Heh, another useless mod by this mofo...
Well, my original intention when I started with UTeamFix was to create a patch for the TeamGame mode for Unreal (hence the name UTeam). At some point I added a DeathMatch mode but was too lazy to abandon the name... so just counted up the versions.
People made all sorts of suggestions, and the number of features and bugfixes grew. In some areas I think the last public version (9b) has even grown way beyond its original intention. Mind you, I wanted a PATCH but a number of Unreal Tournament (*cough*) features made it into it, which is why some people look at UTeamFix as MOD rather than as PATCH.
I cannot blame them... there is lots of stuff in it which does not belong to Unreal, like the AirControl. What is pissing me off greatly is that nowadays even clan-matches are fought with Unreal Tournament AC settings (0.35) which is NONSENSE because Unreal matches have an AC setting of 0.05! If you want to play with AC 0.35 that's fine, but not in Unreal clan matches - or you have to declare them Unreal MOD matches! That does not mean different air control settings should never be used, UGold even has settings of 0.4 in some game-modes, but you should be aware of the fact it is no longer original Unreal if you use the patch in this way! So official clan matches should be fought with default settings in my humble opinion.
YEP... but unlike Quake or other FPS, Unreal is one of the few 3D shooters where the default gun truly sucks. People argument you CAN hit / kill with the Dispersion Pistol. That's true, but only in theory. You cause precisely 15 points of damage with one normal shot (multiply with 1,5 in hardcore) and that's it. If you charge it up full you can cause considerable damage (short foot-bursts deal 1 to 2 points of damage) but it takes ages to load up fully and the overall hitrate with it is lousy... This gun is mostly USELESS in multiplayer... period!
Strange huh... on the one side I don't want UT features in it, then again I defend another. What? Spawn protection is a UT feature?? Don't our so called old-school 1773s keep claiming UT is a pure frag-fest... lol dream on! Yes, spawn protection exists on some UT servers too. You will recognize it by the fact that you will not die the millisecond you spawn while some Rifle-camper tries to pop your head off...
Lots! There is a page in the manual dedicated to that question, go and read it!
Apart from the UT discussion, there are quite a number of practical additions which do not make this mod/patch go away from Unreal when they are used:
For a mostly complete list of fixes and additions to the mod in comparison to original Unreal, click on the link in the left menu labelled history.
UCop2 is a cheat protection. UTeamFix is a patch. The 2 have nothing in common... or not much. You may encounter some details from it in here of course.
So do I! Sadly not all admins seem to share this thought and sell you MOD settings for standard (see AirControl issue above). But... keep in mind how this patch is used in the end is completely up to the administrator of the server it is being used on. If you don't like the settings as given on a particular server, go somewhere else.
I sincerely do hope, however, that admins are very careful about settings
and mark their servers - like adding [AC] in the server name as I have
already seen some intelligent admins do
YES! The latest versions of UTeamFix come with a UT-build, that basically enables you to play all of UTF's original Unreal game modes inside Unreal Tournament (436+ engine). So in essence, you can use the possibly more stable and brighter UT engine to play Unreal!
But aside from that, I couldn't be helped from leaving a few unique traits of my own in the UT support, so it is possible to use UT inventory even in the UT build of UTF now, though it was designed to play Unreal Classic. Support in that fashion is very limited though. You should go ahead reading the player section, install instructions and mutators.
UTeamFix will distinguish between UT, classic Unreal, and 227+ and support features specific to all of these builds. However, complete support for everything that any non-classic Unreal (all engine versions higher than 226) will never make it.
The 227 patch already has a lot that works independently of UTF and does not require UTF's support. Some features already are supported, some will be supported, most will likely not. 227 has created a very stable and high quality engine, but a ton of additional stuff has been added to it that makes adjusting rather difficult. Which features will be supported is a simple matter of how much effort is it vs how desireable/useful is the feature in question. In the end, it is your decision what to use or not use.