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.

Offline Play

  1. IDs wrong in Coop / SinglePlayer

    After loading a game, player ids are wrong. This is not visible in the scoreboard unfortunately...

Client issues

  1. 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

  1. 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!!).
  2. Invisible Critters after FAILED map change

    Not supposed to happen (of course), but *sigh* some combinations of factors are just ruinous.
    So... if a map change fails and monsters were on the current one at the time it was ended, it is possible these monsters will return when the server keeps the last map running and be invisible/invulnerable to players.

Normal Play

  1. Coop / Singleplayer peer teleporters

    On single player stories, you can exit a map and start on a specific place on the new map. This only works in SINGLE PLAYER (offline) play, not online. UTeamFix behaves exactly as normal Unreal Coop/Singleplayer game this way. It would be tricky to implement anyway because incoming teleporters are usually exactly ONE only, if all players were to spawn there you can imagine what would happen...
  2. 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.
  3. 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!
  4. 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

  1. 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'), or use GRAB to tell them to follow you or go away. If they fail to navigate somewhere you can also summonid them.
  2. 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

  1. 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

  1. 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'.
  2. 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....
  3. 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.
  4. 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...
  5. 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!
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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

  1. 227 Integrity

    I keep dying from ingame checks. If this is the case, tell your server admin to use 'slow replication' and very(!!) lenient timings in the Integrity settings.