Urban Terror Websitehttp://www.urbanterror.net/Urban Terror Official Forumshttp://forums.urbanterror.net/TaggedZi's Urban Terror Website (Very complete source of info)
http://urt.taggedzi.com/Currently Beer-Garden has two Urban Terror servers.There is the semi-full rotation map server (Beer Garden [UAA]) featuring maps -ut4_abbey
ut4_algiers
ut4_austria
ut4_sanc
ut4_riyadh
ut4_dressingroom
ut4_remelle
ut4_subway
Our 2-map server features slightly longer spawn times, possibly a bot or two on each team, and currently these maps-
ut4_riyadh
ut4_algiersA full map repository is available at
Dejgaming.comDejgaming.com also has a link to
funstuff where you can get hats, goggles, horns, mask, etc.
Here is a BigPond forum discussion on how to use funstuff items with links to everything available for each model. We do not make all funstuff items available on the BG servers due to the distractions they can cause to many players.
Alternative map download location would be here-
http://maps.game-host.org/q3ut4(this is where the BG servers pull from for the ingame downloads)
Voting (is disabled)
Netgraph (also called Lagometer) Explanation
For anyone that doesn't have it turned on the command is
cg_lagometer "1"
There are two graphs in the lagometer, one above the other.
Upper graph
The upper graph advances one pixel for every rendered frame on the client side. Blue lines below the baseline mean that the frame is interpolating between two valid snapshots. Yellow lines above the baseline mean the frame is extrapolating beyond the latest valid time. The length of the line is proportional to the time.
Basically, blue is good: it's based on two snapshots received from the server, so the frame will not be revoked. Yellow means that the client is predicting what will happen, but hasn't received a snapshot to corroborate it yet. If the next snapshot comes in and doesn't correspond to the prediction, the prediction is revoked and the client is update with the snapshot data. This results in the skipping you experience where you'll end up somewhere very different from where you thought you were (and often with less health than you thought, because you were shot on the server, but the client couldn't predict that happening for you).
The upper graph indicates the consistency of your connection. Ideally, you should always have blue bars of only a pixel or two in height. If you are commonly getting big triangles of yellow on the graph, your connection is inconsistent.
Lower graph
The lower graph slides one pixel for every snapshot received from the server. By default, snapshots come 20 times a second, so if you are running >20 fps, the top graph will move faster, and vice versa. A red bar means the snapshot was dropped by the network (indicating packet loss). Green and yellow bars are properly received snapshots, with the height of the bar proportional to the ping. A yellow bar indicates that the previous snapshot was intentionally supressed to stay under the rate limit.
In a heavy firefight, it is normal for modem players to see yellow bars in the bottom graph, which should return to green when the action quiets down. If you are getting several red bars visible, you may want to look for a server that drops less packets.
Some HELP for dialupers
For even more information, here is a every detailed Wiki on the Lagometer and networking with Urban Terror-
http://www.www0.org/w/Networking,_lag_meter,_and_gaming_consistency_guide_to_Urban_TerrorFine-tuning the network (Straight from the Carmack)
There are a few tuning variables for people trying to optimize their connection:
The most important one is rate, which is what the connection speed option in the menu sets. We are fairly conservative with the values we set for the given modem speeds: 2500 for 28.8, 3000 for 33, and 3500 for 56k. You may actually be connecting faster than that, and modem compression may be buying you something, so you might get a better play experience by increasing the values slightly. If you connect at 50000 bps, try a rate of 5000, etc. I err on the conservative side, because too low of a rate will only make the movement of other things in the world choppy, while too high of a rate can cause huge amounts of lag. Note that the optimal rate will be somewhat lower than a rate for QW or Q2, because I now include the UDP packet header length in the bandwidth estimate.
You can ask for a different number of snapshots by changing the snaps variable, but there isn't a lot of benefit to that. Dedicated servers run at 40hz, so stick to divisors of that: 40, 20 (default), 10. A snaps of 40 will usually just cause you to hit your rate limit a lot faster. It may be useful for tuning rate, if nothing else.
You can adjust the local timing point with cg_timenudge <value>, which effectively adds local lag to try to make sure you interpolate instead of extrapolate. If you really want to play on a server that is dropping a ton of packets, a timenudge of 100 or so might make the game smoother.
A word or two about Raterate controls how much the client allows the server to send in bytes per second (server -> client). It is also limited by the server vars sv_maxrate and sv_minrate, e.g. if it's 20000 sv_maxrate and 12000 sv_minrate there, you are limited between those two values.
It is not of a fundamental importance nowadays since the game now uses delta compression and about 4 to 8kilobytes/sec down is what usually a client utilizes. This however, may not include certain overheads hence the lowest allowable value of 8000 (=7.81KB/s) or even higher may be forcing throttling a lot of the time.
Hence, a very low rate, say 8000 or 10000 on very populated servers (16+) is often a source of yellow on the lower and top part of the lag meter, which is a source of inconsistencies. See the relevant test case on the server administration section for an account of that.
Keeping rate to the max of 25000 should be ok nowadays for a common broadband connection: Rate means bytes / second and it is only 24.41KB/sec (which isn't reached most of the time if not at all anyway). There was a rumor that only if the server set its max rate lower than 25000, it'd be better to set it to that (lower value) but that is highly doubtful (since the server will do its internal checks to set the client's rate within its set limits anyway).
We at the Beer Garden recommend you set your rate to 25000. This may help alleviate some of the laggy feel during busy times on the server. To do this, just drop down the game console at any time ( ~ tilde key) and type-
/rate 25000 (enter)
This setting should be retained from game to game. If it is not, then "rate 25000" can be added to your autoexec.cfg file.