Normally I would just recommend everyone to upgrade to the latest version of whatever mod I write. In this case development has created a few "diversifications in use" that different versions may be appropriate for different usages. If at this point you are afraid of version conflicts, I would simply recommend the Oldunreal Reference regarding the topic.
Major uses/recommendations: Last version with full source available,
last version allowing 1-map servers. Update: The latest UTeamFix
versions allow one map servers again
This public version is now widely used and also widely available.
Version 9b has all sources included, mostly for studying purposes for
people since I never wanted people to really copy my code or rip it for
their own uses. But I left the code in so people could learn... and I
usually granted people to use the code for whatever they wanted anyway
This has radically changed with past 9b versions for private reasons, just head over to the license text (see links on the left side) to update yourself on the new End User License Agreement which will apply to all UTeamFix versions above 9b. 9b itself will remain as is and you can go on to use it for code-studying purposes if you like.
9F was a compatibility fix with WMapVote and UProtector 0.98b and is otherwise identical with 9E.
Major uses/recommendations: a very stable build with the throw-gun bug circumvented 95% avoiding excessive crashes. Some minor replication bugs, scoreboard design has proven to be a matter of taste...
9E/F introduces a new system of graphical display, which, unlike UWindow, is completely scripted for all Unreal versions and will work in all Unreal engines from 224 up to 4xx. The plan for 9F was to be a ground base for a menu system which was finally implemented in version 10.
The 10th generation of UTeamFix is the latest and most up-to-date family. It introduces a ton of new features, like a custom menuing with mouse support (NOT using UWindow but the new graphic system which was introduced with 9E), and the first full Unreal Tournament build.
(latest feature on top)
UTF 10G - (Oldunreal Build 04) (2009-01-03) | |
---|---|
Issue | Status |
227e: Minor correction to behave correctly in 227e. YOU MUST TURN bUse227Features OFF!! | fixed |
UTF 10G - (Oldunreal Build 02/03) (2008-12-28) | |
Issue | Status |
Inf/Serp: Spawn protection wasn't immediately lost when these weapons were fired. | fixed |
COOP: Loads of bugs fixed if you combine MonsterMash and COOP. | fixed |
BOTs: couple of added debug logs | added |
227+: Using 227+ internal rockets/seeking rockets instead of UTF rockets in 227+. | added |
227 support: If bUse227Features is turned on and UTF is running on a 227+ server, UTF will cause 227 anti-cheat round based player rechecks in Standoff/LMS game types. | added |
MonsterMash: the corrected mutator chain had the side effect that spawned monsters would no longer go actively looking for players right after start in aggressive mode. | fixed |
MM: Added an aggressive weapon restoration option in coop/MM if (despite all the prior precautions) weapon keep disappearing in coop/MM. Warnings will be written into the logfile if that happens and then the missing weapon will be restored with its original tag etc... | added |
BUG: Replication issue when spectating... | fixed |
Callvote yes/no menu: displays what is being vote on now. Before, you only saw that in the console messages. | added |
Single Player: Player spawn handler now handles incoming portals correctly when playing SINGLE PLAYER (offline), like original Unreal. | added |
227: Now uses 227 kick players. | added |
227: Now uses 227 to get IP addresses of clients instead of sockets parser, both at PreLogin time and after.... | added |
Offline: Do not use internal exploit fix when playing offline. | added |
227: Do not use internal exploit fix if server is 227 and old clients are not allowed (may work only on English Unreal). | added |
BUG: GetRules() on Mutators would show up wrong. UTF Mutators now add themselves starting with a count of 100 and leave the lower numbers to normal mutators (227 feature). | fixed |
Singleplayer: works okay now, start a coop game offline and you have a single player game which you can load and save normally. There are a few minor things, for example, all IDs are wrong after loading a game. | added |
BUG Mutator: rewrote entire Mutator chain, and corrected isRelevant, checkReplacement functions to behave 100% correctly while maintaining ONE callstack at a time. This is achieved by a delayed/stored isRelevant call on replaced items. All mutators had to be changed accordingly, but this is a major code cleanup. | fixed |
BUG GUI: Mutator missing in GUI menu. | fixed | Coop: admins can now teleport players around using the command summonid [from] [to] | added |
PUREKOTH: In Pure King Of The Hill, the king/queen
is now always displayed directly on the HUD in the lower left corner. (Requested by OldSparky) |
added |
Coop/Teamgame: Players can now GRAB Bots to make them follow or let them loose... | added |
Various small fixes and optimizations:
|
fixed |
Coop: Mapvoting for Classic Coop was added.
In coop, you can vote to restart the current map, vote on existing
map exits and all configured Start Maps on the server. (Suggested by OldSparky) |
added |
BUG MonsterMash: Ran out of item spawn
location on large maps. (Detected perusing one of OldSparky's server log files) |
fixed |
BUG TeamGame: Bot balance not working properly. | fixed |
BUG MonsterMash: general weapon upgrades were issued to non-upgradeable weapons, such as Infiltration weapons which had no effect. This has been fixed so only really upgradeable weapons do get an upgrade and you no longer get a blank upgrade because of a weapon that lacks the upgrade code | fixed |
Player Starts: it is now possible to dynamically add spawn locations to the map if there are too few. This should help avoid some player stuck problem and some other side effects, especially in Coop. | added |
(Team) Arena Master: has been added Unreal style, but basically taken over from 3SPN's mod that was written for Unreal Tournament 2004. The main differences are: no random pickups and no FreezeTag.... | added | TeamGame: You can now always see the armor level of teammates just like in coop. Spectators can also see armor levels in teamgames. | added |
Disabled timelimit/scorelimit setting in startup line for coop game type. | -- |
BUG Infiltration: PSG Rifle would not appear on normal Inf maps | fixed |
AI: Minimal improvement on the bots help others code | added |
BUG AI: Exiting pawns that were being referenced by other scripted pawns (or bots in particular) as either enemy, oldEnemy or order object are now cleared upon pawn-exit. This is NOT exactly the same as the PawnGone fix by Zombie (which was incorporated already earlier into UTF) since PawnGone deals with destroyed critters - not exitting player pawns or exitting bots. | fixed |
BUG: Some map makers tend todo lousy jobs with technical
aspects on their maps. This appears to be especially true for some COOP maps
where some only have a single spawnpoint. As a result, spawnfrags are inevitable,
and the UTF spawnhandler usually avoids respawning players on occupied spots,
thus dead players may be REFUSED from respawning if somebody just idles
around. The Spawnhandler was majorily improved to take better care of both problems. The spawnfrags issue should be fixed entirely, the blocking players may still occur but should be less often by far. Either have idle players autokicked or use 'Simple' tournament mode so players need to press FIRE and are not auto-spawned (and thus cannot block the only playerstart). Spectators can now spawn on occupied spots (without causing spawnfrag). (Reported by OldSparky) |
fixed |
Coop: The setting GameDifficulty has been REMOVED, because this is a command line option and the UTF override was not working 100% reliable. Please use DIFFICULTY in your SERVER STARTUP LINE! | - |
Coop BUG: Jumpboots would make a player lose his ability to jump
when the boots ran out in Coop without the player ever having activated them at
least once (Reported by OldSparky) |
fixed |
BUG (GUI): Could not switch off UTF Mousecontrol once switched on, because value ZERO would default back to 1. | fixed |
227 support: keychecker will also detect 227 and higher if UMenu console is used (and suggest to keybind an alternate menu key). | added |
BUG: Spawnitem on player improved to handle double items. | fixed |
AI: Bots check weapon bCanThrow now before tossing a gun. | fixed |
Coop/MM: Skaarj weapon fixer got its own mutator now,
Serpentine spawn location correction for critters removed. The checks were narrowed down considerably to make them SkaarjTrooper specific, so for any other pawns that are supposed to have weapons (in mods, for example) this will have to be touched again. The check includes now that only non-weapons can be "picked up" by these critters. |
fixed |
Anti-Cheat: Widescreen support, FOVs are now allowed regularly between 90 and 120. | added |
Coop: Fixed 2 access nones on Coop startup, removed map voting autoset/unset. | fixed |
MonsterMash BUG: Removed teamkill modifier! Make sure to configure
Llama teamkill handling correctly yourself! The default set/unset modifier would sometimes
fail to reset the original value, thus causing ridiculous settings over time. (this problem was detected reviewing one of OldSparky's server.ini files) |
- |
UTF 10F - (Oldunreal Build 01) (2007-06-08) | |
---|---|
Issue | Status |
Added CALLVOTE feature so players can vote on arbitrary
admin commands (Requested by Smirftsch and Kasima for Oldunreal) |
added |
Security: Server Side chat logging (Requested by {KDS}Rewind) |
added |
MM: Monsters can be spawned as swarms now (Requested by Smirftsch and Kasima for Oldunreal) |
added |
Epic BUG: A long thorn in my personal eye, the imprecise mouse control has finally been nailed and fixed clientside. | added |
UTF 10E (2006-12-xx) | |
---|---|
Issue | Status |
Client Caching: Vote/Load/Switch map lists | added |
PureKOTH | added |
Old mutator debug function removed | -- |
EXPLOIT: Certain functions could be used to crash server | fixed |
BUG: Instagib would leave weapons in map (albeit useless) | fixed |
BUG: Switchlevel admin list does not support alternate map lists | fixed |
BUG: Getrules() function | fixed |
DOM: Nearby (50 UUnits) items to DOM points are no longer destroyed... | fixed |
BUG: Underwater spawn points (DOM etc.) now start players off swimming rather than getting stuck. | fixed |
License change: one map servers are now allowed, the map checking facility has been disabled. This also takes away a certain strain of the initialization process... | - |
BUG: ShieldBeltEffect timer access none | fixed |
UTF 10D (2006-06-15 non-public eval upgrade release) | |
---|---|
Issue | Status |
Coop: Killing sprees added for classic coop (new spree borders, similar to MM) | added |
SinglePlayer: HUD reinits on loadgame | fixed |
Singleplayer: Item-doubling on loadgame (via travelling incoming inventory) - known bug, this release will NOT be ready for single player! | todo |
SinglePlayer: Translator Triggertimes reset on loadgame | fixed |
Bug: Automatic (re)activation of certain items after mapchange in coop was activating ALL items that are activateable.... | fixed |
Unreal Enhancement settings are now per game
type (or mutated gametype) Requested by Pitbull |
added |
Display teamkills in coop | added |
Different maplists for different gametypes (with mapvote
handler adjustment) Requested by Pitbull |
added |
AI: Bots will no longer use biorifle in melee (and thus slime themselves...) | fixed |
AI: Medium skilled bots will try to avoid suiciding with ASMD alt-fire... | added |
Added a few more debug options on UDEBUG/Atrace...
UDEBUG can also be used OUTSIDE of UTeamFix now,
just summon 'UTeamFix.udebug' and issue commands
using admin set udebug cmd .... cmds can be: atrace (rad always 100), logallitems, wpnprios, extrainfos, logbotcfg, priq, invspots, repairinventoryspots These are all for debugging, incomplete and will not be discussed in detail (except for atrace which is mentioned in the admin section). Note that by default, UDEBUG will not be available, unless you enable bEnableOnLineDebugger or manually summon the UDEBUG actor. |
added |
Bug: Behindview allowing/disallowing would not work (setting name changed!). | fixed |
Bug (Coop): Creatures with guns (such as Skaarjtroopers or Skaarjgunners...) would not have their gun ready, instead it would be lying on the floor at the same spot the creaturs were. This was already fixed before, but only specifically for MonsterMash. | fixed |
Bug: Mapvoting would be available in Coop. | fixed |
Bug: Wrong colors in headers on both DM and Team CLASSIC Scoreboard. This was assumed already fixed in 10B, somehow the bug appeared to have slipped back in... | fixed |
TranslatorEvents will have their TriggerTime reset on CheckRelevant. This is only as a reminder for single player support which may follow cleanly some day, that TranslatorEvents need to have this variable reset on level load or be non-triggerable for so many seconds. | -- |
BUG (Coop): When a player exited the current map and initated server travel to the next, only the ending player's scores and other stats would have been taken over to the next map. | fixed |
UTF 10C (19.02.2006) | |
---|---|
Issue | Status |
Privatesay can be disabled on a server. | added |
BUG: Failed map load triggers auto-ban for players that are in the server! | fixed I hope |
BUG: old mutators were at a disadvantage, because new mutators were handled BEFORE old ones. So, even though UTF has always been compatible to older mutators, it would always have executed its own (including the internal) first and old mutators could impossible react to most of the new mutators' results. Alas, old type mutators were practically useless if they replaced items the UTF mutators replaced on their own as well... | fixed |
BUG: GetRandomPlayer sometimes failed | fixed I hope |
BUG: When tossing a gun while playing with CLIPS enabled, you could potentially select a gun that had no ammo in the clip and none in reserve either and was thus perfectly useless... | fixed |
Players can now holster their gun. | added |
Preliminary support for BOZO's Unreal Upgrade Project | added |
Minor bugfixes in Infiltration... | -- |
BUG: Players would not get default gun when joining in certain circumstances (such as inside an intermission of a standoff game) | fixed |
MonsterMash: MonsterHealth now checked against total score of all players, so really big badass monsters will not appear until after players have been in game for a while! | added |
BUG: Scores not resorted on dirty exit | fixed |
BUG: Jumpboots would reset player to wrong JumpZ if upgraded during use of boots. | fixed |
Exploit: RMODE | fixed |
Persistent inventory for BOTS | added |
Cows and Nalis are now TEAMKILLS when shot by players
in coop - wouldn't always work
|
FIXED |
BUG: player class wouldn't be updated when changing from spec to player. | fixed |
BUG: Persistent Inventory messed up for specs | fixed |
BUG: Serializer would mess up at times, especially with spectators | fixed |
Bug Serpentine: Non-serpentine guns present in a serpentine game would make bots unable to fire these weapons. | fixed |
Bug: Serializer would restore players at the wrong time. | fixed? |
Bug: Initial replacement of items with some mutators and large maps would crash the server. There still IS a limit where the server will crash, but hey, Unreal simply DOES have limits! | fixed |
Relogin checker bugfixed and optimized... | ... |
BUG: Eightball would not lock on for heatseeking on other human players if Tournament Mode was enabled. | fixed |
BUG Serpentine: Players killed while in alt mode (gun at hip / scope) would be stuck at walking speed after respawning. | fixed |
BUG: DeathMatch maplist would not be available in
the Unreal Tournament Advanced Options. Since UT draws its maps from other maplists, Epic had dropped the respective entry in their configurative INT file. UTeamFix.int has been given the missing entry, which has no effect in normal Unreal, but makes the missing maplist available in UT at the same place Unreal usually has it at: Advanced - Networking - Deathmatch Maps |
fixed |
FAQ: The infamous can't connect problem was
added to the FAQ and the technical documentation. Also, thanks
here go to I am very sorry that up to this release, no solution was found to the problem. |
added |
Infiltration Intermission sounds | added |
Serpentine: Shotgun made more accurate Some people complained the shotgun wouldn't be like the old original one - that much certainly is true, since I had to recode the totally buggy firing code. I had tried to make the shotgun feel like a real shotgun, being higly effective in melee/close range, and rather useless on medium/long range. By public demand, the accuracy has been raised to that medium range still allows dealing some damage albeit nothing will be fatal in one shot at medium range... |
-/- |
Standoff: Standoff_InterMissionTime added to let the admin freely choose the time between standoff rounds. | added |
Infiltration Standoff: now defaults to the original scoring system, giving 2 points for kill (and 2 points penalty for team killing) instead of 1. This should accomodate the oldschool Infiltration Standoff players, however, you CAN switch back to the original UTF style if you like. | added |
bChaseCam variable removed, it was useless... | -/- |
BUG: Replication failure of viewrotation if spectating a player from 1st person view under certain conditions. | fixed |
REMOVED: Spectator class and multimeshes! | -/- |
UTF detects missing critical keys and offers to automatically add them to your configuration. This was already possible in 10B for the UT build if you had your fire/altfire on your mouse buttons, but the whole procedure has been MAJORILY reworked. | added |
Keybind menu | added |
BUG: MM would crash server on map change, if a
server query was fired against the server during event
restart. I am 99% certain that the problem was caused by
MM faking 5 additional players during that time, to make WFlexMap
(if installed) pick a larger map - as larger maps are favorable with
MM! MM will now DESTROY the Udp server queries when the restart event fires. During this time, the server can not be queried, but it only takes a few seconds and during map reload the server cannot be queried either way. Bug reported by Smirftsch |
fixed? |
MonsterMash: The feature MonsterMassAdjustment
has received interal sanity limits, they are as follows:
|
-/- |
UTF 10B (12.06.2005) | |
---|---|
BUG: Dualmag would not travel correctly with a slave gun attached in coop. | fixed |
BOT-AI: Desire armor less if already got and highly charged. | added |
BUG: Customized replication not working in 225/226 (coop replicate armor) | fixed |
BUG: Deathlocation wrong. You would make a small 'jump' after dying. | fixed |
BUG: replaced inventory not always recharged properly (reported by {hLk}Havok) | fixed |
BUG: Coloration problem with Engine Console, background would display in color of last message on top of screen (same for old scoreboard "trailer" infos) | fixed |
Coop: Respawn time of items will be faster the more players are in the game | added |
BUG: Belt effects would not change on a player if moved by admin - same goes for bots. | fixed |
LIE forcefully disabled in Coop. It turned out to degenerate a server horribly on large coop maps. | - |
BUG: Coop no show up in coop tab (INT file) | fixed |
Coop: Killing cows, baby cows and nalis is now an offense for which you will be given the penalty of a teamkill. | added |
INF-Team: If a particular teamskin fails to load, an attempt will be made to load the default (old) teamskin. | added |
PRELOGIN command | added |
BUG: White texture on enhanced guns would disappear | fixed |
Coop: if you switch to spectator you keep your items
and they even travel along when you remain spec until map ends. This feature is currently unreliable! Don't expect the items to always travel along when you spec! |
added |
Less crashes for specs on map switch | :-) |
Serp: Anti-Tank gun now allows more ammo in MonsterMash. | fixed |
BUG Serp: wrong charge on some items | fixed |
BUG Serp: PowerShield not replaced (reported by Smirftsch) | fixed |
BUG Serp: replaced items at wrong locations | fixed |
BOT-AI: Slightly improved to attend to closer dangers if primary target out of sight | added |
Coop: Upgraded items will travel properly now, not losing their enhanced properties on the way... | added |
Coop: On servertravel, all items are deactivated and players CAN'T activate them during that time. Not like normal Unreal works but turned out useful to avoid lots of compatibility issues with travelling enhanced stats. | - |
Dampener now works properly in Inf/Serp | added |
ThrowItem | added |
Unreal Enhancement options - things that Unreal could do but doesn't were added as optional features (see settings) | added |
Coop: user-settable start and endmaps | added |
UTF 10 (24.04.2005) | |
---|---|
Issue | Status |
Beta-Support for UT weapons (some oddities remain...) | added |
CLIP WEAPONS: Bots would not fire if no extra ammo available... | fixed |
UT: Mutator list merging with normal UT mutators - UTF Mutator advanced caption was renamed to 'Mutators UTF'. | fixed |
UT: No showup of UTF game modes in menu. I changed the INT file now they show up double time lol... | err |
SUPPORT FOR UNREAL TOURNAMENT
(I wonder if this was big enough for you to catch...) |
added |
automatic forced PlayerReplicationInfo update when player dies... should reduce the "players won't show up in scoreboard" issue | - |
Replication on demand: Display of ARMOR/SHIELDS in coop type games. | added |
Rewrote generic timer event trigger for players | - |
Regeneration Item | added |
bNoBehindview admin option | added |
Grey shieldbelt effect (for Infiltration URBAN team) | added |
BUG: sometimes wrong belt colors on non-standard colored teams | fixed |
INF: Bots primarily used M9 pistol... now they will always switch to whatever other gun they find first. | fixed |
BUG: Bots would never change teams in game if a player left from the server and another player joined the OTHER team at the same time. | fixed |
BUG: inventory would overpaint written text on screen in upper right corner... | fixed |
BUG: Spectators/Waiting players hitting DISCONNECT should no longer crash. | fixed? |
MM+EDM Instagib: causes a lot of error-logs especially at the start of each map. Not that I endorse playing MM instagib anyway, but it can't really be helped as all the extra items MM tries to spawn are not allowed in Instagib... | -- |
MM: client side max ammo replication | added |
admin giveitem command | added |
Crash fix for Scripted Pawns, MonsterMash servers should be 99% stable now, thanks go to Zombie | fixed |
Login handler cleaned up a bit | - |
UT build layout in base classes | added |
Experimental exploit fixes... (TDL, non-existing client requests etc...) | added |
No idle kick during player waiting phase. | fixed |
BUG: Readycount not updated properly when ready player would change from ready player to spectator. | fixed |
BUG: Player/Spectator entered/left game would not always appear properly. | fixed |
BUG: 'pawn repulsion' - client would not be able ro self-predict pawn collisions. | fixed |
ViewId command (coop and teamgame) | fixed |
Viewclass command (admins only) | fixed |
UTF 10 (alpha build 5 - not released to public) | |
---|---|
Issue | Status |
BUG: spectators and dead players (in standoff) may crash if map is switched - this is a known issue! | postponed |
CenterView Exploit (Infiltration and Serpentine) | fixed |
FOV Exploit | fixed |
Mutated item collide world issue - if a mutated item could not spawn, because it was too big to be spawned at the location of the original item, spawning would simply FAIL and leave the spot empty. UTF will BRIEFLY set the item class' Collide World flag to false and spawn it, then reset the flag. This requires the pickup function to be rewritten also - so it only works properly if the new item is some UTF-item. | added |
Standoff Begin Round Options - you can have weapons and other items be instantly respawned on a round begin if you feel there is not enough equiment around. Also, mines can be auto-destroyed at a round-start if you find it unfair to put traps in the landscape that are only effective rounds later. | added |
Teamsay 'help' or CallForHelp() command will have nearby bots come to your assistance if they are not too busy. | added |
Color shieldbelts currently NOT working properly in team-games with non-standard colors. This problem currently ONLY applies to Infiltration standoff on maps that have a POWERSHIELD and only if INF Standoff uses the original team settings! | known |
Viewclass command not working right now as CanSpectate() and other methods were redone | known postponed |
Support for UPAK guns - use UPak guns at your own risk. They will work, but are no UTF weapons. | MISSING! |
BUG: Game may have started after end (Real Tournament countdown when admin just skipped) | fixed |
BOT-AI: Bots like guns they already have less (in non-weapon stay mode) unless they are low on ammo | added |
Real Ammo Icon textures (InfiltrationT.utx) | added |
BOT-AI improved: Bots use seeds, forcefields, mines (in mods that have mines) especially the high-skill ones... | added |
Created a dumbass intermission graphic HAHA | :P |
Spectators can view dead and alive people, dead Standoff players can only view alive players. | added |
BUG: Slower moving players would ALWAYS be gibbed in death-animation | fixed |
BUG: Carcasses failed to spawn | fixed? |
Duplicate addition of default weapons is now detected and instead of adding the 2nd gun, only the ammo will be given | added |
BUG: sometimes could not switch to weapons that had no ammo in reserve, but still ammo in the current clip. | fixed |
BUG: DeathView cam out of place | fixed |
Infiltration Game Bridge | added |
BUG: Spectator display box would show bad display when more than 3 spectators were online at the same time. As seen on a screenshot from the 4vs4vs4 match with {hLk}, KoR and §CW§ | fixed |
BUG/Feature: Epic had created a nice tweak to their
guns, when they were dropped by DEATH of the carrier and had no
ammo at that time (e.g. 8ball ran out of ammo, blew prematurely
and killed the player). In this case, the dropped gun was added
1 ammo, so another player would never pick up a completely
unusable gun. This tweak did introduce a few side effects on
mods like Serpentine and Infiltration. On mods where precise
realism is key, it was kind disturbing that blowing yourself
up with an Anti-Tank gun would leave the gun on the ground
again with full ammo (one rocket)... bAmmoAccuracy inserted into weapon settings... |
fixed |
High-Skill bots try to avoid teamkilling | added |
BUG: MM Bots fast response to missile attacks not functional (it is now thanks to LIE) | fixed |
LIE has become a mutator with some features that were badly or not functional in the standalone LIE | added |
BOT-AI: added a 'Guarding' state, which can be triggered if you call for help. It's a bit buggy though. Meant for future improvements - sources: ScriptedPawn and Infiltration (which took it from ScriptedPawn also). | added |
Domination: DominationPoints now try to link into the bot navigation network. This is done by looking inside a radius of 200 UUnits for an inventory spot and linking to it, if the inventory spot is unoccupied or occupied by an 'ammo' pickup - a lesser important item. This --SHOULD-- improve bot play a bit. | added |
Domination: DominationPoints now destroy pickups that are directly inside or adjacent to it. | added |
Domination Bug: A blank info string on Domination Points caused extreme errors. | fixed |
Domination: New mesh/textures for domination points,
all Z-offsets had to be corrected by +20 on all maps. Overwrite your old UnrealDomination.ini file, if you have created any configurations of your own, store them away and manually change each DominationPoint's Z-coordinate. Offsets will be done differently in the future, so no further change in that department will occur. I corrected all configurations of all map-cfgs that come along with UTF, including those I did not create myself. |
added |
Individual bot summoning/removal | added |
BUG: Score/Timelimit false shows on scoreboard.... (reported by }TCP{Cee / }TCP{Carnage) | fixed |
BUG: Unreal won't start again due to wrong player class ("Failed to load playerclass" - reported by }TCP{Taz) | fixed |
StandOff mode | added |
BUG: FairPlayMaggot caused you to pickup guns already in your possession - so you had 2 ASMDs for example. This bug almost NEVER shows in normal play, but very much so in StandOff | fixed |
Changed Pickup detection a bit, less function calls used by eliminating subsequent calls of the same item on the same pawn (walk over gun and have 10 pickup queries) | fixed |
BUG: Less gibs and Carcasses (includes a new trooper carcass to prevent spawn failures due to size/collision) | fixed |
BUG: Class value changing had side-effects. | fixed |
BUG: MultiMesh player technology had side effects on
all participating players, even worse so in MonsterMash. As a result, replacement stats for health, JumpZ and other basic statistics had to be enforced, JumpBoots and Health items are now replaced with UTeam-corresponding classes. KOTH rewritten partially. |
fixed |
MonsterMash: Minimum SpawnPause is now 5 seconds enforced. Staying alive is part of the strategy in the game. It cannot be that you are rewarded for DYING by being able to respawn immediately and going on scoring points! | !! |
UTF 10 (alpha builds 1-4 - not released to public) | |
---|---|
EXPLOIT: speed | fixed |
BUG: missing players in scoreboard... something weird may be going on there, it is a replication issue for once, but on another occasion, a sorting but has been determined. Destruction of PlayerReplicationInfo is now explicit instead of implicit, hopefully cleaning out a few things... The added debug commands are still available in case it still happens... | fixed?? |
BUG: Skaarj Players and Skaarj Bots had different sizes! (Reported by }TCP{Carnage) | fixed |
Serpentine MP5 not always visible! Something is wrong with the original mesh alignment in the Serpentine guns, the Sniper is also not visible everywhere. It would appear the map layout has something todo with it.... dunno :/ | unfixed |
BUG: Serpentine Shotgun (Ithaca) completely screwed up (hey Bane... uh well... umm... nevermind :P) | fixed |
Serpentine Game Bridge | added |
BUG: Mutated Extra gun would result in a new instance everytime a player respawned, since the extra gun could not be added to the player inventory (the mutator replaced it and made the original reference NONE). | fixed |
MultiMesh players (yea shapeshift during game hehe) | added |
Play() and Spectate() feature - change from playing and spectating to one another during game without rejoining the server! | added |
Changing teams will no longer kill you! Inventory with team specific effects (shieldbelts) will be corrected to resemble the new team. So, teamchange is (normally) instantanious with no loss of inventory anymore! | :) |
Clip Guns | added |
BOT-AI: With the later introduced clipguns, make bots consider when is a good time to reload them - because in the middle of a firefight might be a... bad time or something... | added |
BUG: DualMag spawned shell cases at wrong side
in Altfire mode!
Hey Smartball didn't you notice? |
fixed |
WeaponSpeed mutator | added |
BUG: Wrong ammo amount added from guns that were dropped from dead players (Bug reported by Cheiz). This fix was redone again when CLIPGUNS were introduced later... | fixed |
PRESELECT next map command | added |
BOT-AI: GiveGun to players will do a new type of attitude check, a so called FORCED attitude check, which ignores the other player's current state (unless dead or spectating). This makes bots also toss guns to invulnerable teammates instead of just ignoring them until their invulnerability runs out. | fixed |
Extra MOTDs, rotate through by random one after another (requested by Pitbull) | added |
Moved IP Maggot configuration to file "UTF_IPMaggot.ini" | - |
Made the blacklist for dangerous maps user-configurable. Server administrators can now tell the server on which maps to NEVER spawn bots by themselves. | added |
Teamkill punishment adequized - calculation no longer by teamkill/score relation, MonsterMash players would get instakicked for ONE accidental teamkill all the time. | fixed |
ADMIN: settickrate command | added |
BUG: Teamkills increase score?? This bug was seen once but I could not replicate it. I cleaned up some code and changed login/changeteam behaviour which should make this event entirely impossible but you never know I suppose... | fixed |
Genericized "MyWeapon" for ScriptedPawn. Not fixable thank you Epic for yet another DUMB IDEA! Next time put the variable in the super class, not the subclasses making use of it! | Can not be done |
BUG: HUD would display players feigning death when looking at them | fixed |
CRASH-BUG: SpawnCarcass endless recursion... MOOOOOooo | fixed |
Creation of FairPlay configuration storage classes to
allow for more or less lenience and more diversity when
switching gamemodes - and by default, you can pick up ANY
item now in MonsterMash without losing invulnerability right
away! Configuration of Fairplay Rules are now game-mode based, and CAN BE OVERRULED by mutators! |
added |
MonsterMash individual Monsters quantity restraints | added |
BUG: Spawnlists in MonsterMash were only counted for content if they were dynamic... should be counting static lists too (bug reported by S*N) | fixed |
Individual Player logins | added |
MonsterMash: Score penalty for teamkilling is now hardlocked, it was selectable before and some admins had some crazy ideas as to how to MISUSE this feature. | fixed |
BOT-AI: No more stupid remarks while dead. | fixed |
GameRules store classes added to allow for more different configurations in different Game/Mutator modes (previously you only had game modes so the question never arose from where to get rules like "Scorelimit" etc...). | added |
FRAGLIMIT is obsolete now, the command "setfraglimit" was replaced with "setscorelimit". | :/ |
MonsterMash: Spawning is halted when match has not started. | added |
Started a black list of maps which will crash Unreal if bots enter. | added |
BUG: Unreal would want to use illegal spawnpoints, such spawnpoints inside of lava, or inside walls... if map designers can't take care, Unreal code should do... NOT!!!! DOH!!! | fixed |
BUG: GetRandomPlayer(...) (random targetter for MonsterMash) should NOT try to get Spectators and illegal players. | fixed |
BUG: Spawnpause miscalculated by one second! | fixed |
BUG: Spectator target selection rewritten | fixed |
Guns that have been upgraded (MonsterMash etc) will stay longer on the map (+60 seconds per upgrade level) greatly increasing possible retrieval after death. | fixed |
Spectators watching other players in behindview can use their mousewheel (actually the "PrevWeapon" and "NextWeapon" commands) to change their viewing distance to the player. | added |
Players can now be kicked by ID. Before, they could only be kickBANNED, but not simply kicked. A simple kick was demanded though... Kicked players do NOT get their score back when rejoining! | added |
SECURITY: Admins failing to login are no longer logged with the FULL password they used, only the first 3 letters, the remainder is written as asterixes. This way, it is still possible to figure out who really TRIED to login, but spying out other admins' passwords who accidently hit their wrong keybind or didn't realize they were on the wrong server is no longer possible! | fixed |
MENU: Debugging switch can be invoked CLIENT SIDE! | added |
BOT-AI: Toss guns to teammates | added |
ConsoleType arbitrary bind feature | added |
Maps are checked for special team-support | added |
REPLICATION BUG: various other replication issues with "intelligent" (seeking) missiles - they are known from OLD UNREAL and currently not being addressed... | known postponed |
REPLICATION BUG: Ringexplosion on tight rockets | fixed |
LOAD MAP - map file scanning and generation of maplist, enabling admins to pick any installed map comfortably from a menu | added |
Deny spawn after death (optionally) | added |
POSTINIT - late initialization method (as final event in PostBeginPlay) | added |
HUD score display improved, background a bit darker and corrected score font alignment, making the score easier to read. | :) |
BUG: SwitchToBestWeapon would fail at times | fixed (I hope :P) |
BUG: Zone change effects on specs and cheat flyers | fixed |
BUG: Critters attack spectators (set health to zero!) | fixed |
Spawn Effect on monsters | added |
HUD show health in coop play (MonsterMash...) | added |
BUG: Double inventory on AUTHORITY pawns I regard this bug as minor so it won't be fixed. You will likely never experience it, or only at extremely rare occasions. Update: was fixed now LMAO |
:-) |
BUG: mutated gun owned by critter would stay on map and NOT be picked up by critter! | fixed 80% |
EXPLOIT: Listen server could be slo-mo'd by non-admin (Zombie) | fixed |
EXPLOIT: Listen server could be level-switched by non-admin (Zombie) | fixed |
BUG: EDM mutator would not destroy UPak weapons | fixed |
BUG: mutated default weapon no worky online | fixed |
EXPLOIT: Warp Cheat (Zombie) | fixed |
EXPLOIT: Mesh sequence (silent run cheat - Zombie) | fixed |
EXPLOIT: Broadcast (Zombie) | fixed |
FONT size adjustment (to smaller only) for menues. | added |
MutatedDefaultWeapon() was redone for mutators, with the later planned Serpentine and Infiltration game bridges in mind. | added |
BOT-AI: limited ability to stake-out, in order to avoid some "getting-stuck" issues for bots. | fixed |
New Message handler rewritten from scratch, allowing for additional client side options and fixation of numerous messaging bugs that resulted from reading out messages from the console. | added |
BUG: Spectator death in cloudzone | fixed |
BOT-AI: minor improvements as to when to run away and how to assess a potential threat. | added |
GODmode will nullify all trajetory instigated by explosions or enemy fire, you can no longer be hurled into lava or down the abyss while you are in orientation phase. | :) |
BUG: Teamkills wouldn't re-sort the scoreboard. | fixed |
BUG: Bots getting banned for teamkilling. | fixed |
Doubtful AI players are now put in GOLD team. | :/ |
Denial spawning because of close proximity to last deathlocation is now double-checked against teams and average distance of all (team) spawnpoints, and disabled if the spawnpoints are too close together, in which case players can again spawn close to their last deathlocation. | fixed |
BUGS in Zark and EDMInstagib mutator, from missing guns to non-selected guns... | fixed |
BUG: no ping show for bots / AI in old scoreboards | will not be fixed |
BUG: changing team during un-ready phase let thes changer spawn (first reported by Frico) | fixed |
BUG: DarkMatch mutator not selectable from ingame | fixed |
Client side messaging options added, e.g. suppression of DeathMessages (suggested by FlowerPower) | added |
GUI functionality to the HUD-Expansions - completely new menues based on the GFX system introduced in UTF-9E | added |
Reworked Mutator checkreplacement chain | :/ |
Mutator: MonsterMash V2.0 Reintegrating MonsterMash into UTF was a long time plan. Version 1.2 works on practically all Unreals including UT but has little features and is very buggy in comparison, V1.6 was based on UTF-9b and would not work on any other UTF, so an adaption had to be written. |
added |
Restructuring of packages... UTF partly consists of modular packages now. |
:-/ |
UTeamFix 9F (released a week after 9E) | |
---|---|
Issue | Status |
Compatibility compromised between UTF, WMapVote and UProtector 0.98b | fixed |
UTeamFix 9E (Public release 4th August 2004) | |
---|---|
Issue | Status |
Swapteam for bots | added |
ChangeTeam() re-written from scratch. This should eliminate most false player joins in teamgame, or bots on invalid/non-existent teams etc... | :/ |
BUG: Unclean logout would sometimes mess up serverinfo | fixed |
Instagib (Smartball's EDM version) | added |
Short term status recovery. From now on, UTeamFix is officially INCOMPATIBLE with Smartball's Score recovery mod but that doesn't matter at all since it can recover them on its own. | added |
Custom Bots (new package UTeamBots. From now on, do NOT kick or destroy Bots to get rid of them, use "removebots" instead! | added |
Admin command to enable/disable mutators during game... | added |
BUG: Spectators idle kicked | fixed |
Hidden Skin support | added |
Old Unreal bug: HUD messages disappearing in regular intervalls | fixed (hackish) |
Postponed bug from 9D: bHumansOnly active, Skaarj bots can't enter but no other will either from then on |
fixed |
Some small convenience enhancements (typing prompt legibility, SpecTalk bind...) | added |
BUG: First joiners could always spec last-joiners (Unreal bug). Bug reported by Theoscion. | fixed |
BUG: Spectator view messed sometimes | fixed? needs testing |
Disabled ShowSpecialMenu() | *cough* |
Security glitch: ShowInventory server-lag... | fixed |
Intelligent re-modularization of HUD/Scoreboard displays. | 95% done |
Map Skip Cheat disabled - ICD code by [SIXPACK]Shambler | fixed |
Taunt Cheat disabled - ICD code by [SIXPACK]Shambler | fixed |
2nd level Admin authentication - differentiating between
system-automated admins and admins who authenticated themselves
(via logging in). Automated admins cannot register/unregister other admins! |
added |
Ideal playerload can be extracted from information given by map authors | added |
BOTs no longer shoot invulnerable people who just spawned unless they bump into them or do something stupid | :-) |
Auto bot-spawning and number adjustment during game... | added |
Unreal BUG: Hud crash on weapon throw. While I wouldn't gurantee it's fixed I think it got a lot better. Credits go to Smartball. | fixed |
BUG: ClientEndGame() refused to set - compatibility trouble with map voting | fixed |
BUG: bGameEnded not correctly set | fixed |
Domination was majorily improved by the new Spawning system... | :) |
Team/Dynamic SpawnPoints | added |
New debugging command (also useful for mappers maybe) -- markactors - unmarkactors | added |
Nuisance: ERROR IN CLASSNAME detection removed and handed over to Unreal itself. Effectively you will be able to use more standard names for actors again (admin set serverdog a a...) | fixed |
INT file greatly enhanced. If you want to change ingame messages you may study it and edit at will (keep backup!). | added |
It is no longer possible to telefrag someone by (re)spawning. | fixed |
bSpawnInTeamArea - Epic had this teamgame feature badly working/not working... I think I improved it a lot :-P | yay |
New system to determine spawn locations of players! | added |
Remodelling structure: login handler | added |
FAQ section in manual | added |
BUG: Null pointer in KOTH :/ | fixed |
BUG: Vampire Mutator could turn armor to health (self damage) | fixed |
BUG: Vampire Mutator could produce health out of nowhere by shooting teammates with friendly fire off (reported by UKBikenut). | fixed |
BUG: KOTH Mutator killed() function had no chain link. | fixed |
BUG: Console Commands for maxspecs/maxplayers could have faulty results in some occasions. | fixed |
UTeamFix 9D t-3 (public testing, May 2004) | |
---|---|
Issue | Status |
Weapon Priority Configuration back-mapping: UTeamFix replaces all guns with its own versions in order for some features to work properly (most aimed at future features to come). Many players, being unaware how Unreal manages weapon priorities by classnames, complained it messed up their chosen preferences. From their point of view, they were right. Technically, they were wrong, because the guns UTeamFix uses only look like Unreal guns, but are not. Normally players would just have to edit their ini file and enter the correct UTeamWeapon classnames into their priorities to fix this. Since all mods behave similar I took it for granted this was public knowledge. Anyway, to help avoid confusion I have installed a mapping table which translates all new gun classnames back to the original ones. This way, players do not notice they are NOT using original Unreal guns, indeed their configuration will be untouched (no UTeamWeapon entries) and all changes to their local configuration in weapons priorities will have immediate online effect due to the translation table. Also, some non-standard guns are now translated back to one old gun, e.g. the "Zark" is mapped on the Rifle, so is the "Dualmag" mapped back to the "Automag" too (just like the normal Automag-replacement). |
added |
BUG: Forcefield pickup required X+1 inventory copies to be used X times - reported by {hLk}Chris. | fixed |
SET / GET / SUMMON auto-resolve: This is a tricky one. For security reasons, the commands SUMMON, SET and GET had to be restricted as to which classes they can access. As a side effect it would always be necessary to specify the FULL classname (e.g. "UnrealShare.Cow", not just "Cow"). This has been improved that you will be good enough with just the classname. In some instances you WILL still have to specify the full classname though ("admin set serverdog.a a command"...). | added |
Domination collision height: Players could only capture a Domination Point by walking through them - jumping through would have no effect. | fixed |
Domination sounds (nothing fancy) | added |
Negative score limit (TeamGame only): Game will end also if one team reaches the set fraglimit in negative points. | added |
Solo-map-server denial | added |
MUTING specific players | added |
Vampire bug: Players could get extra health by damaging themselves while having spawnprotection. | Fixed |
Domination | added |
Player punishment not working while invulnerable, but would still display "punished" message. | Fixed |
Master admin password protected from change by individual admins (only master admin can change). | Fixed |
Spectator transferred to UTeam fully. | Fixed |
log all unspecific admin commands | added |
get/set restriction (security feature) | added |
Administrators are being told they are admins - that's in case Announce Admins is false... | added |
Change Tournament mode from within game. This function was named chris because {hLk}Chris requested it and DONATED! |
added |
Amplifier bug: wasn't always found in inventory. | Fixed |
KOTH bug, King with AMP could lose glow. | Fixed |
Ported all guns... | :-/ |
LOGIN bug: all players are announced as admins (reported by }TCP{Carnage) Cause: Sleepyness again... duh... |
fixed |
MUTATOR bug: chain break Cause: CheckReplacement() on subsequent mutators always called by the Unreal engine before one mutator can complete its own replacement operation. Remedy: UTeamFix mutators will now deny replacing anything when another mutator is still working on it and checkreplacement will be recalled by the ROOT mutator after the mutator in question is finished. Another perfect example of Epic code screwup... |
fixed |
Manual errata (reported by Pitbull) Cause: Sleepyness... |
fixed |
MUTATOR: Rotation bug (reported by Pitbull) Cause: bRotatingPickup and RotationRate are not correctly taken over by Unreal. Settings must be defaulted BEFORE spawning a replacement. The fix is incomplete in so far as this will only check if the default rotationrate is not used, and then put it to not rotating at all. Custom rotation rates (rarely used) will not be reused in a replaced item. |
fixed |
UTeamFix 9c t-3 (given to 7 admins, April 2004) | |
---|---|
Issue | Status |
SPECTATOR HAS NO ACCESS TO SPECIAL FUNCTIONS Cause: Simple, the spectator hasn't been included in the new class tree alas it's the old spec... |
known bug postponed |
Sometimes bots still run around even if game has ended. likely cause: wrong state... |
known bug needs research |
Sometimes the Spawnprotection is still on bots even if they got gun likely cause: pickup happens at spawn-moment, handlepickupquery() called before adddefaultinventory() |
known bug needs research |
bHumansOnly active, Skaarj can still enter | fixed |
bHumansOnly active, Skaarj bots can't enter but no other will either from then on | known bug will be fixed but when?? |
Immediate join of several players/bots cause kills and wrong scores Causes: stupid StartSpot selection, all bots join at same time, and killed() called BEFORE PlayerReplicationInfo is replaced with correct class |
known bug will be fixed |
New features require longer init time on the server. If
players join too early things may be messed up a bit Resolve Deny entry at prelogin() if init incomplete |
fixed |
force enable typekills in team | will be added |
5000 charge on replaced forcefield | temporary setting for tests |
Vampire | added |
Added a Debug Assert(false) to the pickup function
on playerpawns. Normally, a server will CRASH if the picked up
item is None (because of Assert(NewItem!=None)), which is a
major flaw in the mutator chain
calling hierarchy (see below - grief...). I didn't just fix the mutator chain I also prevented the whole assessment from crashing the server (in case the mutator fix fails at some point). |
someone kick Epic Ass |
BUG: MUTATORS calling hierarchy interoperation - replaced items would cause
a call hierarchy to following mutators (checkreplacement()) BEFORE the
original item was destroyed. Chained mutator replacements would cause
havok and crash the server. I think that's why Epic never bothered fixing the mutators in Unreal because they were quite lazy at this point with their algorithm. If you just leave in the original item (as Epic did it) you won't get this bug of course since the reference remains in the chain, but that's where you get double items on Terran Weapon Matches which is just plain DUMB! Sorry for ranting but Epic really left a mess here! |
FIXED! |
Zark | added |
Dark Match support | added |
BUG: no more messages sendable after a bit when server is PAUSED | fixed |
KOTH bAlwaysRelevant to KING | added |
HUD team game - Gold Skull no show | fixed |
HUD reworked and modulized | added |
King Of The Hill support | added |
IllegalStringResolve in Tech settings | fixed |
bMegaSpeed working? | needs testing |
bMultiPlayerBots is obsolete Remedy: Restructuring of base classes |
incomplete |
broke compatibility with MonsterMash 1.6 :-( Remedy: Integrate MM into UTeamFix |
planned |
new authorization | added |
individual admin authorization Administrators can now login either by using the master administration password -OR- using a known username/password combination. Admins using a personalized "account" logging in to a completely password protected server MUST use the registered username as playername. Passwords are case-sensitive, user names are NOT! |
added |
individual player authorization | planned |
LAG TEST!!!!!! GO TESTING PEEPS | unresolved |
Readme: aircontrol missing | fixed |
Readme: admins are not idle kicked | fixed |
Readme: Prowler credits noobdm | fixed |
Readme: missing command ktbanshow | fixed |
Readme: missing command ktunban | fixed |
HUD 224 client Accessed None on DrawTeamGameSynopsis() | fixed |
Configurations split and externalized | added |
Tons of bugs (old Unreal) in damage assessment against critters in teamgames | fixed |
Scoring bugs (old Unreal) vs critters in teamgames | fixed |
9b BUG: ForceRespawnTimer did not destroy itself when player was leaving before respawn | fixed |
Powerful new mutator base class enables for a lot better mutator customizing | added to grow :) |
Administration login during game | added |
Announcenment of admins (optional) - logging of admin logins (during game) and FAILED ADMIN LOGIN ATTEMPTS | added |
UTeamFix 9 to 9b (2003-01-10) - final public release | |
---|---|
Issue | Status |
Scoreboard now shows Team Kills (not in DM mode) | added |
Team Change does not influence scores | added |
Typekills can be turned off (DM only, not team!) | added |
Scoreboard now shows MOTD (Message Of The Day) if display bigger or equal to 800x600 and you're actually on a server | added |
alternate human skin package replaced with the missing skins
filled with Infiltration team skins. Big thanks to [Sixpack]Shambler and all people involved in Infiltration development (lol that would include even me haha) |
added |
FairPlay options added:
|
added |
Admin command to mute/unmute spectators during game | added |
all new spectator HUD
|
added |
Scoreboard now displays Timelimit and Fraglimit | added |
Command "viewid" for spectators | added |
IP Address is logged AFTER a player enters (only as convenience) The logging BEFORE login is complete can be inaccurate :/ | added |
Networking settings "FastTimeOut" and "MinTimeBetweenLogins" | added |
no eyeball / pawn joins (except for admins if they REALLY want 8) | fixed |
admin messages | added |
admins can see IPs manually in game (without ServerDog) | added |
forced respawn (optional) - requested by WingZero | added |
temporary kickban feature (based on mapchanges as "time") | added |
automatical team balance (Team only) | fixed |
setfraglimit / settimelimit for admins during game | added |
BUGFIX on Unreal 224 in teamgame, suicides (killer==none) hurt wrong teamscore! | fixed |
LIELite | added |
BUG - 224 standard skins selection would not work in team | fixed |
added communication interfaces for Smartball's Antibot, BOZO's IPLogger and Lesser Talent's KickBan utility | added |
more admin commands | added |
Scoreboard will now always show teamscores of existing teams, even if no players are on one of those teams | fixed |
invul delay for picking up a GUN first instead of other items | added |
Scoreboard now shows Score and frags separated | added fixed |
Scoreboard now shows online time of players - requested by WingZero | added |
in DM when game ends, you now see the WINNER instead of yourself,
(basic code idea by Smartball) this also works for bots In TEAM game, you see the player with the highest score of the winning team. In all cases, if 2 players have the same score, the one with less deaths is assumed winner (no further breakdown on teamkills and frags...) - requested by WingZero |
added |
New Spectator class to use specsay | added |
TournamentMode (Simple) | added |
People will stay in "non ready mode" when changing team during "non ready" and will NOT be force-respawned | added |
Real Tournament mode added - all players click to signal I am ready before match starts | added |
killsprees etc (main code by Smartball) | added |
Dual Automags (code by Smartball, based on Bane's Akimbo) - requested by WingZero | added |
UTFSkaarjPlayer (code by Smartball, sound problem fixed and made Skaarj SLIGHTLY more human like in size, collision etc...) | added |
"simplified" scoreboard version (Team Only) - requested by WingZero | added |
team color boxes | added |
"UT_Style" Tournament Mode | added |
new Automags (if used) have all 50 ammo on pickup - requested by WingZero | added |
UTeamFix 8 (2002-11-09) | |
---|---|
Issue | Status |
Scoreboard now displays ID | added |
BUG: Bots with wrong ID | fixed |
Start-ID is now 1, not 0 | fixed |
ScriptWarning when bots are added | fixed |
Critical (illegal) String resolve variable | added |
Prelogin worked over, new error messages (like Spectator spots all used but you can join as player etc...) | added |
hopefully fixed another server crash issue | :-/ |
Fast rejoin protection | fixed |
alternate human skin package | added |
HardCoreDamage and HardCoreMode are now independent from one another! | added |
Several Scoreboard bugfixes | fixed |
Messed up INT file | fixed |
UTeamFix 7 (2002-10-10) | |
---|---|
Issue | Status |
Scoreboard cleanup | fixed |
login completely overhauled
|
added |
Spectators can join full servers if MaxSpecators not yet reached and CountSpecsAsPlayer=false | added |
Admin / GamePW overriden - YOU NEED TO RESET THEM IF YOU UPGRADED | :-/ |
UTeamFix 6 (2002-10-07) | |
---|---|
Issue | Status |
illegal option values will be resolved to <<critical>> now | fixed |
server crash issue | fixed |
UTeamFix 5 (2002-09-10) | |
---|---|
Issue | Status |
enhancement: clarified illegal team code | added |
autokill BOTS on illegal teams | fixed |
ecplicit destruction of PlayerReplicationInfo of clean255() killed Players (and Bots) | added |
Scoreboard now shows team of spectators in a colored "taint" | added |
Scoreboard minor improvement when NOT to show header | fixed |
UTeamFix 4 (2002-08-13) | |
---|---|
Issue | Status |
BUG: Spectators didn't show up correctly in scoreboard if more than 1 spectator was present (silly bug pff...) | fixed |
kicked one obsolete reference in the replicationinfo which I just oversaw after optimizing the code a bit :) | fixed |
UTeamFix 3 (2002-08-10 to 2002-08-11) | |
---|---|
Issue | Status |
FAIL teamchange if not allowed and tell
player - but normal "teamchange" at login time. Also, Spectators may freely change team. |
fixed |
"clean255" function added just in case bots or even players somehow still get the illegal team id, just type "admin clean255" to kick all "illegal team players" (including those "ghost" pawns...) | added |
Spectators now shown in Scoreboard | added |
PLAYERS have improved HUD
|
added |
Added SkaarjTrooper skins. As mentioned before, the original red and blue skins were done by squirrelsoftware. The green and gold skin were achieved by changing the palette of the existing ones... | added |
BUG: sortscores() doesn't sort | fixed |
BUG: Gold Teamskin not shown when players login with "255" team and are then assigned to gold team | fixed |
DeathCounter | added |
Overrode addbot() function
|
fixed |
UTeamFix 2 (2002-08-08) | |
---|---|
Issue | Status |
BUG: set gold teamskin if gold selected but maxteams lower than 4 | fixed |