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Re: Unreal co-op dedicated server
Posted: Thu Oct 04, 2012 6:20 pm
by azn
Roger that

, and that's the answer I was waiting for. All is 100% clear now and I will be able to do what you wrote there.
It's nice to be back on these forums. It's good Unreal has a normal community of grown up users.
Thank you all a lot.
Re: Unreal co-op dedicated server
Posted: Sat Oct 27, 2012 4:15 pm
by azn
What "gametype" should I use? Guess not the coop mode from the original but sth. else. I found JCoop4 in gamepack.zip package here. Also, on forums found JZCoop being mentioned; which one is better and which one of Coop gameplay versions are best?
ps. do I have to post after a post for other forum users see the "new content" in topic or editing previous post is enough?
Re: Unreal co-op dedicated server
Posted: Sat Oct 27, 2012 4:32 pm
by Smirftsch
JCoopZ is a very good choice. Asked Zombie for latest version and pointed him here
You have to post again to make others see the change.
Re: Unreal co-op dedicated server
Posted: Sat Oct 27, 2012 4:51 pm
by azn
Thanks, hope he will look here soon, would like to get the files at least. Saw there is some "script" that prepares the server if I understood correctly(posted by Oldsparky) but I prefer to do things on my own and understand what I'm doing.
Re: Unreal co-op dedicated server
Posted: Sat Oct 27, 2012 5:57 pm
by BobIsUnreal
http://www.hypercoop.tk/dl/JCoopZ1-Build135.7z
http://174.132.89.98/~hypernl/viewtopic.php?t=1028
i don't recommend using sparkys installer , if only because it outdated by multiple years,
and designed for 225f servers. you will get issues if you try to use it with 227.
if you can get a normal coop game visable online ,
its easy enought to install jcoopz1 , just read the instructions.
if your using a old version to host it gets a bit more involved , but deffinitly worth understanding yourself why everything works or doesn't.
while thee is nothing 'wrong' with jcoopz1 ,
just remember there are other choices available depending on what you interests and intents are, jcoopz1 is only one of those options.watch out for dll files in gametypes.
Re: Unreal co-op dedicated server
Posted: Fri Nov 02, 2012 10:28 pm
by azn
Ok, all works, still have two problems:
1. Serwer is not visible on the browser list
2. When I set bCoopWeaponMode= to True me and a friend see no weapon in our hands, also no shots - but they work, we can break glass with laser. It's kind of problematic.
Any solutions?
Re: Unreal co-op dedicated server
Posted: Fri Nov 02, 2012 10:57 pm
by Oldsparky
The start up server is older yes, but it is functional and will get on line and show on the server list as it is set if your router settings are correct. This is a training server for people who want to build a server. Reading the manuals included in the help files will teach about servers and mods. IT is hoped you will learn enough to be able to make any version of server you like. This is a 225 server as many on line are. This includes all of the Newbies servers and the plus is any version of unreal can join a 225 server. This is still a very stable server. Been doing this since 1999 and always have used 225 so all can join.
Re: Unreal co-op dedicated server
Posted: Fri Nov 02, 2012 11:07 pm
by azn
I don't see your point, I can set up and do basic configuration, it works - we can play and have fun but it's just not on a list.
Re: Unreal co-op dedicated server
Posted: Sat Nov 03, 2012 7:21 am
by BobIsUnreal
not on the list but your friend can join.
friend joining over lan or wan?
lan) fowarding issues?
wan) is the server set to "advertise" and uplink and beacon?
you cant see you guns ,
does it happen to be a listen server?
custom mods not in packages?
@sparky
i understand and agree with every thing you said.
i believe tho alzen is trying to do this in linux using 227,
the default installed nytheis in your setup is a big no-no in 227.
it would incure multiple extra steps to undo things you did to get it to even start in 227.
even if you installed it in 225 and patched to 227, you would lose all the settings after you patch , and what wasnt lost would need to be merged twice into a the unreal.ini file maualy.
Re: Unreal co-op dedicated server
Posted: Sat Nov 03, 2012 9:15 am
by azn
He's joining over WAN. About uplink and beacon, I digged to
this post and my DoBeacon= is set to True yet cannot find "douplink=", I have no such line in the .ini file. To whick section should I add it, same that has the DoBeacon= line?
Hmm, about listening server, dunno; it's dedicated located in the other machine, other city, I connect to it via my laptop. I cannot set this douplink= via Advenced options menu as this linux machine has no graphic mode, only shell.
Also, I tried to set BeaconPort to 7778 as suggested
here. Nothing changed.
Guess the question is in which section I should put douplink=, guess it combined with DoBeacon= may do the job.
------
[glow=yellow,2,300]btw. is there any better in-game HUD for JCoopZ? I believe I read about it the other day on forums but spent about 20 mins searching forums now and cannot find a word about it.[/glow]
Re: Unreal co-op dedicated server
Posted: Sun Nov 04, 2012 9:11 pm
by azn
No port change was needed, the .ini file was just missing:
[IpServer.UdpServerUplink]
DoUplink=True
btw. anyone knows how webadmin deals with two servers running from one directory(using seperate .ini for co-op and dm servers); I will know in 15 minutes but maybe someone knows already

.
Ok, I know, need to find some way to bind second webadmin to different port.
Re: Unreal co-op dedicated server
Posted: Mon Nov 05, 2012 1:10 am
by BobIsUnreal
webadmin on 2 servers :
just put the webadmins on different ports and you should be fine , under webserver> listenport=
be careful if you using one main install , log files will need differnt names or the file will fight for lock/unlock.
is there any better in-game HUD for JCoopZ?
your looking for this thread:
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1345776472
short answer , not really.
long answer. it possible to make one,
use a mutator to replace the hud as mentioned in the other thread, with a recompiled existing hud , such as xcoophud or infadds hud ( or anything that you want) you need to know some scripting and drawhud stuff tho.
Re: Unreal co-op dedicated server
Posted: Mon Nov 05, 2012 8:13 am
by azn
IsUnreal, thanks for, as often - very useful reply.
Still, I'm currently not in front of my computer so I cannot check it; do you know the way how to choose different ports for two Web Admin instances? Saw you gave me solution via as I guess Advenced Options menu which is useless for me 'cause I run like dedicated server on linux machine via shell(don't have access to graphical mode).
I know there is like WebAdmin.ini or something like that, and there's a port in that configuration file; but when running a server I use "ini=" parameter to direct game to correct server's ini file. Is there any way to point other WebAdmin.ini file? Didn't read about such a command.
Or maybe, just guessing, if I add different "Paths" dir in which I have System,Music etc. folders and there I put Server's ini files maybe game will search for WebAdmin.ini file in pointed server's ini file directory? Don't know, just guessing.
btw. is there aything else I should change in such configuration, like dobeacon ports maybe or so?
Thanks in advance for answer, take care.
Re: Unreal co-op dedicated server
Posted: Mon Nov 05, 2012 9:20 am
by Smirftsch
you don't need to point and you can't point anything to WebServer.ini, it is taking the information out of there automatically. This ini is standalone, separate and unrelated to Unreal.ini. Its only purpose is indeed the WebAdmin.
The port in there is what you want to change.
If you want to run multiple servers you should give each server instance an own system directory and this way each instance has its own WebServer.ini in which you can configure the port.
So the trick is, don't use multiple Unreal.ini files for your servers, use different System directories.
Only thing you need to adjust then is
Paths=..\SystemA\*.u
next server then maybe
Paths=..\SystemB\*.u
and so on.
Also any server instance needs to have an own Port:
Port=7777 is default.
Next Server should be at least 2 ports difference, so 7779 f.e. for the next server.
Hope that helps

Re: Unreal co-op dedicated server
Posted: Mon Nov 05, 2012 5:29 pm
by BobIsUnreal
why did webserver settings end up in a seperate file anyway? it a total of 8 lines. bad planning mabye?nobody consdiderd instancing or multiconfigs? seems like a trivia core setting that should be in the master ini.
ini stuff is always a issue either way , to have some mods using custom ini and some mods can follow the currentgameini depending on there design in script.
wouldn't it be nice if 227 had like ut2004 does where theres a -TC MODfolder argument.
or better yet why not add some code in 227 to look fora [inipaths] section in specified unreal.ini file where mod ini files can be redirected like symlinks for servers or advanced mods of TC's. at runtime
( im dreamming here again)
Re: Unreal co-op dedicated server
Posted: Mon Nov 05, 2012 7:24 pm
by Smirftsch
tbh. this can cause more trouble than its worth it. The idea to have multiple system directories instead of multiconfig is a good and stable way to go, has been shown to be very reliable over the years. Its just a different approach and it also allows you to keep only the needed stuff in the system directory you are using.
One clean system for each purpose.
Also possible is to use a single server with multigame config (done via votinghandler f.e.) to switch between different gametypes, so only one server is set up for all needs.
However, the idea to have separate ini files for different purposes ain't new, mods doing this from the early beginning on. Some prefer it this way, some the other. Both ways have their advantages and disadvantages.
In this case it keeps the main ini small and it allows in case of reconfiguration of the main ini or even a fresh install to keep at least some of the config just by keeping the file.
Re: Unreal co-op dedicated server
Posted: Tue Nov 06, 2012 12:05 am
by azn
Hmm, guys, I still need a little help from you. I made all paths, mods are loading well and both servers are visible on the server browser. Still, I cannot make it to start two instances of WebAdmin, it keeps on reading the WebAdmin's ini file from the main System directory.
My paths look like:
Paths=..\System\*.u
Paths=..\Maps\*.unr
Paths=..\Maps\UPak\*.unr
Paths=..\Textures\*.utx
Paths=..\Sounds\*.uax
Paths=..\Music\*.umx
Paths=..\Meshes\*.usm
Paths=..\EXTRA_CONTENT\System\*.u
Paths=..\EXTRA_CONTENT\Textures\*.utx
Paths=..\EXTRA_CONTENT\Sounds\*.uax
Paths=..\EXTRA_CONTENT\Music\*.umx
Paths=..\EXTRA_CONTENT\Maps\*.unr
Paths=..\EXTRA_CONTENT\server_coop\System\*.u
Paths=..\EXTRA_CONTENT\server_coop\Textures\*.utx
Paths=..\EXTRA_CONTENT\server_coop\Sounds\*.uax
Paths=..\EXTRA_CONTENT\server_coop\Music\*.umx
Paths=..\EXTRA_CONTENT\server_coop\Maps\*.unr
Paths=..\EXTRA_CONTENT\server_dm\System\*.u
Paths=..\EXTRA_CONTENT\server_dm\Textures\*.utx
Paths=..\EXTRA_CONTENT\server_dm\Sounds\*.uax
Paths=..\EXTRA_CONTENT\server_dm\Music\*.umx
Paths=..\EXTRA_CONTENT\server_dm\Maps\*.unr
And my ports are:
DEFAULT PORTS
GAME = 7777
BEACON = 7776(I GUESS)
WEBADMIN = 80
--> COOP
GAME = 7777
BEACON = 7779
WEBADMIN = 8889
--> DM
GAME = 7781
BEACON = 7783
WEBADMIN = 8891
As you can assume WebAdmin's ini files are located in ..\EXTRA_CONTENT\server_coop\System and ..\EXTRA_CONTENT\server_dm\System.
Also, any clue why coop server is visible correctly under Cooperative and DM server is only visible on "All Servers" tab?
btw. I think that a possibility to point WebAdmin's ini file via the server's ini file would be great.
Re: Unreal co-op dedicated server
Posted: Tue Nov 06, 2012 1:10 am
by BobIsUnreal
you cant do what your tryng to do the way you doing it.
unreal is only ever gonna look in webserver.ini for that port due to the way webserver was scripted.(config webserver vs config unreal)
and therefore the only way to have 2 webadmins is to install 2 seprate copies of the game,
or like SF said create one server and allow the gametype to be choosen and swiotched in game.
he isnt going to rewrite webadmin to allow what you want to happen
not sure if it must be changed there, or could be changed in a subclass?
but It is literally a difference of 1 word change in a single. ucc file.
if he did it would probably break everything. so thats not a realistic option.
the recomended solution here is what he said , duplicate the install on you server and use one instal for each game. you can point the second install at the first to save some space. and trash most of map folder in secend if you tight on space.
some gamtypes dont have a specific tab , and therefore get thrown into all servers list if they dont meet a catagory, due to how the game handles sorting( ut it horrible for this as well), for instane monsterhunt/assualt dosnt have a tab in unreal 1 ,, so it only listed in all servers. for deathmatch it may not list infiltration since there is a seprate inf tab.
Re: Unreal co-op dedicated server
Posted: Tue Nov 06, 2012 7:32 am
by Smirftsch
you cant do what your tryng to do the way you doing it.
unreal is only ever gonna look in webserver.ini for that port due to the way webserver was scripted.(config webserver vs config unreal)
and therefore the only way to have 2 webadmins is to install 2 seprate copies of the game,
or like SF said create one server and allow the gametype to be choosen and switched in game.
2 System directories are sufficient, no need for 2 complete installations
if you have 2 different system folders it should take the webserver ini from the system folder specified with the path. So you have now 2 system directories and you are working with 2 different Unreal.ini files?
Gonna check it, it definitely should work like that.
Edit: Tried it, works just fine. One WebAdmin in SystemTest and one in SystemTestClassic, the folders I use to test both versions of the new patch.
My SystemClassic Unreal.ini is having:
Paths=..\SystemTestClassic\*.u
Paths=..\Maps\*.unr
Paths=..\Maps\UPak\*.unr
Paths=..\Textures\*.utx
Paths=..\Sounds\*.uax
Paths=..\Music\*.umx
Paths=..\Meshes\*.usm
My SystemTest Unreal.ini is having:
Paths=..\SystemTest\*.u
Paths=..\Maps\*.unr
Paths=..\Maps\UPak\*.unr
Paths=..\Textures\*.utx
Paths=..\Sounds\*.uax
Paths=..\Music\*.umx
Paths=..\Meshes\*.usm
So I guess something in the config has to be done yet.
For testing I gave one admin the port 81 and the other one 82, with different logins to be sure its working as supposed to be and I was able to manage both servers.
Re: Unreal co-op dedicated server
Posted: Tue Nov 06, 2012 2:24 pm
by BobIsUnreal
2 System directories are sufficient, no need for 2 complete installations
Owwwww
didnt even think that would work,
didnt occur to me if you linked the paths it would be no issue. good tip
Re: Unreal co-op dedicated server
Posted: Wed Nov 07, 2012 9:19 am
by azn
Ok, all works! Will have some questions about UTeamFix but guess I will ask them in another topic.
Thanks for all your help.
Re: Unreal co-op dedicated server
Posted: Thu Nov 08, 2012 12:49 pm
by azn
One more thing, Smirftsch - If I remember correctly you said something about inventory travel feature available on version 227, may you please provide me with a little more information about this feature.
Thanks in advance.
Re: Unreal co-op dedicated server
Posted: Thu Nov 08, 2012 2:00 pm
by Smirftsch
Here is the info out of the releasenotes, does this answer your question?
Added: 2 options for servers inventory travelling system:
bDeleteTravelInvOnLoad = Delete player inventory data from travel actors list after player gets their inventory once (to prevent players from reconnecting in order to stock on inventory).
bServerSaveInventory = Save/load Inventory data to an INI file (to keep inventory even after server crash).
Added: some UnrealScript events (to GameInfo) for server inventory travelling handling:
GetPlayerTravelID = Get player identification for travelling inventory (by default: player name).
ModifyTravelList = Can modify the list of actors that's about to be exported for travelling. SpawnTravelActor = Spawn an incoming travelling actor to the level.
Re: Unreal co-op dedicated server
Posted: Thu Nov 08, 2012 3:45 pm
by BobIsUnreal
the gametype has a setting built in for traveling between maps,kepping after death
bretaininventory , just remember to always use switchcooplevel to swichmaps
when avalible i use the 227 option to save additional , incase the server goes down.
Re: Unreal co-op dedicated server
Posted: Sat Nov 10, 2012 9:42 pm
by azn
Hmm, cannot get that, first thing I'm puzzled with is I guess you propose me 2 ways out guys:
1. bRetainInventory=True as [JCoopZ1SSF.jCoopZSSGF] option.
2. Inventory Travel options added in 227 patch.
About #1
Got this enabled, no luck.
About #2
Guess the right classes for these are:
[Engine.GameEngine] for bDeleteTravelInvOnLoad and bServerSaveInventory and [Engine.GameInfo] for GetPlayerTravelID and SpawnTravelActor.
Still I don't know how to set these options from 227 patch. I set them like that:
bDeleteTravelInvOnLoad=False
bServerSaveInventory=True
GetPlayerTravelID=True
SpawnTravelActor=True
Maybe I did sth wrong? Guess I did as I'm pretty a newbie in Unreal servers.
Some help with detailed explanation very welcome.