Okay, like said would like to share some of the settings ive spotted that can be useful to make gameplay a bit better, some of the values are examples, so you have to find your own to make YOUR server run like desired (smooth). Everyone have to remember that unreal2 engine is old, very old and in 2002 it was made to suit hardware of that time, thus some of the values were set low, to make possible for game and server to be run, on the hardware of its era. This day, we dont need to think that anymore, our hardware is more than 10x powerful than old highend machines were, thus we can pretty much concentrate on, how good we can actually make the gameplay itself. Everyone who has worked around server and clientside of unreal engines, need to admit that UE2 has a LOT of potential, for that old game engine
From here you can read pretty much what happens inside the server and client interaction, when values are messed:
http://wiki.unrealadmin.org/Netspeed_Tutorial_%28UT%29Also those, who are REALLY interested in Americas Army 2 server side tech, should read all Unreal 2003/2004 based documentation to understand what US Army Dev team has used to run their game. Well okay, Devs shoulda read those documents by themselves, but sometimes ppl are without skills to read, or at least understand what they read
Anyway, the link:
http://wiki.unrealadmin.org/Main_PageIts easier to put up server .ini files here and comment the values to let you see what is what, prolly?
Some of the values have moved from ACTUAL server ini to aa25.ini and also some what should be in command line are also set in inis, aa25 assist devs can explain why, dont ask me
/System/server/aa25serv.ini is presented from only those parts, what we should be interested in.
[Core.System]
PurgeCacheDays=5 = cache memory purge time, default 30 if you want lots of unneeded shit to ur server root
[Engine.GameEngine]
CacheSizeMegs=256 <= game instance "cache memory" saves you from some hdd swapping and microlag, should use reasonable values, didnt see any difference after 256Mb
[Engine.Player]
ConfiguredInternetSpeed=20000 <= netspeed PER player in bits, it aint using much :D default 8-10k depending on version
ConfiguredLanSpeed=20000 <= no affect, unless server is set to LAN mode
MaxClientRate=20000 <= more of clientside setup, reflects to internetspeed on server side
NetServerMaxTickRate=35 <= server tickrate, use with caution, above 50 values tend to make AR shoot a LOT quicker thus spiling server balance 30-40 are okay, read unreal tut to open this a bit more, short: smoothens client game experience
LanServerMaxTickRate=35 <= same setup for LAN server
[Engine.AccessControl] <= values moved to /System/aa25.ini
AdminPassword=
GamePassword=
[Engine.GameInfo] <= these are also clientside, "violence" settings, dunno if they affect from server as well..
bLowGore=False
bVeryLowGore=False
bChangeLevels=False
GoreLevel=0
MaxSpectators=2 <= max spectator amount
MaxPlayers=26 <= max player amount
MaxAdmins=3 <= max playeradmin amount, be able to simultaneusly connect to server
bLocalLog=True <= logging events, self explanatory
bWorldLog=True <= logging events, self explanatory
bEnableStatLogging=True <= logging events, self explanatory
bWeaponStay=False <= if im correct this allows weapons to be stayed on field at end of round..?
sbAllowWeaponThrowing=True <= player to be able to drop weapon
bAllowBehindView=False <= 3rd person view
bAdminCanPause=False <= admin pause, not propably working at all
GoalScore=0 <= goalscore to win round, aka score victory "mode" prolly not even working..
MaxLives=0 <= same here, prolly not working, ue2004 stuff
TimeLimit=7 <= round time limit
[AGP_Gameplay.AGP_GameTeam]
FFScoreLimit=600 <= friendly fire limit aka roe limit
MaxTeamSize=13, <= max members per team
bPlayersBalanceTeams=True <= player teambalance
bAutoBalanceBetweenRounds=true <= auto teambalance
bNeverAutoBalance=False <= self explanatory
bSpectatePlayersOnly=true <= spectate viewpoints
bSpectateFirstPersonOnly=true <= self explanatory
bSpectateFriendsOnly=true <= same here
bSpectateBodies=False <= like also, who wants to look at dead ppl anyway??
bEnableROEKickTimer=True <= enable roe kick "timer", server kicks for early roe aka spawnkill
bEnableROEKick=True <= self explanatory
bEnableROEKickDeath=False <= kill on roe aka player dies as punishment when he takes ROE
[AGP_Gameplay.AGP_GameDeathMatch]
MinNetPlayers=0 <= minimum playercount to start round
InitialWarmupTime=30 <= tournament warmup
bCycleMaps=False <= mamcycle, didnt work in original
RoundsPerMatch=7 <= roundcount, moved to aa25.ini
MatchesBeforeCycle=16 <= match count, before mapcycle
bKickIdlePlayersTimed=false <= timer for idle kick this engine allows both rounds/minutes to be used as idle status
bKickIdlePlayersRounds=true <= round timer is enabled, to disable set false
bKickIdleSpectators=true <= idle specs to be kicked, hell yeah!
IdlePlayerKickTime=2 <= 2 minutes idle and youre out!
IdlePlayerKickRounds=2 <= two rounds idle and youre OUT!
bTournamentMode=False <= tournament mode on/off, enable True
bWeaponStay=False <= weapons save at end of round (in world)
bAllowWeaponThrowing=True <= players can drop weapons
ResetTimeDelay=0 <= this is propably weapon stay reset time, not sure, useless anyway :P
[AGP_Gameplay.AGP_GameMultiPlayer]
bRequireAuthorization=False <= server authorization
bMPCheatsEnabled=False <= multiplayer cheats, to enable True
VoteKick_Cooldown=3.000000 <= votekick cooldown time, in minutes (and parts of minutes)
MinHonor=1 <= server MINIMUM player honor who is able to join
MaxHonor=100 <= server MAXIMUM honor for player to join
[Engine.GameReplicationInfo]
ServerName=
ShortName=
AdminName=
AdminEmail=
ServerRegion=0
MOTDLine1=
MOTDLine2=
MOTDLine3=
MOTDLine4=
MOTDDisplaySeconds=30 <= how long to show motd while joining server
bHUDHideAmmoCount=false <= hide ammo count on hud
bHUDHideWeaponStatus=false <= hide auto/single from hud
bHUDHideWeapon=false <= hide weapon type from hud (whats in use)
bHUDHideGrenades=false <= hide grenade types/counts from hud
bHUDHideHealth=false <= hide soldier health from hud
bHUDHideMedical=false <= hide medic status from hud
bHUDHideCombatEffect=false <= hide green/yellow/red status from hud
bHUDHideOptics=false <= hide optics from hud
bHUDHideCompass=false <= hide compass from hud
bHUDHideTimer=false <= hide round time from hud
bHUDHideObjectives=false <= hide objective directions from hud
bHUDHideRadar=false <= hide radar from soldier hud
[AGP_Gameplay.AGP_MapList] <= map rotation moved to aa25.ini
Maps=insurgent_camp
Maps=bridge
MapNum=0