UTeamFix - issue reporting

If u have any questions about unreal this is the place to ask them
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UTeamFix - issue reporting

Post by }TCP{Wolf »

Since it obviously hasn't reached everyone yet (as the last private message I received confirmed again) I am going to make a repost of the 2 current issues of UTeamFix and what todo about them. I will ignore all further private messages, posts or emails regarding them unless accompanied by logfiles...


Connection timeouts

UTF-10 requires a bit longer to initialize. Thus, especially slower computers may not be done loading up completely and the server already registers the connection as "timed out" and terminates it. As a result, the player will end up in the cell again and will never connect.

To remedy that, you can have the players buy faster computers, or do the following on the server:

Advanced Options -> Network Settings -> TCP/IP driver -> Connection Timeout

should be set to at least 30 seconds (default is 15). This WILL cure this particular problem, as {hLk}Vash can confirm :P



Scoreboard problems

BEFORE even thinking about the scoreboard not showing all names or showing names doubly, answer yourself this question: are you using GOLD and just reconnected to the server or another server running the same map? In that case, disconnect, type "obj garbage", reconnect! Your problem is UGold related!

If that's not it, read the manual "players only" chapter and scroll down. Since no one ever reads manuals and just asks me again to answer all questions being answered in the manual, I will copy and paste the relevant section here:

===============================

Console Command: utfdebug [arg]

Client debugging commands, they may work/not work and/or be be changed at will. [arg] may be:

prichain
This command argument will have your client log the currently replicated PlayerReplication chains. This debug command was introduced after getting reports about "missing players in the scoreboard". It has been determined with this command, that the chain as the server perceives it, is not always the same the server sends to the client.


priforcedupdate
If you have read the above text you are aware of the replication problem. Although some extra code has been introduced in the UTF 10 alpha 4 build to avoid the situation occuring, it may still happen. This command will enforce the server to resend replication data informing the client again about the current PlayerReplication chain.


===============================

FROM NOW ON, WHEN YOU SEE NAMES ON THE SCOREBOARD BEING DROPPED, USE THE "prichain" COMMAND FIRST, THEN USE "priforcedupdate". NOW LOOK IF YOUR SCOREBOARD IS OK. EXIT UNREAL!
YOUR UNREAL.LOG FILE WILL CONTAIN 2 MEDIUM SIZED DEBUG BLOCKS TOWARDS THE END OF THE FILE. COPY AND PASTE THEN HERE ON THIS BOARD ALONG WITH YOUR MESSAGE IF YOUR SCOREBOARD ACTUALLY LOOKED OKAY AFTER THE 2ND COMMAND.

ANY MORE POSTS LIKE "NAMES DROPPED BLAH..." WILL BE IGNORED WITHOUT A LOGFILE SHOWING YOU USED BOTH DEBUG COMMANDS!
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Post by }TCP{Wolf »

For those needing more instructions:

you see scoreboard bug, hit TAB and type

utfdebug prichain

then hit return

hit TAB again and type

utfdebug priforcedupdate

then hit return


Now look at scoreboard and remember if problem was solved or not. Now hit TAB again and type

exit

hit return, you will be returned to your desktop. Go to your Unreal/System folder (on a Win32 machine this might be

C:\Unreal\System\

by default) and look for a file called "Unreal.log". If your explorer does not show file extensions, just open notepad (the editor) and open the file by typing the full filename in the "open..." dialog box after maneuvering to Unreal/System directory.

Now scroll down to the very end of the file. You should see a log of lines starting with something like DEBUG.... copy all of these lines and paste them in a post on this board including the message if the problem was solved or not.
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Post by NiTesTaR[CW] »

Hey man, i host a co-op server, and i relly like ur UTeamFix setup stuff and how it works.. could u make a small coop gametype with all the settings that the uteamfix already has? or could u tell me how to stop my unreal ed from faulting when i try to open UTeamFix to make a small add-on. :D
Ty, NiTe
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Post by }TCP{Cee »

Ah I totally forgot..I got that missing players bug again, but the priforce thingy made em reappear so all is well :l
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Post by }TCP{Wolf »

thank you Cee :) I was suspecting it did. The bad news is Unreal just sometimes fucks up with replication - BADLY! Any workaround I put in is not a real fix... oh well...


@NiteStar:
UTeamFix does not support classic Coop. There already exist at least 3 very good full scale coop mods (JCoop, MCoop and one other I keep forgetting...) which I believe fulfill every coop-admin wishes.
Because of these specialized mods, I never intended on including support for classic Coop.

You can't open it in UED, don't bother... I'm extremely sorry but the amount of request I am accepting is near zero simply because I have no time or my own plans. UTF does not have most of the "coop" features you probably need anyway, so all I can point you to is useing MCoop right now.
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Post by Xavious »

the other one might be akcoop? or cooopg3? anyways...didnt you say you was gonna do a little something for coop some time ago?

nite: heya there hehe.
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Post by }TCP{Wolf »

Yes... but what I understand as "coop" is not the coop as in "single player story played through cooperatively. I consider "MonsterMash" to be coop, but not in the classical sense. If you compare UTeamFix 9F with the current 10 alpha, the "coop" part (MM) has increased mostly of all game-types, and this is also what I am currently improving upon still...

I also have a few other things in mind that may be considered "coop" but that too not in the classical coop sense. Classic coop support... hmm.... entirely different story :)
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Post by Xavious »

What is really missing from coop is a simple gametype modifier to add in things like mute, kick, ban, level change, and stuff, without all the extra junk...

but whatever...thats offtopic...
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Post by }TCP{Wolf »

You're right that's offtopic. But it wouldn't work anyway because even though original Unreal is modular, it is by far not modular enough. You can't just take a screwdriver and change a bit here and there. Well you can but not everywhere. Why do you think have I rewritten or exchanged even the most basic of classes... because the original lacks a lot of most basic features.
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