## 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.

### 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!!).

### Normal Play

1. #### 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.

2. #### 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...).

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').

2. #### 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.

3. #### 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. #### Weapon upgrades

   The 'blue balls' that upgrade weapons are not working with bridged weapons, such as Infiltration, Serpentine or Unreal Tournament.