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}TCP{Wolf
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Joined: 19 Dec 2002
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PostPosted: Mon May 02, 2005 8:03 am    Post subject: UTeamFix 10 public Reply with quote

Haven't updated my website reflecting its availability, but it is there, ready for download!

It finally happens, took long enough for sure, but now the 10th generation of the mod reaches public state.

The most important changes/upgrades compared to 9F are:
- Suppport for Infiltration (265+b)
- Support for Serpentine (Cool
- Standoff Mode
- The annoying team switch bug in tournament mode is long fixed
- Shapeshifting players (Multimesh-Technology)
- Support for UNREAL TOURNAMENT
- new simple Classic Coop gametype
- brand new MonsterMash included
- improved stability in gametypes with lots of monsters
- IN-GAME (admin) menu
- Client Side settings (for display mostly)


Download: http://ws.online.de/projects/UTeamFix/UTeamFix_10_pub.zip
Manual: http://ws.online.de/projects/UTeamFix/Manual10/index.html


This should be the last major upgrade in the Deathmatch/Team-Deathmatch sections, albeit I might adding map voting directly into UTF some day along with WFlexMap. Most of the future additions, however, will likely go to coop, game-bridges (possibly adding Crystal Chaos and RealCTF) and other custom additions - or maybe I will finally make true with my threat and be done with it hehehe Very Happy

The UT support will NOT be updated in the future, save for bugfixing where it is possible. I might, however, take more time to determine which game-bridges may work in UT with the original Unreal One mods inside UT.

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Xavious
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PostPosted: Mon May 02, 2005 3:08 pm    Post subject: Re: UTeamFix 10 public Reply with quote

}TCP{Wolf wrote:

- new simple Classic Coop gametype
- improved stability in gametypes with lots of monsters
- IN-GAME (admin) menu
- Client Side settings (for display mostly)


This will be useful on quite a few coop servers. Many admins like to spawn many enemies. Especially useful for DT hunting.


}TCP{Wolf wrote:
...possibly adding Crystal Chaos and RealCTF...


I'll be looking forward to this! But...Crystal chaos? You mean Castles? Confused...

Also, i still say you should add my DD Dark Duelist gametype theory (all lights set to 16/32 brightness, automag only, 1 bullet per clip, instant kills, no name tags appear when looking at opponent, more pronounced footstep sound, slower crall...you get the idea...see my DmDD in Edgepack, from Usermaps) cause it doesnt seem that difficult to me...Then again, as you have already demonstrated before, what do i know?

I'll be sure to spread this around coop.
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Xavious
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PostPosted: Mon May 02, 2005 3:20 pm    Post subject: Re: UTeamFix 10 public Reply with quote

}TCP{Wolf wrote:
Haven't updated my website reflecting its availability,



Is that way i can find nothing about the coop stuff in the manual?
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}TCP{Wolf
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PostPosted: Mon May 02, 2005 6:04 pm    Post subject: Re: UTeamFix 10 public Reply with quote

Xavious wrote:
}TCP{Wolf wrote:
Haven't updated my website reflecting its availability,



Is that way i can find nothing about the coop stuff in the manual?


Umm... the "Run" page states how to start it, the "Settings" page mention the coop settings. If you were expecting a separate page only about coop I have to disappoint you... coop support is very beta, buggy and just the beginning. However, you just get all UTF features you have in DM too...

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}TCP{Wolf
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PostPosted: Mon May 02, 2005 6:08 pm    Post subject: Re: UTeamFix 10 public Reply with quote

Xavious wrote:
I'll be looking forward to this! But...Crystal chaos? You mean Castles? Confused...


You are correct. The original name was and is "Chrystal Castles". However, for the ut2k4 build we filed for the MSU contest, we changed the name to "Chrystal Chaos" as to not inadvertadly trigger trademark issues. The Unreal One name is still "Chrystal Castles" with no commercial or exploitable background (unlike the ut2k4 build). My bad Sad



Xavious wrote:

Also, i still say you should add my DD Dark Duelist gametype theory (all lights set to 16/32 brightness, automag only, 1 bullet per clip, instant kills, no name tags appear when looking at opponent, more pronounced footstep sound, slower crall...you get the idea...see my DmDD in Edgepack, from Usermaps) cause it doesnt seem that difficult to me...Then again, as you have already demonstrated before, what do i know?


Let's talk about that another time... MUCH later Wink

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Xavious
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PostPosted: Mon May 02, 2005 6:14 pm    Post subject: Reply with quote

Right...ill need to read it more thouroughly. um...spelling?
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}TCP{Wolf
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PostPosted: Mon May 02, 2005 6:45 pm    Post subject: Reply with quote

Oh btw... I made a whoopsie which disables UTeam Coop servers to show up in the "coop" tab of players - only shows up in "All Servers". If you know about INT files you can prolly fix it yourself but right now I don't know what I did there.... prolly wrong game name defined in default properties and forget to override in the INT file...
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Xavious
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PostPosted: Mon May 02, 2005 7:58 pm    Post subject: Reply with quote

Yes, Leo has just told me about that...He was testing it on his server.
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hLk_Havok
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PostPosted: Wed May 04, 2005 1:18 am    Post subject: Reply with quote

Is there a setting in Uteamfix10pub that would be limiting the time for say jumpboots? A couple maps im running on my new {hLk} Custom DM server (bathroom-prorev2, and dmdarkcity-d) I know the boots should last and last, but they are used up real quick. Wondering if I have misconfig'd something or perhaps can be pointed in the right direction as how to fix this?
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}TCP{Carnage
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PostPosted: Wed May 04, 2005 1:41 am    Post subject: Reply with quote

Haven't found anything in the settings i think
But i know u can change it using the Wmutate

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hLk_Havok
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PostPosted: Wed May 04, 2005 1:42 am    Post subject: Reply with quote

ye thats the thing i am just running uteamfix..... i know those boots on bathroom last forever... or at least they used to...

When I run the server w/o teamfix on that map (bathroom-proremix) the boots do last. My guess is I have changed a setting somewhere...
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}TCP{Wolf
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PostPosted: Wed May 04, 2005 8:15 am    Post subject: Reply with quote

That _might_ be a bug actually, although I included a routine that would copy over the charge of replaced items to the new items. Will have to check that.
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hLk_Havok
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PostPosted: Wed May 04, 2005 12:31 pm    Post subject: Reply with quote

ahh that is most excellent of u sir, thanks for the quick response. Peeps start to freak on me when maps dont go the way they are used to! Shocked
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Xavious
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PostPosted: Wed May 04, 2005 6:01 pm    Post subject: Reply with quote

bathroom map sucks anyway...unless, of course, you are the person or are closely associated with the person who authored it, in which case it is a fine piece of map.

One thing tho...I tried running the 2D deck16 map thing that i made in uteamfix but the view wouldnt change...
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hLk_Havok
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PostPosted: Wed May 04, 2005 6:01 pm    Post subject: Reply with quote

if it helps both of the maps (bathroom-proremix, and darkcity-d) can be found on the hlk ftp server.
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