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Server settup ( Heavens ) ( Log include )

Posted: Fri Apr 27, 2007 9:50 pm
by Heavens
Hi, Heavens here.
Recently i have been very bussy with guides etc to find out how to settup a ut2004 server.

I came to this page with the help of some friendly TCP guys.
( btw, isnt TCP also the name given to a PORT ???) :P

Posted: Fri Apr 27, 2007 9:51 pm
by Heavens
( now i can post URLS )

well, here goes the info- part.

Server Log File :
Log: Log file open, 04/27/07 15:30:41
Init: Name subsystem initialized
Init: Detected: Microsoft Windows XP 5.1 (Build: 2600)
Init: Version: 3369 (128.29)
Init: Compiled: Nov 23 2005 16:23:34
Init: Command line: -log=server.log
Init: Character set: Unicode
Init: Base directory: D:\Games\ut2004\System\
Init: Ini:UT2004.ini UserIni:User.ini
Init: Build label: Build UT2004_Build_[2005-11-23_16.22]
Init: Object subsystem initialized
Log: Executing Class Engine.ServerCommandlet
Log: Browse: NvidiaLogo.ut2?Name=-[IDS]-Heavens?Class=Engine.Pawn?Character=Sapphire?team=255?Sex=F?Zound=0?SpectatorOnly=1
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 21181->21180; refs: 207375
Log: Game class is 'CinematicGame'
Log: Bringing Level NvidiaLogo.myLevel up for play (25) appSeconds: 1.791000...
Log: (Karma): Autodetecting CPU for SSE
Log: (Karma): Using SSE Optimizations
ScriptLog: Loading Admins & Groups
ScriptLog: Kick and Ban Privileges Loaded
ScriptLog: Maps & Game Privileges Loaded
ScriptLog: Admins & Groups Management Loaded
ScriptLog: Extra Privileges Loaded
ScriptLog: GameInfo::InitGame : bEnableStatLogging True
ScriptLog: UdpServerQuery(crt): Port 7787 successfully bound.
Log: Resolving master0.gamespy.com...
Log: Defaulting to false
Log: Defaulting to false
Log: Resolving ut2004master2.epicgames.com...
WebAdmin: Loading Available Maps
WebAdmin: Loading Game Types
WebAdmin: xWebAdmin.UTServerAdmin Initialized on port 8080
Log: MasterServerUplink: Resolved ut2004master2.epicgames.com as 216.27.56.6.
Log: Resolved master0.gamespy.com (207.38.11.34)
ScriptLog: UdpGameSpyUplink: Master Server is master0.gamespy.com:27900
ScriptLog: UdpGameSpyUplink: Port 7788 successfully bound.
Log: MasterServerUplink: Connection to ut2004master2.epicgames.com established.
Log: Approval APPROVED
Log: Master server requests heartbeat 0 with code 16928
Log: Master server requests heartbeat 1 with code 16928
Log: Master server requests heartbeat 2 with code 16928
Log: Master server assigned our MatchID: 0
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Core.dll
Log: Unbound to Engine.dll
Exit: Game engine shut down
Log: Unbound to XGame.dll
Log: Unbound to IpDrv.dll
Log: Unbound to Editor.dll
Log: Unbound to Fire.dll
Log: Unbound to Onslaught.dll
Log: Unbound to XInterface.dll
Log: Unbound to UWeb.dll
Log: (Karma): Level Karma Terminated.
Exit: Socket shut down
Log: Garbage: objects: 30266->0; refs: 207375
Exit: Object subsystem successfully closed.
Exit: Exiting.
Log: FileManager: Reading 0 GByte 42 MByte 786 KByte 311 Bytes from HD took 0.199000 seconds (0.149000 reading, 0.050000 seeking).
Log: FileManager: 0.085000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Allocation checking disabled
Uninitialized: Log file closed, 04/27/07 15:31:24
screenshot of what i actually did with my router.

http://img248.imageshack.us/img248/8512/routersf7.jpg

( yes in the ut2004.ini i enabled >> ServerBehindNAT=True )

Screenshot of my upload / download speed:
Test done om Speedtest.nl

Image

Really hope you can help me out. This will help very much on making a 1on1 server.
[/quote]

Posted: Fri Apr 27, 2007 11:05 pm
by }TCP{Carnage
I think the port 28902 TCP is the problem

i think it is suposed to be 27900 UDP everything for the game has to be UDP with the exception of the redirect
Also for the gameport 7777 u can also do 7777 to 7778 saves u one entry :)

Also with the upload u have i think 10 players will be the max .. assuming 5 kb per player give or take a few :)

if it still doesn't work lemme know .. i have plenty of solutions :D

Cheers
Car..

Posted: Sat Apr 28, 2007 6:05 am
by Heavens
Well, I did all those things ,
Still master server assigned our match ID:0

( i checked in my Lan browser, and there i can see my server with 16 ping )
but whenever i check it in online browser, it's N/A


Router screeny:

Image


Log file:
Log: Log file open, 04/28/07 07:53:23
Init: Name subsystem initialized
Init: Detected: Microsoft Windows XP 5.1 (Build: 2600)
Init: Version: 3369 (128.29)
Init: Compiled: Nov 23 2005 16:23:34
Init: Command line: DM-Rankin?BonusVehicles=false?Game=XGame.xTeamGame?RedTeamSymbol=TeamSymbols_UT2003.Teams.IronSkull?BlueTeamSymbol=TeamSymbols_UT2003.Teams.ProfessorDeath?bAutoNumBots=False?NumBots=0 -server -log=server.log
Init: Character set: Unicode
Init: Base directory: D:\Games\ut2004\System\
Init: Ini:UT2004.ini UserIni:User.ini
Init: Build label: UT2004 Build UT2004_Build_[2005-11-23_16.22]
Init: Object subsystem initialized
Log: Browse: DM-Rankin?Name=-[IDS]-Heavens?Class=Engine.Pawn?Character=Sapphire?team=255?Sex=F?Zound=0?SpectatorOnly=1?BonusVehicles=false?Game=XGame.xTeamGame?RedTeamSymbol=TeamSymbols_UT2003.Teams.IronSkull?BlueTeamSymbol=TeamSymbols_UT2003.Teams.ProfessorDeath?bAutoNumBots=False?NumBots=0
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 27750->27748; refs: 368526
Log: Game class is 'xTeamGame'
Log: Bringing Level DM-Rankin.myLevel up for play (25) appSeconds: 2.316000...
Log: (Karma): Autodetecting CPU for SSE
Log: (Karma): Using SSE Optimizations
ScriptLog: Loading Admins & Groups
ScriptLog: Kick and Ban Privileges Loaded
ScriptLog: Maps & Game Privileges Loaded
ScriptLog: Admins & Groups Management Loaded
ScriptLog: Extra Privileges Loaded
ScriptLog: GameInfo::InitGame : bEnableStatLogging True
ScriptLog: bAutoNumBots: False
ScriptLog: MasterServerGameStats initializing
ScriptLog: UdpServerQuery(crt): Port 7787 successfully bound.
Log: Resolving master0.gamespy.com...
Log: Defaulting to false
Log: Defaulting to false
Log: Resolving ut2004master1.epicgames.com...
WebAdmin: Loading Available Maps
WebAdmin: Loading Game Types
WebAdmin: xWebAdmin.UTServerAdmin Initialized on port 8080
Log: Startup time: 2.115000 seconds
Log: MasterServerUplink: Resolved ut2004master1.epicgames.com as 216.27.56.6.
Log: Resolved master0.gamespy.com (207.38.11.34)
ScriptLog: UdpGameSpyUplink: Master Server is master0.gamespy.com:27900
ScriptLog: UdpGameSpyUplink: Port 7788 successfully bound.
Log: MasterServerUplink: Connection to ut2004master1.epicgames.com established.
Log: Approval APPROVED
Log: Master server requests heartbeat 0 with code 41420
Log: Master server requests heartbeat 1 with code 41420
Log: Master server requests heartbeat 2 with code 41420
Log: Master server assigned our MatchID: 0
NetComeGo: Open myLevel 04/28/07 07:53:59 192.168.1.6:1141
Log: Client netspeed is 10000
ScriptLog: New Player -[IDS]-Heavens id=0bd780f678403d755ffaa6b7a100eb7b
ScriptLog: START MATCH
NetComeGo: Close TcpipConnection 192.168.1.6:1141 04/28/07 07:59:08
Log: WLog::OnCommand ID_NotifyExit
Log: appRequestExit(0)
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Window.dll
Log: Unbound to Core.dll
Log: Unbound to Engine.dll
Exit: Game engine shut down
Log: Unbound to Fire.dll
Log: Unbound to IpDrv.dll
Log: Unbound to Editor.dll
Log: Unbound to XGame.dll
Log: (Karma): Level Karma Terminated.
Exit: Socket shut down
Log: Unbound to UWeb.dll
Log: Unbound to XInterface.dll
Log: Unbound to Onslaught.dll
Log: Garbage: objects: 37424->0; refs: 368526
Exit: Object subsystem successfully closed.
Exit: Exiting.
Log: FileManager: Reading 0 GByte 60 MByte 978 KByte 896 Bytes from HD took 0.830999 seconds (0.749999 reading, 0.081000 seeking).
Log: FileManager: 0.087000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Memory Allocation Status
Uninitialized: Curr Memory 0.318M / 3.121M
Uninitialized: Peak Memory 84.821M / 86.777M
Uninitialized: Allocs 634 Current / 1004649 Total
Uninitialized: Log file closed, 04/28/07 08:06:45

Posted: Sat Apr 28, 2007 10:26 am
by }TCP{Carnage
The online part server being N/A is normal i have that too here what u can do is just add the server to favorites from the LAN tab
As for the server not getting a match id there are a few more thing u can try
I am not 100% sure but i do not think it is a port problem u seem to have all the right ones open
but just to be sure open up all the udp port on your router and then check the ut log again
so if u add port 1 to 65000 UDP that will basicly cover all of em .
If that still fails u can also try to make the other pc ( the server) a DMZ then it will just bypass the router all together
And of course check your own firewall on your server pc ?

And if it still won't work u can also try and use a different server key i have read some stories of people having a similar problem and a new key seemed to fix it

Cheers
Car..

Posted: Sat Apr 28, 2007 2:44 pm
by }TCP{Coco
Hello Heavens!

Just in case you don't know... You can generate a free server CD key at Epic's website. Just go here to do so.

Coco.

Posted: Sat Apr 28, 2007 7:05 pm
by the_kay
Oh, nice, so Epic releases keygens themself?

Sorry, but you are too late, Epic!
DEViANCE released UT2k4 24 hours before Atari! And they even released a keygen :D

Disclaimer: This post does not advertise copyright infringement in any way.

Posted: Sat Apr 28, 2007 7:16 pm
by }TCP{Carnage
Hehe not a game key Kay .. a server key .. there is a difference :)

Posted: Sat Apr 28, 2007 9:53 pm
by Heavens
Done.

when i add my own server to favorites, it really shows me Ping
The Match ID stays 0

I dont know if this is a reall problem.
( i remember like 4 days ago, i tried to setup a server and my match ID was like in 3434324324)

How am i gonna change to these dedicated cd keys.
i still wanna play the game, but also want to run a server.
I cant use 2 CD keys in 1 ut2004.exe

Any tuts/guides for this?

Thanks for the help already.

Posted: Sat Apr 28, 2007 10:41 pm
by }TCP{Snowbird
The best, is to make a dedicated server on another computer. If you want to play and host the server, this is really the only way to go. A "listening" server, is one where you make the server on the computer that you play on. In UT it is, as far as I know, impossable. The ping would be rediculously high. There are dedicated server programs out there, and I think Carnage poited you to the location. Install the dedicated server, and you should be able to get it srtarted with the peramiters that you have set up. Good luck.

Posted: Sun Apr 29, 2007 4:02 pm
by }TCP{Coco
Hi!

Listening servers are no problem with UT and UT2004. It's the way I played with my friends before we got a dedicated one. I also still run one when I play UT2004 with my girlfriend in our LAN.

If your computer is fast enough and you and the joining friends have Fastpath, the ping usually is around 60, that's ok. The only problem is that the owner of the server plays with ping 0, of course. :-)

Coco.

Posted: Sun Apr 29, 2007 5:26 pm
by }TCP{Snowbird
Then I am going to try this again. :-) What is fast path?

Posted: Mon Apr 30, 2007 9:05 am
by }TCP{Coco
Hi Frank!

There are several names for it, like "Fastpath" or "Interleave Low" and so on.

Usually, for DSL, the data packets between user and ISP are transferred in nested form to provide better error recognition. But this way, the delay for a packet to arrive is much higher than physically possible.

For customers who desire low response delays, many ISPs (not all though) offer the option to deactivate this nesting (at the increased risk of transmission errors), which is then called FastPath or Interleave Low. In most cases, you won't have any problems with it, but benefit from the lower delays, especially for online games. It all depends on the quality of your DSL line.

I can give you an example from my experience. My ISP is Netcologne, a local Telephone- and Internet-Provider. To measure the latency of the connection to my provider (which is the first part of the path for any internet packet), I performed a ping to netcologne.de. The result was about 49ms average. Because of this, I ordered Interleave Low and repeated the measure when it was activated. Now the result is 8ms! That means, I save 41ms of delay when playing UT. The delay between my ISP and our UT servers is added, of course, but this is independant from the delay to my ISP. :-)

If you'd like to know more about it, here's a German Wikipedia article.

In case you'd like to measure your own delay, but don't know how to do it, do the following:

1. Open a command prompt (in Windows, click at START -> EXECUTE and type cmd in the box, then click OK).
2. In the command prompt, type ping netcologne.de (replace netcologne.de with your own provider, of course). In case you want a constant ping test, you can also type ping -t netcologne.de (use CTRL-C to stop).

Coco.

Posted: Mon Apr 30, 2007 6:41 pm
by }TCP{Snowbird
OK, man, thanks for the info. I will check this out and give you a feed back. Thanks again.

EDIT***

I just checked it out, and have an average of 55. I am on my laptop, and the router is a bit too far away, so I am going to check it on my main comuter later. :-)

Posted: Mon Apr 30, 2007 6:49 pm
by }TCP{Coco
Hi!

Looks like you don't have FastPath. A ping around 50 is usual for DSL without it.

Coco.