Both the server and client .ini files (
unrealtournament.inifor the client, server can be any name) contains lines that defines the file paths to all assets - it's possible to specify additional filestructures to keep assets segregated.
For example, I have a stock ut99 dir with maps, music, sounds, textures, etc.
Then I have an additional directory called "include" containing those four sub-directories, in which I have mirrors of my server content. This means new maps added to my servers don't need to be downloaded and cached, but this content is kept separate from stock assets.
I also have another directory called "proposed" containing the same four subdirs, into which I can add maps to playtest. I know stuff in here won't appear on my server, and I can flush those directories out knowing the information in there is temporary.
In my .ini file, I have the following lines:
Code: Select all
Paths=../system/*.u Paths=../maps/*.unr Paths=../music/*.umx Paths=../sounds/*.uax Paths=../textures/*.utx ; === server-included stuff: Paths=../include/maps/*.unr Paths=../include/music/*.umx Paths=../include/sounds/*.uax Paths=../include/textures/*.utx ; === for playtesting: Paths=../proposed/maps/*.unr Paths=../proposed/music/*.umx Paths=../proposed/sounds/*.uax Paths=../proposed/textures/*.utx
Note: annoyingly, it's not possible to have
Paths=../include/system/*.u(i.e.: a different system directory) - if they're not in ../system/ then they don't get picked up. Somehow, this works for UT2004 but not for 99.
Hope that helps, people!