Q: Blah blah version conflict ...?
Q: Can't the UTeamFix version conflicts be resolved by renaming the file?
A: It's amazing, but even after posting the answers countless times on both Jolt
and OldUnreal, people just don't read these answers, yet they just ask again and make me type the
same answers over and over again. Why even bother answering yet another time if the answer is
again ignored...
NO! First off, this problem is not related to UTeamFix at all, if you want to
complain, then do complain to Epic Megagames that they never included a version management
into the Unreal engine. This problem is an Unreal bug/nuisance, it has absolutely
NOTHING todo at all with UTeamFix! Please reread the last statement 1000 times, thank you!
Renaming code-packages is very unpractical, in many cases impossible, because you lose
references. Also, consider someone makes a mod based on your code, this code will never
benefit from any additions/bugfixes made to the base. UTeamFix was designed with other
mod-support in mind so renaming it for whatever nefarious reason is totally out of the question!
Q: I can't use ServerDog / MyPackage.MyStupidActor / [your favorite mod name here] with UTeamFix anymore, I keep getting ERROR IN CLASSNAME...?
A: Security restrictions in variable access control are
unfortuntately interfering with Unreal's internal package name resolving.
Therefor, package naming resolving has been redone in UScript but with far
less efficiency.
If you get this error but you KNOW it has to work like this normally, use
the full qualified "PackageName.Actor" name, not just "Actor" name.
For Serverdog, you would have used "admin set a a [command]" which will not
work anymore, you will have to use "admin set serverdog.a a [command]" now.
This will happen always when package name and actor name are different and
the actor being accessed is not inside of UTeamFix or a core package of
Unreal itself.
UPDATE: A small change has been made which will likely avoid most
appearances of this error, you can use your old commands again :)
Q: I can't summon [whatever] although without UTeamFix
it always worked like this?
A: Might just be the same problem as the one above...
Q: I sometimes cannot spawn... In totally crowded games
I sometimes even have to rejoin...
A: Such games are... crowded. I wonder if they can be any fun anyway. The new PlayerStart system was designed to make player spawning patterns less predictable and more fair, and especially in teamgames more team-oriented. However, if there are a ton more people than PlayerStarts, this system may fail to operate properly, because...
Q: WOA, what happened to the ScoreBoards?
A: Technically, there are no more scoreboards, only graphical extension classes
that are linked together in an intelligent fashion. I basically wrote a self-organizing
partially priorized display system similar to that of a web-browser. Unlike
a web-browser, which always displays EVERY content in some manner, my system
decides to leave out less important content (priorize) if there is not enough
room available or to cycle through it...
Err?
Yes highly complicated shit which alone took 3 weeks to write the basics for!
I didn't really mean to redo the scoreboards, but
they were the perfect testing and development ground for the new graphical system
which could theoretically (and only theoretically!) be turend into a full GUI
(ut2k4 menues anyone?)...
Q: I keep getting problems (and errors) with bots (UTF-9E)?
A: The new Bots are just a starting point, be sure to check out the UTeam Bots section. Remember never kick, ban or "killall" bots, use "RemoveBots" instead. Bots that have been removed from the map NOT using the command "RemoveBots" cannot re-enter the game until the map changed once.
Q: Can I use the hidden skins that are listed on the bot page also as player?
A: Yes, but only on UTeamFix servers. Epic originally had included the skins
in the original UnrealI and UnrealShare packages, however then failed to set the configuration
and object loader up properly. As a result, the textures are inside but can normally not be
loaded. Instead, should you try to manually load the skins it will be registered to your
User.ini, but the skin you see will default back to another.
To use one of the hidden skins in a UTeamServer, you can enter the server manually using
open [serveraddress]?skin=[hidden-skin]
You can also "prepare" to use them with this:
open entry?skin=[hidden-skin]
You will not see the skin in the mirror, but when you join a UTeamFix server afterwards
you should be using that skin. Of course only if it is not teamgame and the skin is
allowed for the selected playerclass.
Q: Hmm, after being admin, leaving the server and coming back I can not login
as admin anymore?
A: Very likely you still ARE administrator. The status recovery recovers much more than just your score, but indeed a great deal of your true "status" which you had when you were online, that includes administration status or being muted...
Q: I chose to kick idle players but they don't seem to get kicked ever?
A: If you have a tournament mode enabled (simple or real primarily), players will first be flying in the map. At this point, idle players are not kicked. Once they spawn and should become idle then, they will. This behaviour will likely change at some point. (UTF 9E specific)
Q: It appears the normal Automag looks slightly different when players
carry them than the DualMag. Am I dreaming?
A: No!! You are absolutely RIGHT! That is because Unreal decides whether or not two arms are needed to hold a gun by its MASS. The Automag has a mass of 15, the Dual Mag has a mass of 100. Unreal considers guns with a mass greater than 20 heavy requiring both hands.
Q: Some of the Serpentine guns seem in strange positions or sometimes
not visible on the map... Any ideas?
A: At this point this is just guessworks, I am assuming the meshes
were aligned differently, note how none of the Serpentine guns is a ROTATING pickup,
they were all made to just lie on the floor flat straight! In normal Unreal, most guns
hover slightly above ground for you to pick up and even rotate.
On some maps, original guns are leaned against a wall or turned to lie down. In these
cases, the Serpentine replacement guns will suddenly "stick out of the wall" or "stand"
instead of being flat on the ground. It would appear all meshes are 90 degrees turned
straight. If this happens at a bad position, they may be aligned and rotated so badly
by accident that they "disappear into the floor or wall", in which case the gun is
rendered invisible - you can still pick it up though!
Q: The new UTeamFix SUCKS because I can't join any server!
A: Your computer is too slow! Tell the server administrator to
go to his advanced network configuration in Unreal and raise the connection timeout
to something notably above 15 seconds. The problem is that the login procedure takes
longer to complete now due to various new features, and also it may take longer
on your computer to load, causing a timeout if you have tough luck!
There may be one other issue involved, you can read about it in the
technical abbendum (special issue).
Q: I am not seeing ANY scores at all on the scoreboard, how can this be?
A: You are likely using Unreal Gold and rejoined the server you just left, or joined another running the same map. It's the same old "Ghost" bug playing new tricks on you! Exit the server and use the command "obj garbage", then rejoin! If you're intelligent then latest now you make yourself a keybind for that...
Q: Why can't I shoot all the way across the map with my Rifle/ASMD?
A: In normal Unreal, I would simply say, because the default setting for MaxTargetRange has been set to something like 4096... however, the UTF Weapons were all set to greater ranges that would allow to fire as good as infinitely. Just... it would appear that Unreal has an internal shot-trace limit of 9999 UUnits...
Q: Sometimes the scoreboard seems to be missing some
players, how can that be?
A: Well this appears to be a replication bug. Sometimes, the player replication info chain as seen on the server is not the same as some clients receive it. Enforced and deliberate outsorting and destruction of playerreplicationinfos has been programmed to avoid this from happening, but still the exact reason is unexplored. I have added some debugging to figure out what is going on - or at least see if enforced replication can do the trick (see Player Chapters for debugging commands).
Q: When joining paused server, why can't I see anyone
on the scoreboard? And my HUD looks strange err...
A: Well, don't join paused servers... UTF uses a delayed method of initialization. The reason being that straight-off initialization would often cause massive replication failures. The delayed initialization has visible side effects, such as a brief moment of weirdness for the player when entering the server, but after a second or 2 everything is settled. If the server is paused, the initialization never takes place though, and the scoreboard along with the new player's hud is not updated.
Q: Infiltration exists for UT as well for Unreal. If I
install the UT build and the UT Infiltration, will the gamebridge work?
A: Of course NOT! Gamebridges are compiled to work with certain versions of 3rd party mods only. As long as these 3rd party mods keep their precise class hierarchy, compatibility is granted. That's why Infiltration should work with version 265 and 265b, possibly even with earlier versions although I am not making guarantees on that! The Infiltration game bridge was compiled with Infiltration 265b, the Serpentine game bridge was compiled with Serpentine 8. In Serpentine's case I am almost certain (not that I tried) that it WON'T work with Serpentine 9 because Serp 9 changes the weapons radically. Since the weapons were the prime integrations into the game bridge, none of the changes of Serp 9 can take effect, because all the code executed is not in the Serpentine package! So back to Infiltration, if you use Infiltration 250 (provided it works) you will still get the guns of 265b - why? Because the code was taken from THAT version. UT Infiltration is something entirely new and would require a new game bridge. But that will never happen because I will not indulge into custom UT features for this mod.
Q: Where is the map list in Unreal Tournament?
A: The "DeathMatch" map list, from which UTF takes its
map selection, is normally not displayed in UT, because the class is not
used. Since UTF 10C you can find it at the same place as in normal Unreal
though:
Advanced - Networking - Deathmatch Maps
(this problem was reported by Aj kEYES)