Known Issues with UTeamFix
This page contains a small number of known problems or inconveniences with this
mod. That means this list is guaranteed to be incomplete, and it also means that
these issues might not ever be addressed in the future. But that always remains
to be seen :-) Issues are sorted by gravity under the individual
headings, the worst issue on top.
Client issues
Connection issue
Can't connect to UTF 10, but can connect to normal servers and older UTFs
(9F and lower). If you have an anti-virus protection running in
background, disable it. Otherwise, go on reading
THIS.
SERVERS
Timeouts
UTF servers and clients need longer to initialize when clients connect.
Often clients timeout because they are not fast enough responding to
the server.
The advanced setting TCP/IP Network Play - ConnectionTimeout
should be increased to at least 30, effectively DOUBLING the default
value. This will get rid of most timeouts in normal Unreal. Players
do not need to touch the setting (IN UT THEY MAY HAVE TO!!).
Listen Server First Startup Hang
In offline play and if you play as listening server, you should always
restart the first map you launch from as a precaution. The initial
replacer actor which is responsible for resetting all items to their
UTF equivalents often gets misplaced in the entry level on first
startup, effectively disabling item replacement.
Results: Whenever you walk over an item, you will not pick it up. Instead,
another item will be spawned at the same spot. The more often you walk
over the items, the more will be spawned. In the end, your server will
hang when there are too many. This problem is demonstrated pretty quickly
using bots in game.
Just restart the map you launch your server with ONCE and you're good!
Normal Play
Replication blackouts
A kind of -mystery- it sometimes happens that Unreal (especially 224)
stops sending/receiving values. As UTF grew over time, the problem
became more and more clear. Limitations of the engine is to blame,
as different versions of it or 'fortunate combinations' do not suffer
from it, or not gravely. The worst possible display of this problem is
MonsterMash played on a 224 server with a 224 client.
Spawnfrag
Although it should not happen, it still can happen on map switches when
all players join at once afterwards, that one player spawnfrags another
during the login processing. It is only of real concern in cooperative
play, because the killer is awarded no score and the killed person is
not awarded a penalty in this case. In coop the killed player loses
all his inventory he brought over from the last map.
To get around the problem (especially in coop), you can disable the
default coop settings and set TournamentMode to "simple".
While it may look odd on coop maps to be able to fly around at the
start, and might look even more odd to have inventory (which you can
even USE) while flying, it should effectively get rid of the problem
(until I find a better solution...).
Client Crashes (spectators)
Under rare circumstances, clients may crash. These circumstances always
include the player SPECTATING OR BEING IN WAITING MODE. Normal players
who have entered the game and are participating in the action are unaffected.
The crash of specs may happen if the server switches maps without ending
the game, or if the player leaves the server. Again, this does NOT
happen to normal players!
UPAK support missing
If you use UPAK maps/items, you will not get the benefit of UTeamFix
replacing the UPAK items and weapons to gain the features of all UTF
items/weapons. You can still use UPAK (or any other custom) weapons/items,
but some things will just not work with non-replaced items, such as
weapon upgrades for example.
Bots
Not too good at coop
Bots have learned to play coop, mainly MonsterMash, but their skills
(while good at aiming) remain average. AI programming is difficult and
teaching bots new tricks while trying to keep things performant and
with few errors, features have to suffer.
Full coop support would require coop maps to have a navigational
network but they have none.
To move bots around coop maps (single player maps), call for 'help'
using TEAMSAY (or do 'CallForHelp').
Bot guarding / aiding players
Bots have a very crude ability to follow goals or players and guard
them. Bots can trigger each other calling for help and you may then find
a bot following another bot around for a while, until the duo has killed
a foe or accomplished something else... or one of them died...
If you use TEAMSAY to utter the word 'help', or bind a key to the
command 'CallForHelp', bots might try and follow YOU around, unless
they are busy at the time or too far away - or can't find a way to
you.
This feature is far from optimal though. While bots will follow you
around - even coop maps that have no navigation points - they may
abandon you if you move out of sight on a non-nav'd map. Sometimes
after picking up an item while guarding you, they might just stand
around forever too. Bot commanding is not yet implemented, so besides
trying to coax bots around with 'help' there currently isn't much
about them.
Bots have wrong enemy priorities
In Coop/MonsterMash, bots might sometimes ignore a more pressing
threat if they are engaged already, taking hits without retaliating
while moving to a goal that is possibly out of range anyway.
Standoff Support
Deathcam misplaced
In standoff when you die, you are put into a waiting mode where
you can fly around and spectate just as if you were a normal
spectator. The moment the cam position is reset from the dying
cam to your personal view, you are being mis-placed slightly
from the location you just looked from.
Unreal Tournament Support
No prelogin messages
It would appear that the login failures are handled differently in UT
than in Unreal One. Error messages that tell a player why he is not
admitted to a server get lost (no 'server is full' or 'password required'
messages). Instead, the only message players ever see is 'Rejected by
server'.
Timeouts
Same problem as in the Server part on top, however, in UT also
clients can directly be responsible for timing out! Players who find
themselves timing out, or 'connecting' and then being immediately kicked
may need to change the advanced setting TCP/IP Network Play -
ConnectionTimeout to at least 30 which is the double as the
default value. Fast computers should have no problems though, but then
what does 'fast' mean :P....
UT Weapons malfunction OFFLINE
UT weapons work differently than Unreal One weapons. In offline play,
UT weapons may animate strangely disregarding animation timing. The
Rocket Launcher does not fire rockets or grenades at all (except the
moment you load the last ammo). All weapons DO WORK ONLINE though!
But also there, animations may be off-timed or refuse to play properly.
Dualmag not showing properly
The dual Automag does not show up properly. When you pick up your 2nd
Mag, it will display at the same spot (right hand) as your first, painting
one over the other. Looks silly...
Auto Weapon Switch not working
The automatic weapon switching is malfunctioning completely, effectively
disabling the weapon switch to a bigger gun if you start with more guns
than just your lowly Dispersion Pistol. So yes that means if you play Zark
or start off with an Automag, you will have to switch to it yourself!
Savegames not working
Might be a compatibility bug, as saving game isn't even possible in the
original SINGLE PLAYER game included in UT. I find it disturbing though.
Translators in maps do not work
A coop problem usually. Translators that are placed in maps and picked up
refuse to work. Summoned translators always work though. For that reason,
you will ALWAYS get a translator in coop when you play it in UT.
F2 does NOT activate the translator
When picking up a translator, you will be told to press F2 to activate it.
In old Unreal the default F2 keybind is indeed a short command to quickly
access the translocator, but in UT the command has been replaced with
the server rules page. So, pressing F2 will probably have no effect
whatsoever. To use the translator, select it from your inventory and then
activate it. Also read UT
Keybindings.
Impact Hammer dropped will stay forever on map
Normally you can't drop default weapons, but in the rare occasion you drop
an Impact Hammer, it may stay on the map for all time from then on.
Scriptwarnings in UT mode
You can expect additional Script Warnings throughout the game if you play
in UT mode. That is natural as UT weapons are not replaced and UT code
intermixes not perfectly with UTF.
MonsterMash
Weapon upgrades
The 'blue balls' that upgrade weapons are not working with bridged weapons,
such as Infiltration, Serpentine or Unreal Tournament.