FAQ

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Hook
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Re: FAQ

Post by Hook » Sat May 08, 2010 1:35 pm

Well *POTS*, that work-around that Reiyel gave you for OldSkool Amp'd (no music) is more of a "Little" or "Lesser" Known solution, so it could very well go in this thread quite nicely, don't you think? :P :lol:
I mean, most people just use the menu, but Reiyel found another way to do it. :D
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Re: FAQ

Post by *POTS* » Sat May 08, 2010 1:44 pm

You know, WarMachines do it the harder way! :P
TBH I just installed that mod for the ONP Single Player series, then I totally forgot about it.
Anyway I agree, that work-around can stay posted here. :|
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Re: FAQ

Post by ShadowOfDeath » Sat May 15, 2010 9:20 am

i used to hate hittin that HUD button..
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Re: FAQ

Post by *POTS* » Tue Jun 01, 2010 12:33 am

How to Get Rid of NGStats Server Logs

This is mostly addressed to Nexgen users, but it can be useful also for all UT admins.

Yesterday I noticed my newer Nexgen logs could not be found in the Logs folder any more, so at first I thought it was something wrong with Nexgen itself, but the settings were all fine.

It turned out the problem was my folder had way too many old logs stored, both Nexgen logs and UTstats logs (the last ones alone were more than 2,200 files!)

Now there are a few things you should know to prevent this from happening:

1 - Even if you disable the NGstags WorldLogs, the server by default will keep on saving the Local Logs. You can not turn them off via WebAdmin, the only way is to manually edit all server INIs (UnrealTournament.ini, MonsterHunt.ini and MonsterHunt2v1.ini in my case).

Under the [Engine.GameInfo] section, look for this entry:
bLocalLog=True
and set it to False for all of your INIs

The NGstats system is dead a long while ago, and the local logs are quite useless (they cause lag and may make the server unstable), so it's safe to turn them off.

2 - Delete all UnrealNGstats logs from your Logs folder, but not all of them at once if you're using FTP access, otherwise your connection will fail due to a timeout (delete no more than 200 files at the same time to stay safe);

3 - Every time you force a server restart or your server crashes, Nexgen will produce some incomplete logs with a TMP extension, feel free to delete those as well;

4 - Copy all the remaining Nexgen logs to your local HDD and then delete them from the server;

5 - Do this log-purging process at least once a week (it depends on the traffic your server is getting).

6 - Have fun with server adminning, every day something new that needs to be fixed. :P
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Re: FAQ

Post by Fuzz_Ball » Wed Sep 15, 2010 11:51 pm

Thanks for bringing this up, POTS.
For some reason, mine was set to True and there were several Thousand logs cluttering up the place.
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Re: FAQ

Post by Hermskii » Thu Sep 16, 2010 12:53 pm

I went through hell stopping those logs on my servers years ago. Why do they make it so hard to stop them? I hope I put how I did it in my manual. If not, I'll be copying this into it. Peace!
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Re: FAQ

Post by *POTS* » Thu Sep 16, 2010 4:16 pm

Hermskii wrote:Why do they make it so hard to stop them?
Microsoft inheritance I guess. :roll:

I also have to post a fix for the "port switching" issue; you know when your server is still up and running fine but it doesn't appear alive in your UT browser. I'm sure Hook already posted a thread about that somewhere on his forum.
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Re: FAQ

Post by Hermskii » Thu Sep 16, 2010 9:51 pm

Yeah but I never had an issue with that until I ran a UT2003 server and a UT2004 server. Never any port switching issues with plain UT. Have you had issues? If so, I can tell you the simple fix.
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Re: FAQ

Post by Hook » Fri Sep 17, 2010 1:47 pm

*POTS* wrote:I also have to post a fix for the "port switching" issue; you know when your server is still up and running fine but it doesn't appear alive in your UT browser.
I'm sure Hook already posted a thread about that somewhere on his forum.
Yeah, I got it posted over at HUTP somewhere!!! :roll:

I think this is mainly for Linux Servers (port swapping part - but works for either I am sure) and you set the following like this...

"Changed this and it worked like a charm, no more port changes."

In your unrealtournament.ini change this:

[Engine.StatLog]
LocalBatcherURL=../NetGamesUSA.com/ngStats/ngStatsUT.exe
LocalBatcherParams=
LocalStatsURL=../NetGamesUSA.com/ngStats/html/ngStats_Main.html
WorldBatcherURL=../NetGamesUSA.com/ngWorldStats/bin/ngWorldStats.exe
WorldBatcherParams=-d ../NetGamesUSA.com/ngWorldStats/logs -g UT
WorldStatsURL=http://www.netgamesusa.com
LocalLogDir=../Logs
WorldLogDir=../NetGamesUSA.com/ngWorldStats/logs
bWorldBatcherError=False
bLogTypingEvents=False


to this:

[Engine.StatLog]
LocalBatcherURL=
LocalBatcherParams=
LocalStatsURL=
WorldBatcherURL=
WorldBatcherParams=
WorldStatsURL=
LocalLogDir=../Logs
WorldLogDir=
bLogTypingEvents=False
bWorldBatcherError=False


and under
[Engine.GameInfo]
bWorldLog=False

And NOW also... (from *POTS*'s post)
bLocalLog=False

and also

[IpServer.UdpServerQuery]
GameName=ut
OldQueryPortNumber=0
bRestartServerOnPortSwap=False
MinNetVer=0
bTeamInfo=False
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Re: FAQ

Post by *POTS* » Fri Sep 17, 2010 4:45 pm

Thanks Hook! :wink:
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Re: FAQ

Post by Hermskii » Sat Sep 18, 2010 10:45 pm

That is all good. Nice work there!
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