Red Orchestra
Spis treści |
Opis
Red Orchestra to gra typu FPS osadzona w realiach II Wojny Światowej, w której starano się wiernie oddać warunki gry. Aktualnie najnowsza wersja to Red Orchestra Ostfront 41-45. Gra jest oparta na silniku UnrealTournament 2004.
Więcej o niej na wikipedia:Red_Orchestra:_Ostfront_41-45
Linki
- Red Orchestra Ostfront 41-45 PL
- Strona o serwerach RO -a dokładniej Unreal'owych, bo gra jest bazowana na silniku Unreal'a
- Statystyki na WWW - aczkolwiek eksperymentalne.
- http://www.maporchestra.com/support-center/
Zmiana tickrate
ostatnia linia, zmienić z 20 na 35 (maksymalnie):
[IpDrv.TcpNetDriver] AllowDownloads=True ConnectionTimeout=20.0 InitialConnectTimeout=200.0 AckTimeout=1.0 KeepAliveTime=0.2 MaxClientRate=15000 MaxInternetClientRate=6000 SimLatency=0 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=20
W grafice ważne, że bez graczy na serwerze ani bez zmian mapy - na razie nie wiem jak się serwer zachowuje po przemieleniu paru map z graczami - zobaczymy potem.
Kliknij na obrazku aby zobaczyć animację.
Rates
I have a 3mb/256kb connection - that's 3 megabits down and 256 kilobits up. I run a server called [U]The FragHouse ][[/U]. I probably have a biased opinion but most players say it's a very nice server. Configuration is key.
Client rate, from what I can tell, is measured exactly in bytes (or thousandths of kilobytes, but they're so close it doesn't matter). So let's do some math.
U - MAXIMUM Upload: 256kb = 32KB = 32768B P - Desired amount of Players: 8 C - MAXIMUM Client rate
Client Rate Formula: U / P = C 32768 / 8 = 4096
In this instance, the maximum client rate would be 4096. Though this is at the complete maximum, best effort. In a perfect world, connections would always be able to go up to their best effort; unfortunately, most connections can only reach about 95% of their best effort most of the time. For a 32KB upload, that's about 31KB upload, so let's redo some math.
31744 / 8 = 3968
Hmmm... 3968 bytes per second is okay for a standard (Team)DeathMatch - maybe CTF, BR, DOM. Onslaught, Assault, and Invasion game types are quite demanding. I would say an Invasion game would need at least 4500 bytes (give or take 100) per second per player; an Assault would need about the same, and an Onslaught would need at least 5000 bytes per second per player - if vehicles are added in, as they are in Onslaught, it's a safe measure to add 500 to the client rates.
So now, I'm running Invasion. I want to supply my players with a good enough connection so they do not lag and do not have to worry about anything but the game play. So let's change the formula up a bit. I want to find the maximum number of players I can have and still send out a reasonable amount to each player.
U - MAXIMUM Upload: 254kb = 31KB = 31744B C - MAXIMUM Client rate: 4600 P - Desired amount of Players
Formula: U / C = P 31744 / 4600 = 6.9
6.9 players, eh? Well, let's round down to 6, just to account for that reserved slot - when I have to get in - or for when I'm doing jazz via WebAdmin. If my brother wasn't obsessed with playing Star Wars Galaxies all the time, I could actually push the client rate up to 5000 and host completely fine.
In any case, try and use this formula for anything you need to know. For reference, bytes use intervals of 1024 (1024 Bytes = 1 KiloByte; 1024 KiloBytes = 1 MegaByte; 1024 MegaBytes = 1 GigaByte, etc.) and bits use intervals of 1000 (1000 bits = 1 kilobit; 1000 kilobits = 1 megabit; 1000 megabits = 1 gigabit). Also, a Byte is equal to 8 bits, so a KiloByte is equal to 8 kilobits. If you have also noticed, Byte intervals are expressed in capitals, while bit intervals are lowercased - it's just a good notation.
8kb (8000b) = 1KB (1024B) U - MAXIMUM Upload: kb = KB = B C - MAXIMUM Client rate P - Desired amount of Players
Player Formula: U / C = P Client-rate Formula: U / P = C
http://ut2004.kirosite.com/bandwidthmath.php
Konfiguracja
Map Voting
Auto Open GUI
- Automatyczne otwieranie menu z głosowaniem na nastepna mapę na końcu rozgrywki. Wartości True albo False (odpowiednio Tak i Nie).
bAutoOpen - True or False. If true then the voting windows will be automatically opened at the end of each game. If False then the normal cycle maplist is used to select the next map. Players can initiat a Mid-Game vote only. They would have to open the voting window by pressing the MapVote HotKey. Default hotkey is the HOME key. This can be changed on the "Configuration" tab window. Default is True.
Accumulation Mode
- W tym trybie gracz ktorego mapa wygrywa w glosowaniu dostaje ekstra punkty do glosowania, punkty te przehcodza na nastepne glosowania. Punkty te nie sa punktami w grze. Czyli im czesciej wygrywa mapa na ktora glosujesz tym silniejszy i wazniejszy staje sie twoj glos. Jak nie wygra mapa na ktora glosujesz, to wtedy tracisz te punkty i zbierasz je od nowa.
"Accumulation Mode" can be used as extra setting for that, based on description it will sum the scores of several maps per player to use as amount of votes, for as long as their desired map wins. After that, they start to collect new bunch of votes from scratch.
Elimination Mode
11.17 14:05:35 Zetsumei ah 11.17 14:05:39 Zetsumei elimination mode 11.17 14:05:42 Zetsumei grays out maps 11.17 14:05:45 Zetsumei starting with 0 11.17 14:05:50 Zetsumei till n-1 maps 11.17 14:05:54 Zetsumei and the normal setup 11.17 14:05:58 Zetsumei will always greyout maps 11.17 14:06:03 Zetsumei even if not played 11.17 14:06:07 Zetsumei but doesnt do that either 11.17 14:06:09 Zetsumei whatever 11.17 14:06:10 Zetsumei ;p 11.17 14:06:25 Zetsumei bEliminationMode - True or False, Default is False. Setting this to True will disable voting for 11.17 14:06:25 Zetsumei previously played maps until there are only N enabled maps left in the map list. 11.17 14:06:25 Zetsumei N is MinMapCount (see below). 11.17 14:06:25 Zetsumei This is accomplished by incrementing the RepeatLimit after each game. 11.17 14:06:25 Zetsumei You can use this mode to force players to play all the maps instead of just 11.17 14:06:26 Zetsumei the popular ones. 11.17 14:06:38 Zetsumei bScoreMode - True or False, Default is False. Setting this to True will give players move votes 11.17 14:06:38 Zetsumei based on their score. Example: At the end of a DeathMatch game you have 10 frags and 11.17 14:06:38 Zetsumei then you vote for DM-Phobos2 then it will place 10 votes for DM-Phobos2. 11.17 14:06:47 Zetsumei p 11.17 14:07:05 Zetsumei bAccumulationMode - True or False, Default is False. Setting this to True will cause non-winning and 11.17 14:07:05 Zetsumei unused votes to carry over to the next game. If the map you voted for wins then 11.17 14:07:05 Zetsumei you will not carry over votes to the next game. If the Map you voted for does NOT 11.17 14:07:05 Zetsumei win then the ammount of votes you currently have will carry over. 11.17 14:07:05 Zetsumei Sorry, Currently MapVote does not have the ability to show you the ammount of 11.17 14:07:07 Zetsumei accumulated votes that you have. That will be added in a future version.
Mid-Game Vote Percent
- Liczba procent głosów wszystkich graczy aby zmienić mapę w środku grania. Domyslnie 50. Ta opcja jest nieaktywna jeśli na serwerze jest tylko 2 graczy (no chyba że obaj zagłosują). Wartość 100 właściwie uniemożliwia przegłosowanie mapy ;)
MidGameVotePercent - A number between 1 and 100. The percentage of players that are required to vote before a Mid-Game vote is initated. Set to 100 to virtually disable Mid-Game voting by requiring all of the players to vote. Default is 50. Note: Mid-Game Voting is semi-disabled if there are only have 2 players unless both players vote.
Repeat Limit
- Wartosc miedzy 0 a liczba wszystkich map na serwerze. Definuje liczbe gier po ilu mozna dopiero ponownie glosowac na dana mape (czyli przez ile nastepnych pa bedzie wyszarzona i niedostepna). Domyslnie 4. Upewnij sie ze ta wartosc jest mniejsza niz liczba map na serwerze! Dzieki tej opcji unika sie ciaglego glosowania na te same mapy.
RepeatLimit - A number between 0 and the total number of maps on the server. The number of games to disabe voting for a map after it has been played. Default is 4 Warning: Make sure the RepeatLimit is less than the total number of maps in the First GameConfig list.
ScoreBoard Delay
- Czas w sekudnach po jakim wyskakuje okienko do automatycznego głosowania po końcu rundy, daje szansę zobaczenia tabeli z wynikami ;). Domyślnie 10.
ScoreBoardDelay - A number between 1 and 500. The number of seconds to delay before automatically opening the voting window after the end of the current game is reached. This time is given to the players so that they can look at the score board. Default is 10.
Voting Time Limit
- Voting Time Limit - wartość miedzy 1 a 500. Liczba sekund przez którą można głosować na następną mapę na końcu rozgrywki aktualnej mapy albo poczas głosowania na mapę w czasie trwania rudny. Po tym czasie głosy są sumowane a mapa z najwyższą liczbą głosów wygrywa. Domyslnie 70.
VoteTimeLimit - A number between 1 and 500. The number of seconds to allow for voting at the end of the game or after a Mid-Game vote. After this time limit has been reached the votes are counted and the map with the highest score wins. Default is 70
- niestandardowe mapy
- http://wiki.beyondunreal.com/wiki/Importing_Sounds
- Kolorki
- Rezerwacja slotów
- UT extractor http://gms.cyberrock.net/products.php#utcacheextractor
http://theadminpage.planetunreal.gamespy.com/ConfiguringYourini.htm
Skrypty
Mutatory
- http://serverdev.beyondunreal.com/ IRCReporter czyli ScoreBot, dziala na poziomie wystarczajacym, dobry do logowania chatu z serwera
- http://www.tacticalgamer.com/red-orchestra-map-mod-development/ cale forum o mutatorach
Komendy
listplayers displays list of current players
adminlogin <adminpassword> logs you into admin
adminlogout logs you out of admin
admin kick <playername> kicks specified player from the server
admin kickban <playername> kicks and bans the specified player from the server
admin addbots <#> adds the specified number of bots, where # is the number
admin killbots <#> kicks the specified number of bots, where # is the number
admin adminsay <message> displays a message in the middle of everyone's screen with the text you typed in the message
admin switchlevel <RO-mapname.rom> changes the map while keeping the same server configuration
Pobieranie map z WWW
Wymagania: serwer WWW z dostepem do niego przez FTP (aby wrzucic pliki), mozliwość edycji/podmiany pliku RedOrchestra.ini na serwerze gry.
- edytujemy RedOrchestra.ini, znajdujemy sekcje jak poniżej i edytujemy wg naszych parametrów RedirectToURL - zmieniamy na sieżkę pod jaką widać pliki na serwerze na WWW z mapami, teksturami itd. Reszty nie musimy stosować w 90% przypadków i ustawmiamy jak poniżej.
[IpDrv.HTTPDownload]
RedirectToURL= http://3rd-pgd.com/redirect/
ProxyServerHost=
ProxyServerPort=3128
UseCompression=True
- dalej znajdujemy w RedOrchestra.ini sekcję
[IpDrv.TcpNetDriver]
a w niej ustawiamy w takiej kolejności jak poniżej dwie linijki
DownloadManagers=IpDrv.HTTPDownload DownloadManagers=Engine.ChannelDownload
dodatkowo ustawiamy w tej sekcji poniższe zmienne jak niżej
AllowDownloads=True MaxDownloadSize=0
- wyłączamy serwer gry, wrzucamy z nadpisaniem nowy plik RedOrchestra.ini
- włączamy serwer
- na serwer WWW wrzucamy spakowane pliki map, tekstur itd.