Versions

Latest public finalized build

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.

Finalized Public Builds

UTeamFix 9b - 2003-01-10

Major uses/recommendations: Last version with full source available, last version allowing 1-map servers.

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.

UTeamFix 9E/F (Public release 4th August 2004)

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.

UTeamFix 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.

Complete Version / Feature history

(latest feature on top)

UTF 10E (2006-12-xx)
IssueStatus
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)
IssueStatus
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)
IssueStatus
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 {hLk}Wizz for trying to help me out with it with constant testing.
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:
  1. Maximum Monsters are 55 total
  2. Minimum Monsters are 3 total
  3. Maximum (slowest) spawnrate is 10
  4. Minimum (fastest) spawnrate is 0.3
Implemented for Smirftsch
-/-

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)
IssueStatus
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)
IssueStatus
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? :-D 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)
IssueStatus
Compatibility compromised between UTF, WMapVote and UProtector 0.98b fixed

UTeamFix 9E (Public release 4th August 2004)
IssueStatus
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)
IssueStatus
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)
IssueStatus
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
IssueStatus
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:
  1. TypeKills can be turned off (ignored), DM only
  2. Spawnkills can be turned off
added
Admin command to mute/unmute spectators during game added
all new spectator HUD
  1. displays name and health of anyone in the display
  2. displays name and health of player in chasecam
  3. has the improved message display of the player HUDS :-D
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 :-D
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)
IssueStatus
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)
IssueStatus
Scoreboard cleanup fixed
login completely overhauled
  1. admins can join full server
  2. admins can join full teams
  3. admins can join non-existent teams(!!)
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)
IssueStatus
illegal option values will be resolved to <<critical>> now fixed
server crash issue fixed

UTeamFix 5 (2002-09-10)
IssueStatus
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)
IssueStatus
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)
IssueStatus
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
  1. better teamsay
  2. better event display
The HUD code was partly originally done by mouse from squirrelsoftware, since I have taken something from the RealCTF HUD code. Big thanks to mouse for allowing me to use any part of RealCTF for non-commercial use.
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
  1. corrected ReplicationInfo
  2. corrected log- error-message if Skaarj-bots fail to spawn because "humans only" set
fixed

UTeamFix 2 (2002-08-08)
IssueStatus
BUG: set gold teamskin if gold selected but maxteams lower than 4 fixed