UTeamFix 10 public
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That is certainly possible. The reason I never implemented it that way (you ALWAYS must type the id) is simply the possible mixup problem if you start your reply with a number.
For example, someone asks you privately how often you got spawnkilled and you would reply "3 times", so it would be "ps 3 times".
Now whoops, the player you were talking to had the ID of 8 though... how could UTeamFix possible determine if you wanted to say "3 times" to player with ID 8 or the word "times" to the player with ID "3"?
So, to avoid any such messups from the start, there will be no alteration to how to send private messages. The way it is now, it is ALWAYS the same and there is no possible way to screw it up, because you ALWAYS have to tell exactly where to send the message, and the first number thus is, never part of the reply text.
For example, someone asks you privately how often you got spawnkilled and you would reply "3 times", so it would be "ps 3 times".
Now whoops, the player you were talking to had the ID of 8 though... how could UTeamFix possible determine if you wanted to say "3 times" to player with ID 8 or the word "times" to the player with ID "3"?
So, to avoid any such messups from the start, there will be no alteration to how to send private messages. The way it is now, it is ALWAYS the same and there is no possible way to screw it up, because you ALWAYS have to tell exactly where to send the message, and the first number thus is, never part of the reply text.
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We're at 10B... go upgrade. For those who received the "non-manual" package, this public release contains nothing new... except the manual update.
http://ws.online.de/projects/
http://ws.online.de/projects/
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... notedXavious wrote:Quick little thing i just thought of...Change 'Author:' to 'Author(s):' perhaps? Since so many maps are a joint effort these days...
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Only if it is a REAL bug and only if it REALLY is UTF having a bug... and mostly only if I don't know about it already 
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Well I'm coming to think most of these are related to the replication limits of Unreal, though I've never really seen any such problems except under extreme circumstances (such as a large and long MonsterMash games).}TCP{Cee wrote:I dunno what u already know, but I saw
- Scoreboard going black for one team and team score disappearing
- Death count fails to update and gets stuck (seems to be a 225 thing)
- The Return of the disappearing players in the scoreboard :O
At least one of those should be unique
To my experience, it is possibly for ANY variable to fail being replicated at any time for no reason, and resume being replicated at an arbitrary later point of time. Which variables fail to replicate appears to be completely arbitrary.
Thus, I believe these "bugs" (although I would like to see a screenshot of "board going BLACK" because I have no idea what that means), but I no longer think these things are directly related to UTeamFix. However, they are more likely to appear in UTF because it uses more variables and more replication as a whole. Other factors that increase the chance of replication failures are: packet loss, modem connection over long distances.
Function replication is more reliable than variable replication. "- The Return of the disappearing players in the scoreboard :O" is thus logically not explicable, because the forced replication is called EVERY time you die. So this can only happen now under 2 circumstances:
1) you never die
2) your connection is so utterly bad you shouldn't be playing in the first place
I don't think it makes any more sense telling me "this or that variable" stops updating. I've even had it once that MY HEALTH stopped updating and it always showed me 52 health... Since the health variable is not part of UTF, it actually proves that this is not directly a problem with UTF. However, I plan on reducing the number of variables being replicated for regular play in the far future to compensate a bit for this problem. The less replication, the lower the chance it happens.
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TheEmperorStalwartUK
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the being able to switch colors, as well as able to switch from spec to play from that menu is invaluable expecially in a match. well done.
plus peeps that dont like the scoreboard can disable it from client options, again a nice touch.
the ease of usage for the commands also makes remotely setting a server for a match quite easy
setscorelimit
settimelimit
setteams
teamsetup
chris
are all commands i use prior to a match and have made my life much easier.
plus peeps that dont like the scoreboard can disable it from client options, again a nice touch.
the ease of usage for the commands also makes remotely setting a server for a match quite easy
setscorelimit
settimelimit
setteams
teamsetup
chris
are all commands i use prior to a match and have made my life much easier.
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And what would you do if at some point you suddenly wanted the menu again? There's no way to go from the Unreal menu to the UTF menuTheEmperorStalwartUK wrote:I agree.}TCP{Furious wrote:[hint] i dont like ur UTF menu when you press ESC... the first option when you press ESC should be the Unreal menu [/hint]
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