Q: Blah blah version conflict ...?

A: Read me (I am ancient)!



Q: Can't the UTeamFix version conflicts be resolved by renaming the file?

A: It's amazing, but even after posting the answers countless times on both Jolt and OldUnreal, people just don't read these answers, yet they just ask again and make me type the same answers over and over again. Why even bother answering yet another time if the answer is again ignored...

NO! First off, this problem is not related to UTeamFix at all, if you want to complain, then do complain to Epic Megagames that they never included a version management into the Unreal engine. This problem is an Unreal bug/nuisance, it has absolutely NOTHING todo at all with UTeamFix! Please reread the last statement 1000 times, thank you!

Renaming code-packages is very unpractical, in many cases impossible, because you lose references. Also, consider someone makes a mod based on your code, this code will never benefit from any additions/bugfixes made to the base. UTeamFix was designed with other mod-support in mind so renaming it for whatever nefarious reason is totally out of the question!



Q: I can't use ServerDog / MyPackage.MyStupidActor / [your favorite mod name here] with UTeamFix anymore, I keep getting ERROR IN CLASSNAME...?

A: Security restrictions in variable access control are unfortuntately interfering with Unreal's internal package name resolving. Therefor, package naming resolving has been redone in UScript but with far less efficiency.
If you get this error but you KNOW it has to work like this normally, use the full qualified "PackageName.Actor" name, not just "Actor" name.
For Serverdog, you would have used "admin set a a [command]" which will not work anymore, you will have to use "admin set serverdog.a a [command]" now. This will happen always when package name and actor name are different and the actor being accessed is not inside of UTeamFix or a core package of Unreal itself.
UPDATE: A small change has been made which will likely avoid most appearances of this error, you can use your old commands again :)



Q: I can't summon [whatever] although without UTeamFix it always worked like this?

A: Might just be the same problem as the one above...



Q: I sometimes cannot spawn... In totally crowded games I sometimes even have to rejoin...

A: Such games are... crowded. I wonder if they can be any fun anyway. The new PlayerStart system was designed to make player spawning patterns less predictable and more fair, and especially in teamgames more team-oriented. However, if there are a ton more people than PlayerStarts, this system may fail to operate properly, because...



Q: WOA, what happened to the ScoreBoards?

A: Technically, there are no more scoreboards, only graphical extension classes that are linked together in an intelligent fashion. I basically wrote a self-organizing partially priorized display system similar to that of a web-browser. Unlike a web-browser, which always displays EVERY content in some manner, my system decides to leave out less important content (priorize) if there is not enough room available or to cycle through it...

Err?

Yes highly complicated shit which alone took 3 weeks to write the basics for! I didn't really mean to redo the scoreboards, but they were the perfect testing and development ground for the new graphical system which could theoretically (and only theoretically!) be turend into a full GUI (ut2k4 menues anyone?)...



Q: I keep getting problems (and errors) with bots (UTF-9E)?

A: The new Bots are just a starting point, be sure to check out the UTeam Bots section. Remember never kick, ban or "killall" bots, use "RemoveBots" instead. Bots that have been removed from the map NOT using the command "RemoveBots" cannot re-enter the game until the map changed once.



Q: Can I use the hidden skins that are listed on the bot page also as player?

A: Yes, but only on UTeamFix servers. Epic originally had included the skins in the original UnrealI and UnrealShare packages, however then failed to set the configuration and object loader up properly. As a result, the textures are inside but can normally not be loaded. Instead, should you try to manually load the skins it will be registered to your User.ini, but the skin you see will default back to another.

To use one of the hidden skins in a UTeamServer, you can enter the server manually using
open [serveraddress]?skin=[hidden-skin] You can also "prepare" to use them with this:
open entry?skin=[hidden-skin]
You will not see the skin in the mirror, but when you join a UTeamFix server afterwards you should be using that skin. Of course only if it is not teamgame and the skin is allowed for the selected playerclass.



Q: Hmm, after being admin, leaving the server and coming back I can not login as admin anymore?

A: Very likely you still ARE administrator. The status recovery recovers much more than just your score, but indeed a great deal of your true "status" which you had when you were online, that includes administration status or being muted...



Q: I chose to kick idle players but they don't seem to get kicked ever?

A: If you have a tournament mode enabled (simple or real primarily), players will first be flying in the map. At this point, idle players are not kicked. Once they spawn and should become idle then, they will. This behaviour will likely change at some point. (UTF 9E specific)