=25000
ConnectionTimeout=15.0
InitialConnectTimeout=500.0
AckTimeout=1.0
KeepAliveTime=1.0
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=60
LanServerMaxTickRate=60

If u dont feel confortable send me your Armyops.ini file an ill set it up for you its no biggy for me .

Acedeal
November 10th, 2002, 11:23
These are some of the optimal setting for setting up a server. Based upon months of running one, and months of finding other peoples testing.

;@ Server ini for America's Army : Operations , based upon advanced Unreal (warfare) engine
;@ to write all info i used my Unreal and Unreal Tournament experience, also informations digged from all good sources
;@ also thanks to people from Epic and AA:O developers and HomeLAN team for some details about settings and additional info...
;@ section which aren't needed for server were removed (d3d,xbox,sounds, editor etc)
;@ found mistake, bs, crap or lie? know more as me? call my hotline and demand refund :) ... no way :) but it will be nice to tell me that :)
;@ remember to remove ALL tabs in text before using this ini !!! this is description file not perfect ini ...
;@ version 18 [14-10-2002]

;@ for these who want know which ports use of ports i adding small overview
;@ Unreal engine use UDP and same goes for uplinks to masters, TCP is used only for authorization, ICMP is needed for server AUTH procedure only (once and then not) ...
;@ UDP port 1716 is game join port, UDP port 1717 is gamequery port, UDP port 1717+1 are used by master server query (each master mean +1) - i suggest open for AAO server UDP ports 1716-1720 and when you use more master servers then bit more ...
;@ UDP port 8777 local is standart query in Unreal engine (see somewhere down)
;@ TCP port 20045 is for client authorization (as far i noticed 3 authorization servers exist)
;@ UDP ports like 28909, 28900, 27900, 27500 are used by master servers (uplink), GameSpy is e.g. 27900

;@ some of settings is not commented cause it evident for what is used ...

[URL]
Protocol=unreal
ProtocolDescription=Unreal Protocol
Name=Dwarden
Map=Entry.aao
LocalMap=Entry.aao
Host=
Portal=
MapExt=aao
EXEName=uw.exe
SaveExt=usa
Port=1716
Class=AGP_Characters.AGP_Character

[FirstRun]
FirstRun=927

[Engine.Engine]
RenderDevice=D3DDrv.D3DRenderDevice

;@ will be null device better for server? :) lol
;RenderDevice=Engine.NullRenderDevice

;AudioDevice=ALAudio.ALAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
;DemoRecordingDevice=Engine.DemoRecDriver
Console=Engine.Console
DefaultPlayerMenu=UDebugMenu.UDebugRootWindow
Language=int
GameEngine=Engine.GameEngine
;EditorEngine=Editor.EditorEngine
DefaultGame=AGP_Gameplay.AGP_GameSinglePlayer
DefaultServerGame=AGP_Gameplay.AGP_GameTeamObjecti ve
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
;CdPath=Q:\
ContentOnCD=False

[Core.System]
PurgeCacheDays=300
SavePath=..\Save
CachePath=..\Cache
CacheExt=.uxx
Paths=..\System\*.u
Paths=..\Maps\*.aao
Paths=..\Textures\*.utx
Paths=..\Sounds\*.uax
Paths=..\Music\*.umx
Paths=..\StaticMeshes\*.usx
Paths=..\Animations\*.ukx
Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp

[Engine.GameEngine]

;@ Epic says not affecting server so i lower it to 16
CacheSizeMegs=16

;@ Not needed for server
UseSound=False

;@ needed for server i'm alive communication ...
ServerActors=IpDrv.UdpBeacon

;@ used for status query
ServerActors=IpServer.UdpServerQuery

;@ now some words about UdpServerUplink (this was before standalone section)
;@ MasterServerAdress=nothing to explain, thats adress of mastering server (collecting info about game servers)
;@ MasterServePort=define port which mastering server use to receive info
;@ DoUplink=define if uplink will be done or not
;@ UpdateteMinutes=again nothing to explain, period of update time
;@ QueryPort=define your server queryport, which is in Unreal games connect port +1
;@ there exist one more option UplinkPort=(default 0 - server try assign free port) and this one define port which game use to Uplink to master server and i was unable get it work, from this i guess it's not used anymore ...

;@ two epic master servers, second seems to exist (first is causing problems, probably down)
;ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900 DoUplink=True UpdateMinutes=3 QueryPort=1717
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=28900 DoUplink=True UpdateMinutes=4 QueryPort=1717

;@ gamespy master
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.gamespy.com MasterServerPort=27900 DoUplink=True UpdateMinutes=5 QueryPort=1717

;@ Italian master server, part of gamespy
ServerActors=IpServer.UdpServerUplink MasterServerAddress=utmaster.ngi.it MasterServerPort=28900 DoUplink=True UpdateMinutes=7 QueryPort=1717

;@ game browser service like ASE but with own !!! master server system
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.qtracker.com MasterServerPort=27900 DoUplink=True UpdateMinutes=3 QueryPort=1717

;@ barryworld master server, thought not often used - actually down or moved
;ServerActors=IpServer.UdpServerUplink MasterServerAddress=utmaster.barrysworld.com MasterServerPort=28909 DoUplink=True UpdateMinutes=11 QueryPort=1717

;@ iLANgame master server
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.ilangame.com MasterServerPort=28900 DoUplink=True UpdateMinutes=11 QueryPort=1717

;@ no future plans to support in AA:O
;ServerActors=UWeb.WebServer

;@ not yet implemented in AA:O
;ServerActors=UTelnet.TelnetServer

;@ game packages
ServerPackages=GamePlay
ServerPackages=AGP_Effects
ServerPackages=AGP_UI
ServerPackages=AGP
ServerPackages=AGP_Gameplay
ServerPackages=AGP_CharModels
ServerPackages=AGP_Characters
ServerPackages=AGP_AI
ServerPackages=AGP_InvModels
ServerPackages=AGP_Inventory
ServerPackages=AGP_Script


[WinDrv.WindowsClient]
;@ server useless = removed


[Engine.Player]
;@client side
ConfiguredInternetSpeed=3600
ConfiguredLanSpeed=18000


[ALAudio.ALAudioSubsystem]
;@ server useless = removed


[IpDrv.TcpNetDriver]
;@ Timeout after (seconds) game wait on connection to the server without receiving any data (connection is closed after this time).
ConnectionTimeout=12.0

;@ Timeout after (seconds) game wait on connection to the server after is connection initiliazed without receiving any data (connection is closed after this time).
InitialConnectTimeout=60.0

;@ ?
AckTimeout=1.0

;@ Possible packet alive time (.2 sec default)
KeepAliveTime=0.3

;@ client rates in bytes/sec, 2000 modem, 4000 ISDN , 5000 cable, 7000 adsl etc, it can vary on line quality , 20000 is for lan
MaxClientRate=5000

;@ using it for sure, possible not used by Unreal engine
MinClientRate=1800

;@ ?
SimLatency=0

;@ ?
RelevantTimeout=5.0

;@ ?
SpawnPrioritySeconds=1.0

;@ Pause between map cycles for slower computers; not verified enough (default 4)
ServerTravelPause=12.0

;@ Leave the tick rate at 20 (default). Set the maximum tick rate (fps) of the server. By default it is 20, which means that servers will tick at 20 fps. This value is optimal, since it keeps server cpu utilization low without having a impact on ping or physics. Higher values will reduce ping, but increase server cpu utilization, and vice versa for lower values"- Steve Polge @EPIC - that mean on HIend machines u can bit increase, on very LOWend decrease, but ... really only BIT!
NetServerMaxTickRate=20

;@same as above
LanServerMaxTickRate=35

;@ Downloads not needed, false for sure (not supported in AA:O)
AllowDownloads=False

;@ maximal size which client can download (not supported in AA:O)
MaxDownLoadSize=0

;@for downloads (not supported in AA:O)
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload


[IpDrv.HTTPDownload]
;@ not supported in AA:O = removed

[Engine.DemoRecDriver]
;@ for recording demos on local server = relative useless and removed

[Engine.GameReplicationInfo]
;@ regions used on gamespy and similar master servers
;@ 0 - No Region Specified (any Region)
;@ 1 - Southeast US
;@ 2 - Western US
;@ 3 - Midwest US
;@ 4 - Northwest US, West Canada
;@ 5 - Northeast US, East Canada
;@ 6 - United Kingdom
;@ 7 - Continental Europe
;@ 8 - Central Asia, Middle East
;@ 9 - Southeast Asia, Pacific
;@ 10 - Africa
;@ 11 - Australia / NZ / Pacific
;@ 12 - Central, South America
;@ not need descriptions
ServerName=! Heart Of Europe !
ShortName=Czech Elite Server
AdminName=Dwarden
AdminEmail=Dwarden@centrum.cz
Region=7
MOTDLine1=MoTD line1
MOTDLine2=MoTD line2
MOTDLine3=MoTD line3
MOTDLine4=MoTD line4
MOTDLine5=MoTD line5
MOTDLine6=MoTD line6
ServerRegion=7
;@ server side options to enforce HUD rules (what hide or not)
bHUDHideAmmoCount=True
bHUDHideWeaponStatus=False
bHUDHideWeapon=False
bHUDHideGrenades=False
bHUDHideHealth=False
bHUDHideCombatEffect=False
bHUDHideNV=False
bHUDHideCompass=False
bHUDHideTimer=False

[Engine.AccessControl]
;@ also no description needed
AdminPassword=AdminPassword
;@ game password
;GamePassword=test

[IpDrv.TcpipConnection]
SimPacketLoss=0
SimLatency=0

;@ When you are using multiple NIC's or multiple IP addresses and want align one to your server to be seen on the Internet. (equal to multihome=ip:port in cmd line) ADDENUM : this settings not works for everyone (i got no problem) if it fail for you Use commandline multihome= one :), some sources also says Multihome= needs be in [URL] section ...
;Multihome=


[IpServer.UdpServerQuery]
GameName=armygame

;@ update to master server (minutes) interval ... also from what i understood is equal to use on line where is uplink, if not please correct me !
;UpdateMinutes=3

;@ Leave the OldQueryPortNumber at 0 and it'll fill the correct port number in the first time you run the server. This will reset/restart your UT Server when happens to "port swap" when it is not supposed too, possible workaround from old UT settings (so possibly not works!) to prevent port swap on map cycle !.
OldQueryPortNumber=0
bRestartServerOnPortSwap=True

;@ minimal version of U engine which shows in client browser
MinNetVer=927


[IpDrv.UdpBeacon]
;@ beacon true allows server announce to world he exist :)
DoBeacon=True

;@ this value determine game refresh cycle (e.g. Server browsers (such as GameSpy) often user query reply times to measure the ping to the server, so if you have a 0.5 second delay in replying, the server will appear to have a much higher ping. )
BeaconTime=0.50

BeaconTimeout=5.0
BeaconProduct=armyops

;@ many of You asked why local port 8777 broadcast to 9777 (255.255.255.255), it's because Unreal server announce to network (LAN) he exist :)
ServerBeaconPort=8777
BeaconPort=9777



[D3DDrv.D3DRenderDevice]
;@ server useless = removed

[Editor.EditorEngine]
;@ server useless = removed


[UMenu.UnrealConsole]
;@ server useless
RootWindow=UMenu.UMenuRootWindow
UWindowKey=IK_Esc
ShowDesktop=True


[UMenu.UMenuMenuBar]
;@ server useless
ShowHelp=True
GameUMenuDefault=UTMenu.UTGameMenu
MultiplayerUMenuDefault=UTMenu.UTMultiplayerMenu
OptionsUMenuDefault=UTMenu.UTOptionsMenu


[Engine.GameInfo]
bLowGore=False
bVeryLowGore=False
;@ i think this one is changed to bCycleMaps, but noone knows :)
bChangeLevels=False
GoreLevel=0
AutoAim=0.990000
GameSpeed=1.000000

;@maximum spectators allowed on server
MaxSpectators=0

;@ maximum Administrators allowed at once on server
MaxAdmins=1

;@ maximum players allowed on server, make sure it's supported by map spawn points
MaxPlayers=20

;@ old UT logs
bLocalLog=False
bWorldLog=False

;@ allowing change of Field Of View
bAllowFOV=True

bClassicDeathMessages=False
bMuteSpectators=False
bNoCheating=True

;@ chance to setup server event log file (equal to log= in cmd line)
;ServerLogName=server.log


[UWeb.WebServer]
;@ no future plans to support in AA:O

;@ port on which u can use webserver, for more security
ListenPort=


[Engine.Console]
ConsoleKey=9


[UTelnet.TelnetServer]
;@ not yet implemented in AA:O
Application=UTelnet.HelloTelnet
Password=
bEnabled=False


[AGP.AGP_GameInfo]
GoalScore=0
bTeamScoreRounds=True
Difficulty=0.000000
MaxLives=0
NumRounds=0
bCoopWeaponMode=True
ForceGameplay=FORCE_Simunitions
;FORCE_None, FORCE_Normal, FORCE_MILES, FORCE_Simunitions


[AGP.AGP_GameTeam]
TimeLimit=20


[AGP.AGP_GameTeamObjective]
TimeLimit=4


[WindowPositions]
;@ server useless = removed


[Engine.StatLog]
;@ not yet implemented in AA:O and probably never :(


[AGP_Gameplay.AGP_GameSinglePlayer]
bCoopWeaponMode=False
ForceGameplay=FORCE_None


[AGP_Gameplay.AGP_GameMultiPlayer]
;@ IF you are running a LAN server, this determines whether or not players must Authenticate before joining a game. IF you are running a GLOBAL server, this setting is ignored, since GLOBAL servers always require Authentication.
bRequireAuthorization=True

;@ use this to enable cheats to get any weapons, god mode etc ... not supported by me ...
bMPCheatsEnabled=False

[AGP_Gameplay.AGP_GameTeamObjective]

;@ maximal ROE, breaking this limit is autokick
FFScoreLimit=240

;@ maximum of players on each team, ideal to balance
;@ m82 needs 11 players per team as minimum
;@ m24 needs players per team as minimum
;@ m16a2/m203 players per team as minimum
MaxTeamSize=10

;@ team balancing on match start
bAutoBalanceTeams=True

;@ allows players to balance teams on theirs decision (i think this option is my typpo LoL :)
;@ UPDATED: in 1.2.1 True value cause black screen problems !
bPlayersBalanceTeams=False

;@ autobalance on each round start
;@ UPDATED: in 1.2.1 True value cause black screen problems !
bAutoBalanceBetweenRounds=False

;@ minimum of players to start game ...
MinNetPlayers=2

;@ timelimit for each round
TimeLimit=9

;@ player can join only before round start
bMustJoinBeforeStart=True

;@
bCoopWeaponMode=True


;@ If this is set to true, then players who are in spectator mode will only be able to spectate from Player positions
bSpectatePlayersOnly=True

;@ If this is set to false, then players who are in spectator mode will be able to spectate from *any* Player, friendly or not
bSpectateFriendsOnly=True


[UnrealEd.UnrealEdEngine]
;@ server useless = removed


[AGP_Gameplay.AGP_GameDeathMatch]
;@ number rounds in match
RoundsPerMatch=9

;@ number of matches before map cycle
MatchesBeforeCycle=6

;@ enable map cycling, can cause problems (e.g. my server not showing on ASE if true)
bCycleMaps=False

;@ If this is set to true, Players who do not move will be auto-kicked after the amount of time specified in IdlePlayerKickTime
bKickIdlePlayersTimed=True

;@ If this is set to true, Spectators who do not respond to warnings will be auto-kicked after the amount of time specified in IdlePlayerKickTime
bKickIdleSpectators=True

;@ Time, in minutes, before a player or spectator will be kicked for being idle. Players will be given a warning 20 seconds before they are kicked
IdlePlayerKickTime=3

;@ If this is set to true, Players who do not move from their start locations before they are killed or the round ends for the number of rounds specified in IdlePlayerKickRounds will be auto-kicked. Rounds that last less than 20 seconds will not count
bKickIdlePlayersRounds=True

;@ The number of rounds before a player is kicked for being idle. If this value is higher than 1, then the player will be given a warning when they are 1 round away from being kicked. (If this is set to 1, they will be kicked with no warning)
IdlePlayerKickRounds=2


[AGP_Gameplay.AGP_MapList]
;@ 16 players
Maps[0]=Tunnel.aao
;@ 18 players
Maps[1]=Pipeline.aao
Maps[2]=MOUT_McKenna.aao
Maps[3]=HQ_Raid.aao
Maps[4]=Mountain_Ambush.aao
Maps[5]=Swamp_Raid.aao
;@ 20 players
Maps[6]=FLS.aao
;@ 26 players (for new ones need be verified by Devs)
Maps[7]=Bridge.aao
Maps[8]=Insurgent_Camp.aao
Maps[9]=JRTC_Farm.aao
Maps[10]=Weapons_Cache.aao
Maps[11]=Mountain_Pass.aao
;@ more maps coming soon...
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]=
;@ number of map playing now ...
MapNum=8
;@ tip for servers cycling maps, use combination map1 map2 map1 map2 map1 map2 in list above ... it cause less problems as when server restart list above ...

Acedeal
December 22nd, 2002, 02:10
-=Bump=-

TR-JustinMc06-
December 22nd, 2002, 21:23
i use all those to run my server too, mavric gave them to me.