Game Bridges are link packages between UTeamFix and third party modifications. Some modifications can be directly included into UTF if the license or the author allows it (for example the EDM Instagib mutator was kindly given to UTF from EDM by Smartball and is now part of UTF's standard mutator selection), others can not!
Game Bridges come into play when these other modification can not be included into UTF but it may be suitable to just combine the 2 mods. Game Bridges are usually only written for existing large scale mods, such as RealCTF, Serpentine or Infiltration, you could think of other total conversion mods that normally come in their own larger packages, like Crystal Castles. The Game Bridge makes sure to link both mods together so you have the total conversion mod but with all features of UTeamFix.
Great care must be taken though, some authors may not want to have their mods dissected or links being written to combine them with other mods. Personally I see Game Bridge writing not as deriviative work on an existing mod (which is often prohibited), but instead just as bug-fixing and compatibility adjustment. Otherwise I would forget about that idea right away...
For Game Bridges to work, a part of the original code of the mod to be linked usually has to be taken directly into the base-classes of UTeamFix, which is why third parties without full access to the UTeamFix sources will unlikely be able to write a GameBridge at all. However, this is a technical requirement in many cases. Many mods use their own player classes for example, but when the Game Bridge uses these original other player classes, all functionality coming from the UTF Player Classes would be lost - the only solution to this kind of problem is to combine the code parts of both bases.
All exterior and extension classes can safely be put in an external file, which is what you will usually find as UTF_[FileName] containing all non-base classes of adjusted versions of the linked mod's classes. These additional classes belong originally to the mod being linked but with adjustments to work together with UTF. They are loaded dynamically during runtime rather than statically, making them optional in normal game-play, saving you and players space and hassle.
Technically it certainly is not, it can't be! UTeamFix was not created with original Unreal in mind and that was the base. Mods often turn the "base" upside down which can not be done to UTeamFix anymore, the base can be "adjusted" though. For exmample, the Serpentine GameBridge has weapons with Ammo Clips. UTeamFix could either directly import this specific feature for the GameBridge alone, or create a general base to work on. The latter solution was chosen. As a result, the UTeamFix HUD displays how many bullets your current clip holds, which is a feature the original Serpentine does not possess.
It would certainly be wrong to assume that every little detail is taken over 1 to 1 from the original mod. This procedure would not only makes things overly complicated, it would not make sense either. Take above example, just because the original Serpentine has no constant Clip Ammo Display, should UTeamFix choose to "blind this feature" out so the HUD looks precisely like the original Serpentine? Or, take the MOTD display at the beginning of each map, in normal Unreal, the text color is BLUE. In original Serpentine, the color RED was chosen. So what? I am not adjusting the color to RED for Serpentine in this case, such details have no impact on the game play or the game conversion and the link as a whole. A great part of the original code is obsolete as well, because the same parts were done in UTeamFix in other ways, often better... so why re-import older and less advanced code?
All Game Bridges have to be installed in precisely the same manner, the UTF API demands it.
Assuming normal UTeamFix is already installed properly...
Depending on the installed game bridge, you now either have to activate a Mutator or Game Mode - one of the two! Your in-game admin menu should show new game modes or new mutators that start with GB_[modname]. Activating these usually starts off the Game Bridge after yet another map change.
In this case, please make the effort and install everything properly on your home computer. Then copy all required ini files to the server along with all other requires system files. Set your home computer up as if it was the server you are planning to set up, then just copy everything over.
Serpentine by Chrystalline Design (details see CREDITS). A total weapon conversion mod for Unreal One, "real guns" as real as they get.
Another 'REAL GUNS' type of mod, although it was not always planned like that. Created by Catalytic Conversions (now called Sentry Studios), but their original web-site is down. Also support or work on Unreal One Infiltration has long ceased.
You can INSTALL several Game Bridges at the same time without trouble, but USING severl Game Bridges simultaniously is usually a bad idea, unless explicitely stated otherwise in the detail description coming along with the Game Bridges.