You are an unregistered user, you can register here
Navigation

Information

Site

Donations
If you wish to make a donation you can by clicking the image below.


Site Sponsor

BeyondUnreal News

 
Go Back   The Unreal Admins Page > INI Reference

Unreal Tournament 2003

This is an overview of the server configuration settings for UT2003


The INI File

[URL]
Protocol=unreal
ProtocolDescription=Unreal Protocol
Name=Player
Map=Index.ut2
LocalMap=NvidiaLogo.ut2
NetBrowseMap=Entry.ut2
Host=
Portal=
MapExt=ut2
EXEName=UT2003.exe
SaveExt=usa
Port=7777 This is port the server will listen for connections on
Class=Engine.Pawn
Character=Gorge
[FirstRun]
FirstRun=2107
[Engine.Engine]
RenderDevice=D3DDrv.D3DRenderDevice
;RenderDevice=Engine.NullRenderDevice
;RenderDevice=OpenGLDrv.OpenGLRenderDevice
AudioDevice=ALAudio.ALAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
DemoRecordingDevice=Engine.DemoRecDriver
Console=XInterface.extendedconsole
GUIController=XInterface.GUIController
Language=int
Product=UT2003
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
DefaultGame=XGame.XDeathmatch
DefaultServerGame=XGame.XDeathmatch
ViewportManager=WinDrv.WindowsClient
;ViewportManager=SDLDrv.SDLClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
[Core.System]
PurgeCacheDays=30
SavePath=../Save
CachePath=../Cache
CacheExt=.uxx
Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp
Suppress=DevNet
Paths=../System/*.u
Paths=../Maps/*.ut2
Paths=../Textures/*.utx
Paths=../Sounds/*.uax
Paths=../Music/*.umx
Paths=../StaticMeshes/*.usx
Paths=../Animations/*.ukx
Paths=../Saves/*.uvx
These lines tell the server which directories different files are located in. By adding directories using the same syntax, you can have multiple map, texture, sound, etc. directories.
[Engine.GameEngine]
CacheSizeMegs=32
UseSound=True
MainMenuClass=XInterface.UT2MainMenu
UseStaticMeshBatching=True
ServerActors=IpDrv.MasterServerUplink
ServerActors=UWeb.WebServer
ServerActors will be spawned at the beginning of each game.
ServerPackages=Core
ServerPackages=Engine
ServerPackages=Fire
ServerPackages=Editor
ServerPackages=IpDrv
ServerPackages=UWeb
ServerPackages=GamePlay
ServerPackages=UnrealGame
ServerPackages=XEffects
ServerPackages=XPickups
ServerPackages=XGame
ServerPackages=XWeapons
ServerPackages=XInterface
ServerPackages=Vehicles
ServerPackages=TeamSymbols_UT2003
ServerPackages are packages which any clients that connect are required to have on their system. If the client does not have one of these packages, the client will attempt to download it from the server. If a download is unsuccessful, the client will be unable to connect to the server.
[IpDrv.TcpNetDriver]
AllowDownloads=True True allows clients to download files directly from server if redirect is not available.
ConnectionTimeout=180.000000 Number of seconds server will wait for response from client attempting to connect before closing the connection
InitialConnectTimeout=200.000000 Number of seconds server wait for response from clients during the game before closing their connection
AckTimeout=1.0
KeepAliveTime=0.200000
MaxClientRate= Maximum rate the server will transmit data to clients if server is in LAN mode (applies to downloads as well)
SimLatency=0
RelevantTimeout=5.000000
SpawnPrioritySeconds=1.000000 Number of seconds before a player is respawned after being fragged
ServerTravelPause=4.000000 Number of seconds to wait between sending the "mapchange" notification to clients, and actually changing the map
NetServerMaxTickRate=20
LanServerMaxTickRate=35
Thoroughly explained in this tutorial
AllowPlayerPortUnreach=False False causes server to cease sending packets to clients upon receiving an ICMP "Port Unreachable" message from that client (normally means the client has disconnected from the server).
LogPortUnreach=False
MaxInternetClientRate= Maximum rate the server will transmit data to clients (applies to downloads as well)
MaxDownloadSize=0 Limit (in bytes) of the file size that the server will be allowed to send to clients (only if AllowDownloads=True)
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
Redirection Tutorial
DisableKSecFix=True Set to false to disable the security fixes added in 2199 (if your server is experiencing lag you feel is related to these security fixes)
[IpDrv.HTTPDownload]
RedirectToURL= URL of redirect server
ProxyServerHost=
ProxyServerPort=3128
If your redirect server is behind a proxy, you'll need to put the proxy's public IP address here
UseCompression=True If "True", clients attempting to download files from the redirect server will add ".uz2" extension to the requested package, as well as perform decompression upon downloading.
[IpDrv.MasterServerLink]
LANPort=11777
LANServerPort=10777
CurrentMasterServer=0
MasterServerPort[0]=28902
MasterServerAddress[0]=ut2003master1.epicgames.com
MasterServerPort[1]=28902
MasterServerAddress[1]=ut2003master2.epicgames.com
MasterServerPort[2]=0
MasterServerAddress[2]=
MasterServerPort[3]=0
MasterServerAddress[3]=
MasterServerPort[4]=0
MasterServerAddress[4]=
[IpDrv.MasterServerUplink]
DoUplink=True
UplinkToGamespy=True
SendStats=True
ServerBehindNAT=False
DoLANBroadcast=False
[IpDrv.UdpGamespyUplink]
UpdateMinutes=1
MasterServerPort=27900
ServerRegion=0
[IpDrv.UdpBeacon]
DoBeacon=True Enables your server to send responses to query requests (such as when a player clicks once on your server's name in the server browser)
BeaconTime=0.50 Perhaps the minimum time between beacon responses
BeaconTimeout=5.0 Number of seconds to wait for a server to respond to a query request (clients only)
BeaconProduct=ut2 GameName to filter queries
ServerBeaconPort= Listen port
BeaconPort= Response port
[IpServer.UdpServerQuery]
GameName=ut2 Do not modify - query protocols use this to filter servers by game (UT, UT2, DE, Q)
[IpDrv.UdpGamespyQuery]
MinNetVer=0
OldQueryPortNumber=7787
bRestartServerOnPortSwap=True Set to False if you are using 2186 or above
[Engine.GameReplicationInfo]
ServerName= This is what will appear in the server browser as the name of your server
ShortName= Currently not used for anything
ServerRegion=0 Used to indicate which area of the world the server was located in for the GameSpy Query protocol, but seems to be unused now
AdminName= Specifies the value that will appear in the Server Browser and the MOTD as the name of the admin of this server
AdminEmail= Email address that will appear in the server browser and MOTD as the admin's email address
MOTDLine1=
MOTDLine2=
MOTDLine3=
MOTDLine4=
The Message Of The Day appears for a few seconds when clients connect to your server
[Engine.BroadcastHandler]
bMuteSpectators=False Enabling this prevents specs from chatting during the game
bPartitionSpectators=true Enable to prevent spectator's messages from being seen by players
[UWeb.WebServer]
Applications[0]=xWebAdmin.UTServerAdmin
ApplicationPaths[0]=/ServerAdmin
Applications[1]=xWebAdmin.UTImageServer
ApplicationPaths[1]=/images
The value of each Applications line is the name of the class responsible for handling connections to the path specified in the corresponding ApplicationPaths entry (Connections to //server.ip/ServerAdmin are handled by Applications[0], since that is the value for ApplicationPaths[0])
DefaultApplication=0 Specifies the application that will handle connections which provide no subpath (http://server.ip/ )
bEnabled=True Enables the UT webserver
ListenPort=80 This is the port that the webserver will listen for connections on
[Engine.AccessControl]
KickToMenu=Xinterface.UT2NetworkStatusMsg Classname of the menu clients see when they are kicked by an admin
GamePassword= If a value is specified, clients must provide a password to connect to the game. (Server will also accept any valid admin password)
bBanByID=True Bans will be enforced using a hash of the client's CD key and the server's CD key. Enable this to prevent banned players with dynamic IP addresses from bypassing the ban
IPPolicies=
BannedIDs=
PrivClasses=Class'XAdmin.xKickPrivs'
PrivClasses=Class'XAdmin.xGamePrivs'
PrivClasses=Class'XAdmin.xUserGroupPrivs'
PrivClasses=Class'XAdmin.xExtraPrivs'

PrivClasses are loaded by the server when using the advanced administration system. They contain information about which privileges are available for admins & groups.
[UnrealGame.CustomBotConfig]
ConfigArray=( See below for parameters )
CharacterName="Gorge"
PlayerName="The_Reaper"
FavoriteWeapon="xWeapons.RocketLauncher"
Aggressiveness=0.400000
Accuracy=0.000000
CombatStyle=0.400000
StrafingAbility=0.765789
Tactics=0.000000
ReactionTime=0.000000
bJumpy=True

These parameters are very similar to the paramaters for the bot configuration sections in the original UT's user.ini file.

Each "Config Array" entry must be one complete line, with each parameter seperated by commas.

For each custom bot, you must have one ConfigArray entry in your server's ini under this section. Here is an example entry.

NOTE: All sections that begin with "xInterface" are used only if the server was started from within the game. Servers started from command line using 'ucc server' or 'ut2003 -server' ignore these values (except for the XInterface.MapListxxxx sections).

[Engine.GameInfo]
GoreLevel=0 Set to 1 to decrease the amount of gore clients will see while playing on your server
MaxSpectators=2 Maximum number of spectator connections allowed
MaxPlayers=32 Maximum number of players allowed in the game
AutoAim=1.000000 Amount of assistance in aiming (single-player only)
GameSpeed=1.000000 Percentage of "normal speed" that game will be played. 1.0 represents 100%
bWeaponStay=false Controls whether weapons that were part of the map will "disappear" when picked up by a player
bChangeLevels=True Server will use maplist to switch maps at the end of the match
bStartUpLocked=False
bNoBots=False
bAttractAlwaysFirstPerson=False
NumMusicFiles=13
I cannot find these variables anywhere in the script, so they must be native. I will update this entry as I find out more information.
bEnableStatLogging=True Enables stat collection and processing on your server
HUDType=Engine.Hud Name of the HUD class for this gametype
MaxLives=0 Maximum number of lives players are given
TimeLimit=0 Time limit for this game
GoalScore=0 Game will end when this score is achieved
bAllowWeaponThrowing=True Controls whether players are allowed to drop weapons
bAllowBehindView=False Controls whether players are allowed to use behindview during the match
GameStatsClass=IpDrv.MasterServerGameStats Class name of server stats manager
SecurityClass=UnrealGame.UnrealSecurity Class name of server security manager
bAdminCanPause=True True allows admins to pause network games (Set to false to prevent game from being paused by bringing up the menu as a logged in admin)
GameDifficulty=1.000000 Difficulty of single player game
AccessControlClass=Engine.AccessControl Name of class which will handle all admin authentication
[UnrealGame.UnrealMPGameInfo]
bPreloadAllSkins=false Forces clients to preload all .upl files and skins
MinPlayers=0 Bots join the game until this number of players is reached
bTeamScoreRounds=False Not currently used in the anywhere
EndTimeDelay=4.000000 Maximum amount of time after the game has been won before all gameplay stops (sort of)
[UnrealGame.DeathMatch]
NetWait=2 Time to wait for players in net games
MinNetPlayers=1 How many players must join before the game will start
RestartWait=30 Amount of time to wait at the 'end of game' screen before the server begins the mapswitch
bPlayersMustBeReady=False Players must "click in" for match to begin
bAllowTaunts=True Taunt animations are allowed during the game
bForceRespawn=False Enabled automatically respawns players when they are fragged. Otherwise, players do not respawn until they press Fire.
bAdjustSkill=False Controls whether bots will adjust their skill to match the player
MinigunLockDownFactor=1.000000 Amount of "lockdown" players feel when being shot by the minigun. 1.0 represents 100%
LinkLockDownFactor=1.000000 Amount of "lockdown" players feel when being shot by the Link Gun. 1.0 represents 100%
bNoCoronas=False Controls whether shoulder lights are shown in the game.
bForceDefaultCharacter=False True forces all players models to the default character model (Gorge)
bTournament=False If enabled, game will not start until number of connected players if equal to the maximum number of players
SpawnProtectionTime=2.000000 Number of seconds players are invulnerable after respawning
DefaultMaxLives=15 Only used for gametypes which have a max lives limit (such as LMS)
LateEntryLives=1 How many lives can be lost by any player before new players are no longer allowed to join (LMS)
bAllowTrans=True Allow translocator in the game
NamePrefixes[0]=Mr_
NamePrefixes[1]=
NamePrefixes[2]=The_Real_
NamePrefixes[3]=Evil_

NamePrefixes[4]=

NamePrefixes[5]=Owns_
NamePrefixes[6]=
NamePrefixes[7]=Evil_
NamePrefixes[8]=
NamePrefixes[9]=
NameSuffixes[0]=
NameSuffixes[1]=_is_lame
NameSuffixes[2]=

NameSuffixes[3]=
NameSuffixes[4]=_sucks
NameSuffixes[5]=
NameSuffixes[6]=_OwnsYou
NameSuffixes[7]=
NameSuffixes[8]=_jr
NameSuffixes[9]='s_clone
These values are used to prevent bots from having the same name.
[UnrealGame.TeamGame]

HUDType=XInterface.HudBTeamGame
MaxLives=0
TimeLimit=0
GoalScore=25
bWeaponStay=True
bAllowWeaponThrowing=True
bAllowBehindView=True

Values here override corresponding value in GameInfo
bPlayersMustBeReady=False
bAllowTaunts=True
bForceRespawn=False

bAdjustSkill=False
Values here override corresponding value in UnrealGame.DeathMatch
bTeamScoreRounds=False Value here overrides corresponding value in UnrealMPGameInfo
bBalanceTeams=True Bots will be placed on the team with the least number of players upon joining the game.
bPlayersBalanceTeams=True Players joining the game will be placed on teams according to team size, ignoring the players configured team.
FriendlyFireScale=0 Amount of damage inflicted when shot by teammates (1.0 represents 100%)
MaxTeamSize=16
[XGame.xDeathMatch]

HUDType=XInterface.HudBDeathMatch
MaxLives=0
TimeLimit=0
GoalScore=25
bWeaponStay=True
bAllowWeaponThrowing=True
bAllowBehindView=True

Values here override corresponding value in Engine.GameInfo
bPlayersMustBeReady=False
bAllowTaunts=True
bForceRespawn=False

bAdjustSkill=False
bAllowTrans=True
SpawnProtectionTime=2.0000000
DefaultMaxLives=3
LateEntryLives=1
Values here override corresponding value in UnrealGame.DeathMatch
bTeamScoreRounds=False Value here overrides corresponding value in UnrealMPGameInfo
[XGame.xTeamGame]

HUDType=XInterface.HudBTeamGame
MaxLives=0
TimeLimit=0
GoalScore=25
bWeaponStay=True
bAllowWeaponThrowing=True
bAllowBehindView=True

Values here override corresponding value in GameInfo
bPlayersMustBeReady=False
bAllowTaunts=True
bForceRespawn=False

bAdjustSkill=False
bAllowTrans=True
SpawnProtectionTime=2.0000000
DefaultMaxLives=3
LateEntryLives=1
Values here override corresponding value in UnrealGame.DeathMatch
bTeamScoreRounds=False Value here overrides corresponding value in UnrealMPGameInfo
FriendlyFireScale=0
MaxTeamSize=16
Values here override corresponding value in UnrealGame.TeamGame
[XGame.xCTFGame]

HUDType=XInterface.HudBCaptureTheFlag
MaxLives=0
TimeLimit=0
GoalScore=25
bWeaponStay=True
bAllowWeaponThrowing=True
bAllowBehindView=True

Values here override corresponding value in GameInfo
bPlayersMustBeReady=False
bAllowTaunts=True
bForceRespawn=False

bAdjustSkill=False
bAllowTrans=True
SpawnProtectionTime=2.0000000
DefaultMaxLives=3
LateEntryLives=1
Values here override corresponding value in UnrealGame.DeathMatch
bTeamScoreRounds=False Value here overrides corresponding value in UnrealMPGameInfo
FriendlyFireScale=0
MaxTeamSize=16
Values here override corresponding value in UnrealGame.TeamGame
[XGame.xDoubleDom]

HUDType=XInterface.HudBDoubleDomination
MaxLives=0
TimeLimit=0
GoalScore=25
bWeaponStay=True
bAllowWeaponThrowing=True
bAllowBehindView=True

Values here override corresponding value in GameInfo
bPlayersMustBeReady=False
bAllowTaunts=True
bForceRespawn=False

bAdjustSkill=False
bAllowTrans=True
SpawnProtectionTime=2.0000000
DefaultMaxLives=3
LateEntryLives=1
Values here override corresponding value in UnrealGame.DeathMatch
bTeamScoreRounds=False Value here overrides corresponding value in UnrealMPGameInfo
FriendlyFireScale=0
MaxTeamSize=16
Values here override corresponding value in UnrealGame.TeamGame
TimeToScore=10 Number of seconds that both points must be held by one team before a point is awarded
TimeDisabled=10 Number of seconds after a point is awarded that control points cannot be captured
[XGame.xBombingRun]

HUDType=XInterface.HudBBombingRun
MaxLives=0
TimeLimit=0
GoalScore=25
bWeaponStay=True
bAllowWeaponThrowing=True
bAllowBehindView=True

Values here override corresponding value in GameInfo
bPlayersMustBeReady=False
bAllowTaunts=True
bForceRespawn=False

bAdjustSkill=False
bAllowTrans=True
SpawnProtectionTime=2.0000000
DefaultMaxLives=3
LateEntryLives=1
Values here override corresponding value in UnrealGame.DeathMatch
bTeamScoreRounds=False Value here overrides corresponding value in UnrealMPGameInfo
FriendlyFireScale=0
MaxTeamSize=16
Values here override corresponding value in UnrealGame.TeamGame
[BonusPack.LastManStanding]

HUDType=XInterface.HudBLastManStanding
MaxLives=0
TimeLimit=0
GoalScore=25
bWeaponStay=True
bAllowWeaponThrowing=True
bAllowBehindView=True

Values here override corresponding value in GameInfo
bPlayersMustBeReady=False
bAllowTaunts=True
bForceRespawn=False

bAdjustSkill=False
bAllowTrans=True
SpawnProtectionTime=2.0000000
DefaultMaxLives=3
LateEntryLives=1
Values here override corresponding value in UnrealGame.DeathMatch
bTeamScoreRounds=False Value here overrides corresponding value in UnrealMPGameInfo
[BonusPack.Mutant]

HUDType=XInterface.HudBMutant
MaxLives=0
TimeLimit=0
GoalScore=25
bWeaponStay=True
bAllowWeaponThrowing=True
bAllowBehindView=True

Values here override corresponding value in GameInfo
bPlayersMustBeReady=False
bAllowTaunts=True
bForceRespawn=False

bAdjustSkill=False
bAllowTrans=True
SpawnProtectionTime=2.0000000
DefaultMaxLives=3
LateEntryLives=1
Values here override corresponding value in UnrealGame.DeathMatch
bTeamScoreRounds=False Value here overrides corresponding value in UnrealMPGameInfo
[SkaarjPack.Invasion]

HUDType=XInterface.HudBInvasion
MaxLives=0
TimeLimit=0
GoalScore=25
bWeaponStay=True
bAllowWeaponThrowing=True
bAllowBehindView=True

Values here override corresponding value in GameInfo
bPlayersMustBeReady=False
bAllowTaunts=True
bForceRespawn=False

bAdjustSkill=False
bAllowTrans=True
SpawnProtectionTime=2.0000000
DefaultMaxLives=3
LateEntryLives=1
Values here override corresponding value in UnrealGame.DeathMatch
bTeamScoreRounds=False Value here overrides corresponding value in UnrealMPGameInfo
FriendlyFireScale=0
MaxTeamSize=16
Values here override corresponding value in UnrealGame.TeamGame
InitialWave=0 Index of wave game should start on when new map is loaded
FallbackMonster=Class'SkaarjPack.EliteKrall' This is the monster class the game will spawn if it cannot spawn one of the more advanced monsters (how this would occur, I don't really know)

Waves[0] - Waves[15]
WaveMask=20491
WaveMaxMonsters=16
WaveDuration=90
WaveDifficulty=0.000000

See this section for a more detailed explanation of these settings
[UnrealGame.DMMutator]
bMegaSpeed=False All pawns move 1.5 times faster than other objects in the game
AirControl=0.350000 Amount of control players have while in the air (1.0 represents 100%)
bBrightSkins=True Enables brightskins
[XInterface.MapListDeathMatch]
MapNum=0 Index of last played map for this maplist
Maps=DM-Antalus These sections determine the map rotation for your server
[XInterface.MapListTeamDeathMatch]
MapNum=0 Index of last played map for this maplist
Maps=DM-Antalus These sections determine the map rotation for your server
[XInterface.MapListCaptureTheFlag]
MapNum=0 Index of last played map for this maplist
Maps=CTF-Chrome These sections determine the map rotation for your server
[XInterface.MapListDoubleDomination]
MapNum=0 Index of last played map for this maplist
Maps=DOM-SunTemple These sections determine the map rotation for your server
[XInterface.MapListBombingRun]
MapNum=0 Index of last played map for this maplist
Maps=BR-Anubis These sections determine the map rotation for your server
[BonusPack.MapListMutant]
MapNum=0 Index of last played map for this maplist
Maps=DM-Antalus These sections determine the map rotation for your server
[SkaarjPack.MapListInvasion]
MapNum=0 Index of last played map for this maplist
Maps=DM-Antalus These sections determine the map rotation for your server
[BonusPack.MapListLastManStanding]
MapNum=0 Index of last played map for this maplist
Maps=DM-Antalus These sections determine the map rotation for your server
[XWeapons.ZoomSuperShockBeamFire]
bAllowMultiHit=False Controls whether shots can pass through multiple players

Invasion Wave Settings

There are 16 waves possible in the Invasion gametype. Each waves' settings are determined by the Waves[x] parameter in the SkaarjPack.Invasion section of the ini. The following is a more detailed explanation of those settings:

WaveMask
This parameter is used for random number generation, and really shouldn't be modified.
WaveMaxMonsters
The maximum number of monsters spawned during a wave is determined as follows. Let's assume that WaveMaxMonsters is set at 16. If more than 4 players are connected, then the value of WaveMaxMonsters is multiplied by 2, or the number of players divided by 4, whichever is lower. This means that if 4 players were connected, for instance, then the actual max number of mosters for this wave would be (16 * (4 / 4)) or 16 * 1, which is 16. If 12 player are connected, the the max number of monsters in this wave would be (16 * 2), since 2 is less than (16 / 4). The actual maximum number of monsters that could be spawned during this wave would then be 32. You can use this formula to tweak exactly monsters you'd like players to be up against based on how many connections you allow on your server
WaveDuration
Number of seconds the wave will last. If the maximum number of monsters for this wave have not been exterminated by the time this duration expires, all of the remaining monsters will be spawned immediately. Once this happens, any monsters that cannot be seen by any player are killed off, leaving players to finish up what's left.
WaveDifficulty
Determines the difficulty (effectively which monsters are spawned) during this wave. Very similar to the bots' difficulty setting.

Custom Bot Configuration

Each additional custom bot parameter must follow a fairly rigid syntax, which is given in the following line. For each custom bot that you'd like to customize, you'll need to have a seperate ConfigArray line in the server's ini file under the UnrealGame.CustomBotConfig section. I assume these settings will eventually make it into the webadmin.

[UnrealGame.CustomBotConfig]
ConfigArray=(CharacterName="Gorge",PlayerName="The_Reaper",FavoriteWeapon="xWeapons.RocketLauncher", Aggresiveness=0.400000,Accuracy=0.000000,CombatStyle=0.400000,StrafingAbility=0.765789,Tactics=0.000000, ReactionTime=0.000000,bJumpy=True)

An explanation of the inner values is as follows:

[UnrealGame.CustomBotConfig]
CharacterName="Gorge" Name of character. Must match a character name in the .upl file.
PlayerName="The_Reaper" Enter whatever you like here. This will be the bot's name.
FavoriteWeapon="xWeapons.RocketLauncher" Class name of the bot's preferred weapon. I will create a list of valid classnames for this parameter as time allows.

 
Who's online
There are currently 0 users and 38 guests online.

Hosted Sites
 Professor Q
 UTAN
 UT Pure
 Wormbos Area

Wiki: Recent Changes


All times are GMT +1. The time now is 11:08 AM.


Powered by vBulletin® Version 3.6.7
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.

All pages are copyright The Unreal Admins Page.
You may not copy any pages without our express permission.