UTComp v1.6a Readme


Table of Contents
1. Quickstarts
1.1 Player Quickstart
1.2 Server Quickstart
2. Player Setup
2.1 Basic Player Setup Information
2.2 Console Commands
2.3 Spectator Console Commands
2.4 Main GUI Setup
2.5 Skins/Models
2.6 Colored Names
2.7 Team Overlay
2.8 Crosshairs
2.9 Hitsounds
2.10 Voting
2.11 Auto Demo/SS
2.12 Miscellaneous
2.13 Duel Mode Gametype
2.14 Clan Arena Gametype
3. Server Setup
3.1 Basic Server Setup Information
3.2 Installing the Files
3.3 Modifying your Server ini
3.4 Making sure UTComp loads
3.5 Webadmin
3.6 Server ini advanced settings
3.7 Epic Mapvote Information
3.8 Duel Mode Gametype
3.9 Clan Arena Gametype
4. Other
4.1 Enhanced Netcode Information
4.2 Changelog
4.3 Known Issues
4.4 FAQ
4.5 Credits

1.1 Player Quickstart Back to Top

This version of UTComp is recommended for clients updated to version 3355 or higher. Using an older version should work, but it has not been extensively tested.


1.2 Server Quickstart Back to Top

This version of UTComp is recommended for servers updated to version 3355 or higher. Using an older version should work, but it has not been extensively tested. We also strongly suggest that server admins, especially on linux and osx, download and use the .zip version.


2.1 Player Basic Setup Information Back to Top

Instructions on how to install the files can be found in the Player Quickstart section. This Basic Setup section mostly discusses the most important settings for a variety of gametypes. Reading through this should be enough to get a good understanding of UTComp's features. For a full list of everything the mutator does, read the other 2.x Client Setup sections.

Warning: This version of UTComp is recommended for clients updated to version 3355 or higher. You can download the patch from BeyondUnreal. It is still possible to use UTComp with older versions, but most of the testing has been done using version 3355, therefore using this version of UTComp on older UT2004 versions is strongly discouraged.


2.2 Console Commands Back to Top

These console commands can be typed at any time when connected to a UTComp server. Unless otherwise indicated, these commands can only be used as a player, and not as a spectator.


2.3 Spectator Console Commands Back to Top

These console commands can be typed only when connected to a UTComp server as a spectator. You cannot use any of these commands as a player.


2.4 Main GUI Setup Back to Top

UTComp's Graphical User Interface (GUI) can be used to configure just about everything as a player. It is normally accessed b pressing the F5 key when connected to a UTComp server. If for some reason the mutator doesn't automatically bind your F5 key to that menu, you can type in mymenu in the console to bring it up.

UTComp's main GUI page displays the UTComp version the server is using, as well as the status on a few server side UTComp Variables. It also has two buttons, whose function is different depending on whether you are a player or a spectator.


2.5 Skins/Models Back to Top

UTComp brightskins allow you to set bright colored skins to players, to increase visibility. By default, Epic has included "Brightskins" in the game already, but those are quite complicated to set up, (you have to change several options in your ut2004.ini and user.ini) and frankly aren't all that bright. There are three skins styles in UTComp: Epic Style, which are default normal UT2004 skins, Brighter Epic Style, which take the regular Epic Style skins but adds a "glow" effect, or UTComp Style, which allow you to select brightskins color with Red/Green/Blue sliders. Note that in gametypes that aren't team based (deathmatch), players will show as the Blue/Enemy Skins.

UTComp Models allows you to lock the models on teammates and enemies to a specific player model, regardless of what model those players picked. Just like brightskins, models can be set on a red team/blue team basis, or on a Teammate/enemy basis. "Epic Force models" can be set without the UTComp mutator through ini file modification, but it's got two major drawbacks: You can't use every model built in the game, and you can't force a different model for teammates and for enemies. UTComp's forcemodel implementation allows for both. Note that in gametypes that aren't team based (deathmatch), players will always show up on the Blue/Enemy Model.


2.6 Colored Names Back to Top

Colored names in UTComp use an "override" system, which basically ignores what your actual name is. To set colors, you set specific colors to letters in your name, for example, you set your first letter to red, your second to blue, and so on. When you change your actual name, (either through the setname console command or in UT2004 menus) the color scheme stays. You can also use colors in actual typed messages, through color codes.


2.7 Team Overlay Back to Top

UTComp's Team Overlay allows players to get detailed info on what other players are doing in the game, by displaying their current location, health, armor, powerups and weapon used. Coaches can also see and take advantage of the team overlay, to give additionnal info and tips to the players they're currently coaching. Team overlays can be turned off entirely serverside, and can also be voted on or off by clients.


2.8 Crosshairs Back to Top

UTComp's crosshair system allows players to create all kinds of custom crosshairs, by combining various shapes, and adjusting their color, transparency, size and position. This creates an almost unlimited number of potential crosshairs. Users have to add shapes one by one, setting their parameters to the preferred values. The order in which shapes appear in the final crosshair can be modified. Also, preview windows are available to show players what their current custom crosshair looks like: note that is it not a 100% accurate preview.


2.9 Hitsounds Back to Top

Hitsounds are a feature that play a "beep" type sound when you succesfully hit an enemy with any weapon. Line of sight hitsounds only play when you can see the enemy on your screen, while regular hitsounds will play even if you fire a rocket down a hallway randomly, and hit an opponent 15 seconds later while you're in a completely different part of the level.Optionally, CPMA type hitsounds can be enabled, which modify the "beep" sound pitch depending on how much damage a shot you fired did to the enemy. For example, a minigun bullet does very little damage, and plays a very high pitched sound, while a lightning gun headshot would play a low pitched sound due to the very high damage. (Think about double damage+redeemer...) This is especially useful for splash-damage weapons whose damage isnt constant, (grenades, shock cores/combos, flak balls, rockets) as you can guess from the sound how much damage you've done. (As opposed to having to guess from the distance of the hit relative to the enemy's position)


2.10 Voting Back to Top

UTComp's voting system allows players to switch maps and gametypes, along with basic rule configuration, and UTComp setting configuration. The main Voting page is separated into three pages: Change Map should be used when players simply want to change maps or restart the current map, Gametype is for more complicated voting that allows a change in gametype and game rules, while Settings allows vote on various UTComp-specific settings.

Map Vote

Gametype Vote
UTComp Settings


2.11 Auto Demo/SS Back to Top


2.12 Miscellaneous Back to Top


2.13 Duel Mode Gametype Back to Top

UTComp includes a full featured Duel Mode, which is a custom gametype for Public 1vs1 servers. When duel mode is enabled, the server has a "waiting line", which automatically takes care of player rotation. When a game ends, (or if a player leaves mid-game), the winning player stays in the server, and the first player in the line becomes his opponent. The losing player is automatically placed at the end of the line.

Players cannot enable Duel Mode on servers themselves through a vote. It has to be done by a server admin.


2.14 Clan Arena Gametype Back to Top

New in version 1.6 is a Clan Arena Gametype, similar to other Arena gametypes in various games.

Particularities of this Clan Arena implementation is that rounds have an actual time limit. (which defaults to 2 minutes) Once that timelimit is hit, players will start losing health progressively, eventually dying. This is to make sure that rounds cannot last forever as in most other Clan Arena implementations.


3.1 Basic Server Setup Information Back to Top

This server setup section has step-by-step instructions on how to set up UTComp on your server, as well as a list of settings that are likely to be changed. This is not a generic Unreal Tournament 2004 server setup guide. I recommend reading the Unreal Admin Page Unreal Tournament 2004 Forums if you need help on generic UT2004 server setup.

Warning: This version of UTComp is recommended for servers updated to version 3355 or higher. You can download the patch from BeyondUnreal. It is still possible to use UTComp on server running and older version of UT2004, but most of the testing has been done using version 3355, therefore using this version of UTComp on a server with an older UT2004 version is strongly discouraged.


3.2 Installing the files Back to Top

Note that the ut4mod version will not work on linux or osx, unless you use ucc to manually extract the files from the .ut4mod file. It will probably not work on the stand-alone win32 dedicated server package either. We therefore strongly recommend using the zip version for servers.


3.3 Modifying your server ini Back to Top

Adding a Serverpackage line to your server's ini file is required for UTComp to work properly on a version 3186(original UT2004 version) server. If you fail to add that line, players will freeze on the loading screen when they try to connect. It is not required on servers running more recent versions of UT2004, but if you don't add the line, you will not be able to record serverside demos on your server. Your server ini is called ut2004.ini by default. Rented servers often change this, ask your game server company for more info if they do. The line you need to add is in the [Engine.GameEngine] section. You should see a list of ServerPackage= lines there already, add a new one, which needs to be exactly:

ServerPackages=utcompv16a

Note that if you're hosting your server on linux, the ServerPackages line is case sensitive, which means if you write ServerPackages=UtCoMpv16a, it might not work work. We intentionally distribute the mutator's files in lower case names to make this easy.
If you're upgrading from a previous version of UTComp, it is recommended to remove ServerPackages= lines from old versions: if you don't, players will automatically download every version of UTComp that has its own ServerPackages= line, even if its not used anymore.


3.4 Making sure the mutator loads Back to Top

For UTComp to work, it needs to be loaded as a mutator on your server. There are five ways to do that:

  1. If you set up your server with the "Host Game" interface, select "UTComp version 1.6a" in the mutator list.
  2. Using Webadmin, in the Mutators section, click in "UTComp version 1.6a" and restart the map.
  3. Using Webadmin, in the Server console section, type in servertravel DM-DE-Ironic?Mutator=utcompv16a.MutUTComp
  4. In game, log in as admin, and type in admin servertravel DM-DE-Ironic?Mutator=utcompv16a.MutUTComp
  5. On the server command line, add in ?mutator=utcompv16a.MutUTComp
If you want to double-check that the mutator loaded properly, start your server (it should start properly at this point), and check the Server Info in the Server Browser. This information is in the lower right corner, once you've selected your server. There should be an entry called Mutator, with the value MutUTComp, and another entry called UTComp Version, with the value 1.6a.


3.5 Webadmin Settings Back to Top

Some of the basic UTComp server settings can be configured directly in Webadmin. They are under Defaults, UTComp Settings. Some settings might require a map restart to take effect.


3.6 Server ini Advanced Setup Back to Top

All of these settings are listed in the [utcompv16a.MutUTComp] section of your server ini. You need to start your server at least once for the [utcompv16a.MUTUTComp] section to be created, along with its default settings.


3.7 Epic Mapvote Information Back to Top

For server admins relying on Epic's Map Vote utility to change Gametypes and settings, you can now configure some of UTComp's settings through that by adding the following information to your GameConfig= lines in [xVoting.XVotingHandler] in your server's ini. For example, this is the stock Webadmin-generated line for Team Deathmatch:

GameConfig=(GameClass="XGame.xTeamGame",Prefix="DM",Acronym="TDM",GameName="Team DeathMatch",Mutators=,Options=)

The Options= parameter can be configured with the following settings:

These values accept the same parameters than in the [utcompv16a.MUTUTComp] section, refer to the documentation above for settings. Here's an example of a modified TDM line that would always turn on Double Damage, and Team Overlay:

GameConfig=(GameClass="XGame.xTeamGame",Prefix="DM",Acronym="TDM",GameName="Team DeathMatch",Mutators=,Options=EnableOverlay=True,DoubleDamage=True)

These values can also be passed as parameters in a regular servertravel line, as an admin, or in the server console / webadmin. For example, you could type servertravel dm-antalus?doubledamage=True?EnableTeamOverlay=False, which would change the map to DM-Antalus, enable Double Damage and disable Team Overlays.


3.8 Duel Mode Gametype Back to Top

UTComp includes a full featured Duel Mode, which is a custom gametype for Public 1vs1 servers. When duel mode is enabled, the server has a "waiting line", which automatically takes care of player rotation. When a game ends, (or if a player leaves mid-game), the winning player stays in the server, and the first player in the line becomes his opponent. The losing player is automatically placed at the end of the line.

There are multiple ways to set up a UTComp Duel server:

  1. If you set up your server with the "Host Game" interface, select "UTComp Duel 1.6a" as the gametype.
  2. Using Webadmin, under Current Game, select "UTComp Duel 1.6a" and click Switch.
  3. Using Webadmin, in the Server console section, type in servertravel DM-DE-Ironic?game=utcompv16a.utcomp_duel
  4. In game, log in as admin, and type in admin servertravel DM-DE-Ironic?game=utcompv16a.utcomp_duel
  5. On the server command line, add in ?game=utcompv16a.utcomp_duel
Including UTComp as a mutator is not necessary if you intend to use Duel Game, as it will be loaded automatically.

Also, a new category will appear in your server ini, called UTCompv16a.UTComp_Duel. Most of the settings in there are the regular settings that you use normally to configure any gametype, (timelimit, goalscore, etc.) but two new settings are added:

Note that we also strongly recommend disabling Epic's Mapvote if you use UTComp Duel, because players could use it as an exploit in order to skip the line. Also, when Using UTComp Duel, a few UTComp server variables will be locked automatically, in order to prevent other exploits and/or provite Duel-specific functionnality.


3.9 Clan Arena Gametype Back to Top

New in version 1.6 is a Clan Arena Gametype, similar to other Arena gametypes in various games.

Particularities of this Clan Arena implementation is that rounds have an actual time limit. (which defaults to 2 minutes) Once that timelimit is hit, players will start losing health progressively, eventually dying. This is to make sure that rounds cannot last forever as in most other Clan Arena implementations. There are multiple ways to set up a Clan Arena server:
  1. If you set up your server with the "Host Game" interface, select "UTComp Clan Arena 1.6a" as the gametype.
  2. Using Webadmin, under Current Game, select "UTComp Clan Arena 1.6a" and click Switch.
  3. Using Webadmin, in the Server console section, type in servertravel DM-DE-Ironic?game=utcompv16a.UTComp_ClanArena
  4. In game, log in as admin, and type in admin servertravel DM-DE-Ironic?game=utcompv16a.UTComp_ClanArena
  5. On the server command line, add in ?game=utcompv16a.UTComp_ClanArena
  6. As a player, vote for UTComp Clan Arena 1.6a in the Gametype Voting page.
Including UTComp as a mutator is not necessary if you intend to use Clan Arena, as it will be loaded automatically. Warmup cannot be entirely disabled in Clan Arena: if the server has warmup enabled, a short 30-second Time-Limited warmup will be used instead.

Also, a new category will appear in your server ini, called UTCompv16a.UTComp_ClanArena. Most of the settings in there are the regular settings that you use normally to configure any gametype. (timelimit, goalscore, etc.)


4.1 Enhanced Netcode Information Back to Top

First of all, technically the word netcode is a tad misleading: UTComp's Enhanced Netcode does not have any impact on the actual network data being sent between clients and servers. The better word would be predictive weapon firing. However, due to the fact that gaming communities typically refer to this as netcode, we decided to use a term that players would easily be able to identify. Please do not write us angry emails claiming Enhanced Netcode isn't really netcode: we know.

As opposed to past "netcode" modifying mutators for the Unreal Tournament series, our netcode does not decide anything clientside that would normally be decided server side, or change the position players are displayed at. Our netcode works similar to Half-Life's, by having the server remain the ultimate authority.

The entire point of this is to remove the aim differences between various pings: while many players can deal with "lagged" fire, (having to lead targets depending on their pings) several players cannot, or would rather not if they had the option. Players using Enhanced Netcode can simply fire directly at targets, regardless of their ping.

Technical facts about Enhanced Netcode:

Hitscan Weapons:
How it works: The client draws its own client effects. The client sends info to the server. The server decides if the player would have hit if he were not lagged.

The immediate downside is 'through the wall' hits. These are not nearly as noticable in UT as you might imagine. Most experience with it comes from counter-strike, where the movement caused by damage is also reverted to 0 ping conditions. What this means is, that unlike CS, you won't get stuck behind a wall being hit over and over. You will be hit only if you would have been hit versus a lower pinger. This is currently capped at 350 milliseconds.

Another downside is that the client may register hits, or misses that will not actually register on the server. These are rather infrequent, but will happen nonetheless. The majority of these come from already existing innaccuracies in UT's netcode. In ut2k4, when you fire a shot, the shot is not only not guaranteed to be fired when you shot, but also is not guaranteed to be even aiming in the same direction, or from the same place as you shot. For example, if you move your mouse *QUICKLY* from left to right or up to down. There is basically a random cone of fire, even on weapons like the shock rifle and lightning gun, and even on lan. This is why snap-shots are so innacurate in ut2k4. Basically, the errors are made more visibly noticable.

Projectile Weapons:
Projectiles are reverted much like the hitscan weapns, but are currently limited to 75ms. You cannot be hit behind a wall by the projectiles.

Downsides: The immediate downside is that the projectiles are actually slightly harder to dodge vs a higher pinger. However, the magnitude of this effect is equal to the effect that the high pinger feels from the lower pingers projectiles. For example in the case of a 10 pinger vs a 75 pinger, they will both have equal difficulty in dodging projectiles, the approximate difficulty of a 85 ping player. Above 75 ping, the lower ping player has an advantage in dodging.

Shock Combos:
Your own shock balls are moved forward approximately as far as your ping, so that you do not have to lead them.

Downsides: The shock ball will look to be in a slightly different position when the actual combo explosion occurs. This is only visible to the firer, and has no real impact on play, but it looks wrong.

Other facts about Enhanced Netcode:


4.2 Changelog Back to Top

v1.6a:

v1.6:

v1.6 Beta8:

v1.6 Beta7:

v1.6 Beta6:

v1.6 Beta5:

v1.6 Beta3 :

v1.6 Beta2 :

v1.5a:

v1.5:

v1.5 Beta1:

v1.4b:

v1.4a:

v1.4:

v1.4 beta3:

v1.4 beta2:

v1.4 beta1:

v1.3b:

v1.3:

v1.3 RC1:

v1.2:

v1.2 RC3:

v1.2 RC2:

v1.2 RC1:

v1.1a:

v1.1:

v1.0b:

v1.0:

TCM v1.0c:

TCM v1.0b:

TCM V1.0a:

TempCompMod V1.0:


4.3 Known Issues Back to Top


4.4 FAQ Back to Top


4.5 Credits Back to Top

The Crew
Lead Programming, DesignAaron "Lotus" Everitt
Lead Design, DocumentationJoël "dnx3" Moffatt
Programming, GraphicsAnthony "ono" Pilger
Team Overlay DesignAdam "Heywood" Booth

Contact info
WWWhttp://ut2004.gameamp.com/ut2004/viewutcomp
IRC#dz, on irc.enterthegame.com.[mirc6 link]

Note that we are not online 24/7, and therefore cannot answer IRC questions at all times. We strongly recommend posting on the UTComp Forums on the UTComp webpage if you have questions or feedback.
Documentation proudly written entirely in notepad.