Red Orchestra

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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

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


Icp-tickrate.gif

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

changelog

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.

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


http://theadminpage.planetunreal.gamespy.com/ConfiguringYourini.htm

Skrypty

Mutatory

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.
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