***** UTComp v1.6 Readme *****
================================================================================
Table of Contents
  1. Quickstarts
      1.1 Player_Quickstart
      1.2 Server_Quickstart
  2. Player Setup
      2.1 Basic_Player_Setup_Information
      2.2 Console_Commands
      2.3 Spectator_Console_Commands
      2.4 Main_GUI_Setup
      2.5 Skins/Models
      2.6 Colored_Names
      2.7 Team_Overlay
      2.8 Crosshairs
      2.9 Hitsounds
      2.10 Voting
      2.11 Auto_Demo/SS
      2.12 Miscellaneous
      2.13 Duel_Mode_Gametype
      2.14 Clan_Arena_Gametype
  3. Server Setup
      3.1 Basic_Server_Setup_Information
      3.2 Installing_the_Files
      3.3 Modifying_your_Server_ini
      3.4 Making_sure_UTComp_loads
      3.5 Webadmin
      3.6 Server_ini_advanced_settings
      3.7 Epic_Mapvote_Information
      3.8 Duel_Mode_Gametype
      3.9 Clan_Arena_Gametype
  4. Other
      4.1 Enhanced_Netcode_Information
      4.2 Changelog
      4.3 Known_Issues
      4.4 FAQ
      4.5 Credits
================================================================================
1.1 Player Quickstart Back_to_Top
This version of UTComp is recommended for clients updated to version 3355 or
higher. Using an older version should work, but it has not been extensively
tested.
    * If you downloaded the zip version:
          o Extract the contents of the .zip file to your /UT2004 main folder.
            Make sure to keep the folder structure intact.
          o Press F5 the first time you join a UTComp server to configure and
            save your UTComp settings.
          o Press F5 and click on the ready button to start the game.
    * If you downloaded the ut4mod version:
          o Extract the contents of the .zip file anywhere on your hard drive.
          o Double Click the .ut4mod file, and follow the onscreen instructions.
          o Press F5 the first time you join a UTComp server to configure and
            save your UTComp settings.
          o Press F5 and click on the ready button to start the game.
================================================================================
1.2 Server Quickstart Back_to_Top
This version of UTComp is recommended for servers updated to version 3355 or
higher. Using an older version should work, but it has not been extensively
tested. We also strongly suggest that server admins, especially on linux and
osx, download and use the .zip version.
    * If you downloaded the zip version:
          o Extract the contents of the .zip file to your /UT2004 main folder.
            Make sure to keep the folder structure intact.
          o In your server ini, (ut2004.ini by default) add the following line
            anywhere in the [Engine.GameEngine] section:
                  ServerPackages=utcompv16
          o Load the mutator, either with webadmin, with the "host game"
            interface, or by adding ?Mutator=utcompv16.MutUTComp to your server
            command line.
    * If you downloaded the ut4mod version:
          o Extract the contents of the .zip file anywhere on your hard drive.
          o Double Click the .ut4mod file, and follow the onscreen instructions.
          o In your server ini, (ut2004.ini by default) add the following line
            anywhere in the [Engine.GameEngine] section:
                  ServerPackages=utcompv16
          o Load the mutator, either with webadmin, with the "host game"
            interface, or by adding ?Mutator=utcompv16.MutUTComp to your server
            command line.
================================================================================
2.1 Player Basic Setup Information Back_to_Top
Instructions on how to install the files can be found in the Player_Quickstart
section. This Basic Setup section mostly discusses the most important settings
for a variety of gametypes. Reading through this should be enough to get a good
understanding of UTComp's features. For a full list of everything the mutator
does, read the other 2.x Client Setup sections.
Warning: This version of UTComp is recommended for clients updated to version
3355 or higher. You can download the patch from BeyondUnreal. It is still
possible to use UTComp with older versions, but most of the testing has been
done using version 3355, therefore using this version of UTComp on older UT2004
versions is strongly discouraged.
    * Skins/Models
          # UTComp has three Skins types: Epic Style (normal, not modified
            skins), Brighter Epic Style (same as normal, but with a glow effect
            that makes them brighter) and UTComp Style. The last two brightskins
            types can be disabled by the server. That server setting can also be
            voted in the Voting menu by players.
          # The brightskins system also contains clanskins. You start by
            selecting a team, or creating a clanskin (more on that below), and
            then choosing skin type, skin color, and model for that team/
            clanskin. This allows players to have different brightskins types on
            different teams.
          # A potentially confusing setting is the Base on Enemy/Teammate
            checkbox. By default, this checkbox is not clicked, which means that
            you can set Brightskins and Models for players on the Red Team, and
            different ones (preferrably!) for players on the Blue Team. If you
            enable Base on Enemy/Teammate, you can set up Brightskins and models
            for Teammates and Enemies, regardless of whether you're in the Blue
            or Red team.
          # Clanskins are a system that allow you to set a Custom Skin and Model
            to specific teammates, based on name. For example, if you wanted
            your teammate [abc]-mrteammate to be in a different skin and model
            than regular teammates, you would click the "Add" button and type in
            mrteammate. This will allow you to have different settings for all
            teammates that have mrteammate in their name. You could also just
            type in the clan tag [abc], that way every player in your team with
            [abc] in their name could have different settings.
    * Colored Names
          # UTComp fully supports Colored Names and Colored text/death messages.
            The system to set up your colored name uses a slider to select a
            letter, and three sliders for color. Basically, you move the letter
            selection slider under your name to the letter for which you want to
            change colors, and then select a color from the bottom color
            sliders.
          # You can save and restore different color names using the provided
            buttons, for easy access.
          # You can also select where you want colored names to be displayed
            from the upper checkboxes.
    * Team Overlay
          # Team Overlay is a feature that draws a window on screen, showing
            your teammate's locations, health, armor, powerups and current
            weapon. It's mostly useful for team deathmatch games, giving players
            more info about their teammate's play, without needing to rely on
            voice communication and/or teamsay as much.
          # A useful option is "show self", which, if enabled, will also show
            yourself in the team overlay. This is useful to quickly compare your
            health and armor with a teammate before grabbing an armor, for
            example.
          # Servers can disable the team overlay entirely if they wish. This can
            also be voted on and off by the players.
    * Crosshairs
          # Crosshair factory is an option that allows you to make a custom
            crosshair by combining any crosshairs that you have installed, as
            well as modifying the color, transparency and size for every
            crosshair added.
          # The buttons up and down change the order in which the crosshairs are
            drawn on screen, and in the list in the menus. UTComp draws
            crosshairs that are on top of the list first, which means they will
            be "under" crosshairs that are lower in the list. Experimentation
            might be required for optimal results.
    * Hitsounds
          # Hitsounds play a "beep" sound when you hit an enemy, giving the
            player additional feedback to help know when you hit. (especially
            useful from very long ranges)
          # CPMA Style Hitsounds change the hitsound pitch depending on how much
            damage the shot did. This is recommended, as it brings additional
            audio feedback to tell how much damage a rocket or flak ball did, as
            opposed to merely guessing from the distance.
          # Servers can disable hitsounds entirely if they wish. This can also
            be voted on and off by players on the voting menu, like the
            Brightskins settings.
    * Voting
          # UTComp's voting options complement epic's voting by adding a few
            useful features for competitive play.
          # Every voting options can be disabled by the server, if the server
            admin doesnt want players to be able to change specific settings.
          # If another player calls a vote, you hear a sound and receive a
            message telling you to vote. Press F5 to vote Yes or No. If you do
            not vote, your vote is counted as a No.
    * Auto Demo/SS
          # Auto Demo Recording and Auto Screenshots will automatically take
            demos and screenshots of every UTComp game you play. This is useful
            for players who want to keep track of every game they play.
    * Misc
          # Options to revert to the original Epic scoreboard, as well as
            choosing which game stats are displayed on the scoreboard, can be
            found here.
          # The Match Hud Color to skins option will change your hud's color to
            your team's brightskins color.
          # The Enable Enhanced Netcode option turns on and off UTComp's
            Enhanced_Netcode. As long as the server has Enhanced Netcode
            enabled, every player can choose his own netcode setting.
    * Coaching Mode
          # Coaching mode is a new spectator mode, intended for matches and
            tournaments. It allows a spectator to see his team's team overlay,
            and locks his viewpoint on those team members only. Your teamsay
            messages will also go directly to your teammates.
          # To activate Coaching mode, you have to be already connected as a
            spectator, and click the Coach Red/Coach Blue button on the main F5
            GUI page.
          # Once you set yourself to coach a specific team, you cannot go back
            to free spectator view until you reconnect.
================================================================================
2.2 Console Commands Back_to_Top
These console commands can be typed at any time when connected to a UTComp
server. Unless otherwise indicated, these commands can only be used as a player,
and not as a spectator.
    * adminready
            Forces a game to start, during UTComp warmup mode. All players will
            be automatically set to ready. This command can also be used when
            spectating.
    * echo
            Allows you to print a message on your screen, useful for scripts.
            For example, echo hello world! would print hello world! on the
            player's screen. This command can also be used when spectating.
    * getsensitivity
            Prints out the current mouse sensitivity in the console. Completes
            the native Unreal Tournament 2004 setsensitivity feature.
    * mymenu
            Opens the UTComp F5 menu. This command can also be used when
            spectating.
    * notready
            Used to remove yourself from "ready" state, in warmup mode. When
            every player has typed in ready, the game starts.
    * ready
            Used to notify the server that you're ready, when in warmup mode.
            When every player has typed in ready, the game starts.
    * setvolume
            Allows modification of the main game volume from 0 to 1. This
            command can also be used when spectating.
    * voteno
            Votes No on the current UTComp vote (doesn't work with Epic's map/
            kick vote)
    * voteyes
            Votes Yes on the current UTComp vote (doesn't work with Epic's map/
            kick vote)
================================================================================
2.3 Spectator Console Commands Back_to_Top
These console commands can be typed only when connected to a UTComp server as a
spectator. You cannot use any of these commands as a player.
    * gotoitem #
            Moves the spectator's viewpoint to a specific powerup. The accepted
            values are:
                  50 = Shield Pack +50
                  50a = Shield Pack +50
                  small = Shield Pack +50
                  100 = Super Shield Pack +100
                  100a = Super Shield Pack +100
                  large = Super Shield Pack +100
                  amp = Double Damage
                  dd = Double Damage
                  double = Double Damage
    * gotoplayer #
            Moves the spectator's viewpoint to a specific player, defined by a
            number.
    * nextblueplayer
            Moves the spectator's viewpoint to the next player in the blue team.
    * nextnode
            Moves the spectator's viewpoint to the next powernode. Powercores
            also count as powernodes.
    * nextredplayer
            Moves the spectator's viewpoint to the next player in the red team.
    * prevnode
            Moves the spectator's viewpoint to the previous powernode.
            Powercores also count as powernodes.
================================================================================
2.4 Main GUI Setup Back_to_Top
UTComp's Graphical User Interface (GUI) can be used to configure just about
everything as a player. It is normally accessed b pressing the F5 key when
connected to a UTComp server. If for some reason the mutator doesn't
automatically bind your F5 key to that menu, you can type in mymenu in the
console to bring it up.
UTComp's main GUI page displays the UTComp version the server is using, as well
as the status on a few server side UTComp Variables. It also has two buttons,
whose function is different depending on whether you are a player or a
spectator.
    * Ready
            This only shows when you're a player. Clicking on this button sets
            yourself in ready state during warmup. When every player is in ready
            state, the game starts. You can check who's ready and who isn't on
            the scoreboard.
    * Not Ready
            This only shows when you're a player. Clicking on this button sets
            yourself in not ready state during warmup. When every played is in
            ready state, the game starts. You can check who's ready and who
            isn't on the scoreboard.
    * Coach Red
            This only shows when you're a spectator. Clicking on this button
            sets you as a coach for the red team, locking your spectator
            viewpoint to red players only. (You can't watch blue players
            anymore) It also shows the red team's team overlay. Your teamsay
            messages will only be seen by the red team. (To prevent players from
            coaching red and giving info to blue players) Once you're coach for
            a team, you cannot go back to free spectator mode, or coach the
            other team, without reconnecting to the server.
    * Coach Blue
            This only shows when you're a spectator. Clicking on this button
            sets you as a coach for the blue team, locking your spectator
            viewpoint to blue players only. (You can't watch red players
            anymore) It also shows the blue team's team overlay. Your teamsay
            messages will only be seen by the blue team. (To prevent players
            from coaching blue and giving info to red players) Once you're coach
            for a team, you cannot go back to free spectator mode, or coach the
            other team, without reconnecting to the server.
================================================================================
2.5 Skins/Models Back_to_Top
UTComp brightskins allow you to set bright colored skins to players, to increase
visibility. By default, Epic has included "Brightskins" in the game already, but
those are quite complicated to set up, (you have to change several options in
your ut2004.ini and user.ini) and frankly aren't all that bright. There are
three skins styles in UTComp: Epic Style, which are default normal UT2004 skins,
Brighter Epic Style, which take the regular Epic Style skins but adds a "glow"
effect, or UTComp Style, which allow you to select brightskins color with Red/
Green/Blue sliders. Note that in gametypes that aren't team based (deathmatch),
players will show as the Blue/Enemy Skins.
UTComp Models allows you to lock the models on teammates and enemies to a
specific player model, regardless of what model those players picked. Just like
brightskins, models can be set on a red team/blue team basis, or on a Teammate/
enemy basis. "Epic Force models" can be set without the UTComp mutator through
ini file modification, but it's got two major drawbacks: You can't use every
model built in the game, and you can't force a different model for teammates and
for enemies. UTComp's forcemodel implementation allows for both. Note that in
gametypes that aren't team based (deathmatch), players will always show up on
the Blue/Enemy Model.
    * Enemy Based Skins
            If checked, you can set a skin for your own team, and one for the
            enemy team, regardless of whether they are blue or red. If
            unchecked, skins will be set based on red team / blue team basis.
    * Enemy Based Models
            If checked, you can set a model for your own team, and one for the
            enemy team, regardless of whether they are blue or red. If
            unchecked, models will be set based on red team / blue team basis.
    * Darken dead bodies
            If checked, skins on dead player bodies will switch to a darker
            skin, to make it easy to tell who's dead and who isnt. (Other than
            the obvious fact that they are lying on the ground, and not moving.)
    * Team Selection Box
            This allows the selection of which team settings should be modified.
            This will automatically change from Red Team/Blue Team to Teammates
            and Enemies if Enemy Based Skins/Models is checked. If any clanskins
            were added, they will also show up here.
    * Clanskins Controls
            UTComp clanskins are an extension to Brightskins and models, which
            allow players to set a different skin and model to specific
            teammates, based on their name. To set one, click the add button,
            and type in the name of the player for which you want different
            skin/model settings. This name doesn't need to be fully typed, for
            example if the player is called abc-monkey, you could just type in
            monk and it would automatically apply those settings to every player
            who have monk in their name. To delete a clanskins entry, select it
            in the Team Selection Box, and click delete.
    * Skin Type Selection Box
            This allows the selection of which skin type will be used on the
            specified Team or Clanskin. Note that if one of the skin types
            (Utcomp Style, or Brighter Epic Style) is disabled, it will
            automatically default to the next one in descending order of
            brigtness.
    * Skin Color Selection Box
            This box is automatically disabled if UTComp Style Skins were
            selected in the skin type selection box. If Epic Style or Brighter
            Epic Style is selected, this box allows to select which color you
            want. The available options are Red, Blue, Purple, Bright Red,
            Bright Blue, Bright Purple, DM, Bright DM. The DM skin options will
            give the default color that you would get on a regular non-UTComp
            UT2004 server in deathmatch. This color is different for every
            model.
    * Skin Color Selection Sliders
            This box is automatically disabled if Epic Style skins or Brighter
            Epic Style Skins were selected in the skin type selection box. If
            UTComp Style Skins are selected, those sliders allow the user to set
            any skin color on a Red/Green/Blue scale.
    * Force This Model
            If checked, all players in the selected team (or with the selected
            clanskin) will show as the model specified in the model selection
            box. This only allows stock UT2004 models: trying to force to a
            custom model will use the default Arclite model.
    * Force Model Selection box
            Allows selection of which model will be used, if Force This Model
            was checked. Note that model names can be selected in the dropdown
            box, and also typed manually.
================================================================================
2.6 Colored Names Back_to_Top
Colored names in UTComp use an "override" system, which basically ignores what
your actual name is. To set colors, you set specific colors to letters in your
name, for example, you set your first letter to red, your second to blue, and so
on. When you change your actual name, (either through the setname console
command or in UT2004 menus) the color scheme stays. You can also use colors in
actual typed messages, through color codes.
    * Show colored names in chat messages
            Shows other player's colored names on screen in chat messages.
    * Show colored names in scoreboard
            Shows other player's colored names on the scoreboard.
    * Show colored text in chat messages (Q3 style)
            This will display colors in messages that players type, based on
            "color codes" that you type in your messages. To make it work, you
            use the ^ character and a number. For example, if you wanted to say
            "Hello World!", you would press your say key, and type ^1Hello
            ^4World!. Everything that appears after the color code will use that
            color. The colors are:
                  0 = Black
                  1 = Red
                  2 = Green
                  3 = Yellow
                  4 = Dark Blue
                  5 = Pink
                  6 = Light Blue
                  7 = White
    * Show colored enemy names on targetting
            Shows other player's colored names when putting your crosshair on
            them. This is disabled in the Mutant gametype, due to Mutant names
            normally showing in other colors by default.
    * Death message color
            Controls the colors in which death messages are displayed. Disabled
            will completely disable colored names in death messages, Colored
            Names will use each player's colors, and Red/Blue Colored Names will
            always display red/blue colors in death messages (based on team),
            regardless of what colors the players set their names to.
    * Letter Selection
            Allows the selection, through a slider, of the letter for which you
            want to change color.
    * Letter Color
            Allows the player to set a specific color for the letter selected
            above, in Red/Green/Blue format.
    * Saved colored names selection box
            Lets the player select a previously saved color name, for loading or
            deleting purposes.
    * Save
            Saves the current colored name to disk, for future restoration.
    * Delete
            Deletes the colored name selected in the selection box from disk.
    * Use this name
            Restores the colored name selected in the selection box as the
            current colored name.
    * Reset entire name to white
            Resets the current colored name to default white settings.
================================================================================
2.7 Team Overlay Back_to_Top
UTComp's Team Overlay allows players to get detailed info on what other players
are doing in the game, by displaying their current location, health, armor,
powerups and weapon used. Coaches can also see and take advantage of the team
overlay, to give additionnal info and tips to the players they're currently
coaching. Team overlays can be turned off entirely serverside, and can also be
voted on or off by clients.
    * Enable Team Overlay
            Allows the player to enable or disable his own team overlay.
    * Show Self
            If enabled, you will show up on your own screen on the team overlay.
            If disabled, only your teammates will be shown.
    * Enable Icons
            If enabled, armors and health icons will be shown in the first row.
            This can be disabled to make the overlay slightly smaller.
    * Horizontal Location
            Allows modification of the overlay window's location on screen, on
            the X axis. The higher the slider, the more the overlay will show on
            the right side of the screen. Note that if you set this too high, it
            might not fit in entirely in the screen at certain resolutions.
    * Vertical Location
            Allows modification of the overlay window's location on screen, on
            the Y axis. The higher the slider, the lower the overlay will show
            on the screen. Note that if you set this too high, it might not fit
            in entirely in the screen at certain resolutions.
    * Size
            Allows modification of the size of the overlay window. Increasing
            this will scale everything up (text and icons), making things
            slightly easier to read, but obviously taking more screen space.
            Decreasing this has the opposite effect.
    * Background Color
            Changes the Team Overlay window's Background Color, using red/green/
            blue sliders.
    * Location Color
            Changes the color that player locations are displayed in the Team
            Overlay, using red/green/blue sliders.
    * Name Color
            Changes the color that player names are displayed in the Team
            Overlay, using red/green/blue sliders.
================================================================================
2.8 Crosshairs Back_to_Top
UTComp's crosshair system allows players to create all kinds of custom
crosshairs, by combining various shapes, and adjusting their color,
transparency, size and position. This creates an almost unlimited number of
potential crosshairs. Users have to add shapes one by one, setting their
parameters to the preferred values. The order in which shapes appear in the
final crosshair can be modified. Also, preview windows are available to show
players what their current custom crosshair looks like: note that is it not a
100% accurate preview.
    * Use Crosshair Factory
            Enables the custom crosshair system. If disabled, your normal UT2004
            crosshairs will be used.
    * Crosshair Size Increase
            If enabled, your crosshair's size will not temporarily increase
            while the player is picking up an item. This can be used regardless
            of whether the custom crosshair system is used or not.
    * Add
            Adds a new shape to the custom crosshair system. By default, this is
            a blank, undefined shape.
    * Delete
            Deletes the selected shape from the custom crosshair system.
    * Up
            Moves the currently selected part higher in the parts list. The
            lower a part is on the list, the later it is drawn on screen. This
            means if you want a part to be on top of other parts, it needs to be
            lowest on the list.
    * Down
            Moves the currently selected part lower in the parts list. The lower
            a part is on the list, the later it is drawn on screen. This means
            if you want a part to be on top of other parts, it needs to be
            lowest on the list.
    * Part selection box
            Selects the shape the currently selected part will use. All of the
            stock UT2004 crosshairs show up here, as well as any custom
            crosshairs installed, and custom UTComp "shapes" shipped with the
            mutator.
    * Red/Green/Blue Sliders
            Selects the color of the currently selected part.
    * Alpha
            Controls the opacity of the currently selected part. The higher the
            slider, the more opaque the part will be. The lower, the more
            transparent.
    * Size
            Controls the size of the currently selected part.
    * Left
            Allows modification of the currently selected part's horizontal
            screen position. The higher the slider, the more the part move to
            the right. The lower, the more it will move to the left.
    * Up
            Allows modification of the currently selected part's vertical screen
            position. The higher the slider, the more the part move to the
            bottom of the screen. The lower, the more it will move to the top.
    * Preview Windows
            The upper preview window shows a preview of the currently selected
            part's appearance. The lower one shows a preview of the entire
            custom crosshair, with all the parts together.
================================================================================
2.9 Hitsounds Back_to_Top
Hitsounds are a feature that play a "beep" type sound when you succesfully hit
an enemy with any weapon. Line of sight hitsounds only play when you can see the
enemy on your screen, while regular hitsounds will play even if you fire a
rocket down a hallway randomly, and hit an opponent 15 seconds later while
you're in a completely different part of the level.Optionally, CPMA type
hitsounds can be enabled, which modify the "beep" sound pitch depending on how
much damage a shot you fired did to the enemy. For example, a minigun bullet
does very little damage, and plays a very high pitched sound, while a lightning
gun headshot would play a low pitched sound due to the very high damage. (Think
about double damage+redeemer...) This is especially useful for splash-damage
weapons whose damage isnt constant, (grenades, shock cores/combos, flak balls,
rockets) as you can guess from the sound how much damage you've done. (As
opposed to having to guess from the distance of the hit relative to the enemy's
position)
    * Enable Hitsounds
            Enables or disables the hitsounds system.
    * Hitsound Volume
            Allows the player to set how loud hitsounds should play.
    * CPMA Style Hitsounds
            Enables or disables hitsounds that change pitch according to the
            damage the shot did, as described above in the Hitsounds description
    * Pitchmodifier
            Allows modification of the Pitch on CPMA hitsounds. The higher the
            scroll bar, the higher the pitch modification.
    * Friendly Hitsound Fike
            For custom friendly hitsounds. Type in the name of the sound file in
            packagename.nameofsound format.
    * Enemy Hitsound File
            For custom enemy hitsounds. Type in the name of the sound file in
            packagename.nameofsound format.
================================================================================
2.10 Voting Back_to_Top
UTComp's voting system allows players to switch maps and gametypes, along with
basic rule configuration, and UTComp setting configuration. The main Voting page
is separated into three pages: Change Map should be used when players simply
want to change maps or restart the current map, Gametype is for more complicated
voting that allows a change in gametype and game rules, while Settings allows
vote on various UTComp-specific settings.
Map Vote
    * Map Selection Box
            Allows selection of the map the player wants to switch to.
    * Map Name
            Allows players to type in a map name manually, instead of clicking
            the map in the Map Selection Box. This also allows Short Map Names,
            see the FAQ section for information about these.
    * Change Map
            Calls a vote to switch to the map selected.
    * Restart Current Map
            Calls a vote to quickly restart the current map played, without
            having to reload everything on the server and client sides.
Gametype Vote
    * Map Selection Box
            Allows selection of the map the player wants to switch to.
    * Refresh Maps
            This refreshes the current map list from the server. This is only
            useful if you open up the voting pages right after connecting to the
            server, before you received all the map info. It should quickly send
            the remaining maps in the maplists that were not sent.
    * Gametype
            Allows selection of the gametype to be played. Servers can have
            custom gametypes here, refer to your server admin for explanation on
            any custom gametypes defined.
    * Max Players
            Controls the maximum number of players that will be let into the
            game after the map switch. Note that the number after Max:
            represents the maximum number of players that the server will allow,
            and therefore, allow you to vote for.
    * Map Name
            Allows players to type in a map name manually, instead of clicking
            the map in the Map Selection Box. This also allows Short Map Names,
            see the FAQ section for information about these.
    * Advanced Options
            This lets the player change various game rules. If this box isn't
            checked, these rules will default to the accepted competitive values
            for every game type listed.
    * Superweapons
            Toggles superweapons ON and OFF. Checking this box enables
            superweapons as normal, unchecking removes every superweapon pickup
            from the game.
    * DD
            Toggles Double Damage ON and OFF. Checking this box enables double
            damage as normal, unchecking removes double damage powerups from the
            game.
    * Weaponstay
            Toggles Weapon Stay ON and OFF. Checking this box will make the
            weapons always stay at their default locations, even if picked up by
            a player. Unchecking will make weapons disappear after they've been
            picked up, and respawn after 27.5 seconds.
    * OT Length
            Controls how long Timed Overtime will take if both players/teams
            have the same score at the end of a game. Setting this to 0 will use
            Unreal Tournament 2004's normal sudden death overtime setting.
    * Adren
            Toggles adrenaline ON and OFF. Checking this box enables adrenaline
            as normal, unchecking removes adrenaline item pickups from the game,
            and also doesn't give players adrenaline for kills and killing
            sprees. This has no effect in Assault and Onslaught gametypes, as it
            is always disabled.
    * Goal Score
            Changes the number of points required to win a game. In Deathmatch
            game types, this means the number of frags required to win. In other
            game types, this can mean other things. (flag caps, etc.)
    * Timelimit
            Changes the Time Limit until a game ends. In the score is still tied
            after the time limit is reached, sudden death overtime starts. This
            works differently depending on the gametype.
    * Grenades
            Changes the number of grenades players will spawn with at the start
            of a game or after dying.
    * Call Vote
            Calls a vote for the currently selected settings.
UTComp Settings
    * Skins
            Calls a vote for a new server side Brightskins type. Choices are
            Epic Style, Brighter Epic Style, and UTComp Style. This setting
            takes effect instantly after the vote passes.
    * Hitsounds
            Calls a vote for a new server side Hitsounds type. Choices are
            Disabled, Line of Sight, or Everywhere. This setting takes effect
            instantly after the vote passes.
    * Team Overlay
            Calls a vote for a new server side Team Overlay setting. This can be
            enabled or disabled. This setting takes effect instantly after the
            vote passes.
    * Warmup
            Calls a vote to disable or enable warmup mode. This setting requires
            a map change (not a map restart) to take effect.
    * Enhanced Netcode
            Calls a vote for a new server side Enhanced Netcode setting. This
            can be enabled or disabled. This setting requires a map change (not
            a map restart) to take effect.
================================================================================
2.11 Auto Demo/SS Back_to_Top
    * Automatically Record a demo of each match
            If enabled, demos will automatically record when a game starts.
    * Demo Mask
            Changes the names of the demo recorded. The percentages in the name
            are intelligent variables that will modify the demo's name depending
            on current game conditions. %d will add the current date, %t will
            add the current time in a 24 hour HH:MM format, %p will add the
            names of the players in the game and %m will add the current map's
            name.
    * Automatically take a screenshot at the end of each match
            If enabled, screenshots will be automatically taken at the end of
            each game played, with the scoreboard up.
    * Screenshot Mask
            Changes the names of the screenshot taken. The percentages in the
            name are intelligent variables that will modify the screenshot's
            name depending on current game conditions. %d will add the current
            date, %t will add the current time in a 24 hour HH:MM format, %p
            will add the names of the players in the game and %m will add the
            current map's name.
================================================================================
2.12 Miscellaneous Back_to_Top
    * Use UTComp enhanced scoreboard
            If enabled, the enhanced UTComp scoreboard will be used. If
            disabled, Epic's default scoreboard will be used instead.
    * Show weapon stats on scoreboard
            If enabled, statistics for your weapons will be displayed on the
            scoreboard. This can be enabled for both the UTComp enhanced
            scoreboard, or the regular Epic scoreboard. Tracked statistics are
            shots hit, shots fired, hit percentage and damage given, for every
            weapon. (minus shield gun) The left column indicates primary fire,
            the second indicates secondary fire. Total damage given and received
            for all weapons combined is also tracked.
    * Show pickup stats on scoreboard
            If enabled, statistics for item pickups will be displayed on the
            scoreboard. This can be enabled for both the UTComp enhanced
            scoreboard, or the regular Epic scoreboard. Tracked item pickups are
            actions per minute, Double Damage pickups taken (dd), total health
            taken, small shields taken, super shields taken and total adrenaline
            taken.
    * Show UTComp info box on connect
            This controls the display of the information box that pops up when a
            player connects to a UTComp server. This box displays the UTComp
            version running on the server, and the key bound to the UTComp menu.
            Checking this box makes this info box appear, unchecking it removes
            it.
    * Play Own Footstep sounds
            If enabled, your own footstep sounds will be played. If not, you
            cannot hear your own footstep's sounds. Note that this has no effect
            on what other players hear: removing your own footstep sounds will
            not make your footsteps silent to other players. This merely removes
            your own sounds to yourself, to make it easier to focus on other,
            more relevant, game sounds. Note that you have to suicide or get
            killed at least once for this setting to take effect.
    * Match hud color to skins
            If enabled, your entire HUD's colors will change from the default
            red/blue to the color you have selected for your team's brightskins.
    * Enable Enhanced Netcode
            Enables or disables UTComp's Enhanced Netcode. As long as the server
            has Enhanced Netcode enabled, every player can choose his own
            netcode setting. See the Enhanced_Netcode section for more
            information.
================================================================================
2.13 Duel Mode Gametype Back_to_Top
UTComp includes a full featured Duel Mode, which is a custom gametype for Public
1vs1 servers. When duel mode is enabled, the server has a "waiting line", which
automatically takes care of player rotation. When a game ends, (or if a player
leaves mid-game), the winning player stays in the server, and the first player
in the line becomes his opponent. The losing player is automatically placed at
the end of the line.
As a player, you can find UTComp Duel servers in the Deathmatch server list.
These servers will have [Duel] at the start of their server name. Note that
selecting UTComp Duel in your server browser will not list any servers: this is
intentionnal.
Players cannot enable Duel Mode on servers themselves through a vote. It has to
be done by a server admin.
================================================================================
2.14 Clan Arena Gametype Back_to_Top
New in version 1.6 is a Clan Arena Gametype, similar to other Arena gametypes in
various games.
    * Clan Arena is played on DM maps.
    * Clan Arena awards one point to the team that survives the end of a round.
    * To win a round, players have to kill all enemies.
    * Once a player dies, he goes to spectator mode until the round is over.
    * Players do not drop weapons when they die.
    * Individually, one point is given to players for every 100 points of damage
      they inflict to their enemies. One point is also given for every kill.
    * Players start with 100 Shield and 150 Health at the start of a round.
    * Players start with all Weapons and Maximum ammo at the start of a round.
    * All Weapon and Item pickups are removed from the map.
Particularities of this Clan Arena implementation is that rounds have an actual
time limit. (which defaults to 2 minutes) Once that timelimit is hit, players
will start losing health progressively, eventually dying. This is to make sure
that rounds cannot last forever as in most other Clan Arena implementations. As
a player, you can find Clan Arena servers in the Team Deathmatch server list.
These servers will have [CA] at the start of their server name.
================================================================================
3.1 Basic Server Setup Information Back_to_Top
This server setup section has step-by-step instructions on how to set up UTComp
on your server, as well as a list of settings that are likely to be changed.
This is not a generic Unreal Tournament 2004 server setup guide. I recommend
reading the Unreal_Admin_Page_Unreal_Tournament_2004_Forums if you need help on
generic UT2004 server setup.
Warning: This version of UTComp is recommended for servers updated to version
3355 or higher. You can download the patch from BeyondUnreal. It is still
possible to use UTComp on server running and older version of UT2004, but most
of the testing has been done using version 3355, therefore using this version of
UTComp on a server with an older UT2004 version is strongly discouraged.
================================================================================
3.2 Installing the files Back_to_Top
    * If you downloaded the zip version:
          o Extract the contents of the .zip file to your /UT2004 main folder.
            Make sure to keep the folder structure.
    * If you downloaded the ut4mod version (not recommended for servers):
          o Extract the contents of the .zip file anywhere on your hard drive.
          o Double Click the .ut4mod file, and follow the onscreen instructions.
Note that the ut4mod version will not work on linux or osx, unless you use ucc
to manually extract the files from the .ut4mod file. It will probably not work
on the stand-alone win32 dedicated server package either. We therefore strongly
recommend using the zip version for servers.
================================================================================
3.3 Modifying your server ini Back_to_Top
Adding a Serverpackage line to your server's ini file is required for UTComp to
work properly on a version 3186(original UT2004 version) server. If you fail to
add that line, players will freeze on the loading screen when they try to
connect. It is not required on servers running more recent versions of UT2004,
but if you don't add the line, you will not be able to record serverside demos
on your server. Your server ini is called ut2004.ini by default. Rented servers
often change this, ask your game server company for more info if they do. The
line you need to add is in the [Engine.GameEngine] section. You should see a
list of ServerPackage= lines there already, add a new one, which needs to be
exactly:
ServerPackages=utcompv16
Note that if you're hosting your server on linux, the ServerPackages line is
case sensitive, which means if you write ServerPackages=UtCoMpv16, it might not
work work. We intentionally distribute the mutator's files in lower case names
to make this easy.
If you're upgrading from a previous version of UTComp, it is recommended to
remove ServerPackages= lines from old versions: if you don't, players will
automatically download every version of UTComp that has its own ServerPackages=
line, even if its not used anymore.
================================================================================
3.4 Making sure the mutator loads Back_to_Top
For UTComp to work, it needs to be loaded as a mutator on your server. There are
five ways to do that:
   1. If you set up your server with the "Host Game" interface, select "UTComp
      version 1.6" in the mutator list.
   2. Using Webadmin, in the Mutators section, click in "UTComp version 1.6" and
      restart the map.
   3. Using Webadmin, in the Server console section, type in servertravel DM-DE-
      Ironic?Mutator=utcompv16.MutUTComp
   4. In game, log in as admin, and type in admin servertravel DM-DE-
      Ironic?Mutator=utcompv16.MutUTComp
   5. On the server command line, add in ?mutator=utcompv16.MutUTComp
If you want to double-check that the mutator loaded properly, start your server
(it should start properly at this point), and check the Server Info in the
Server Browser. This information is in the lower right corner, once you've
selected your server. There should be an entry called Mutator, with the value
MutUTComp, and another entry called UTComp Version, with the value 1.6.
================================================================================
3.5 Webadmin Settings Back_to_Top
Some of the basic UTComp server settings can be configured directly in Webadmin.
They are under Defaults, UTComp Settings. Some settings might require a map
restart to take effect.
    * Allow players to vote for map changes
            If checked, players can vote to change. If not, players cannot vote
            to change maps. This also disables Gametype Voting, therefore,
            players cannot vote to change gametypes either if unchecked.
    * Allow players to vote on Brightskins settings
            If checked, players can vote on the brightskins type. If not,
            players cannot vote on the brightskins type.
    * Allow players to vote on Enhanced Netcode setting
            If checked, players can vote for the Enable Enhanced Netcode
            setting. If not, players cannot vote on this setting.
    * Allow players to vote on Hitsounds settings
            If checked, players can vote on the the server hitsounds setting. If
            not, players cannot vote on this setting.
    * Allow players to vote on Warmup setting
            If checked, players can vote on the the server Enable Warmup
            setting. If not, players cannot vote on this setting.
    * Allow players to vote on Team Overlay setting
            If checked, players can vote on the the server Enable Team Overlay
            setting. If not, players cannot vote on this setting.
    * Enable Double Damage
            If checked, the double damage powerup will appear in the maps as
            normal. If not, double damage will always be disabled.
    * Enable Enhanced Netcode
            If checked, the server will have Enhanced Netcode enabled. Players
            will be able to choose whether they wish to use it or not. If
            unchecked, Enhanced Netcode will always be disabled.
    * Enable Serverside Demo Recording
            If checked, servers will automatically record server-side demos of
            each match. Make sure you have plenty of free hard drive space if
            you enable this!
    * Enable Team Overlay
            If checked, players can see their own team overlay if they have it
            enabled in their player-side settings. If not, players cannot see
            team overlays.
    * Enable Voting
            If checked, players can use UTComp's voting system. If not, the
            entire UTComp voting system will be disabled. If turned off, this
            overrides all the Allow players to vote on [something] setting.
            commands.
    * Enable Warmup
            If checked, warmup mode will be used before a game starts. If not,
            epic's Press Fire to Ready system will be used.
    * Brightskins Mode
            Controls the server's brightskins types that will be allowed for
            players. Note that this is progressive: selecting Brighter Epic
            Style enables Epic Style and Brighter Epic Style, while selecting
            UTComp style enables Epic Style, Brighter Epic Style, and UTComp
            Style. Disables will disable every brightskin type.
    * Hitsounds Mode
            Controls the server's hitsounds mode setting. Line of Sight
            hitsounds will only play a sound if the player can see his opponent
            while hitting them, while everywhere will always play hitsounds
            after a hit.
    * Number of grenades on spawn
            Controls the server's Grenades on Spawn setting. This determines how
            many grenades players will spawn with at the start of a game, or
            after dying.
    * Voting Max Players
            Limits the number of players that can be voted through UTComp's "Max
            players" voting box. This is useful for rented servers, if you don't
            want players to vote for a MaxPlayers number higher than you're
            paying for.
    * Warmup Time
            Timelimit for warmup mode in seconds. If this is set to 0, warmup
            time will be unlimited, and will go as long as players dont ready
            up.
================================================================================
3.6 Server ini Advanced Setup Back_to_Top
All of these settings are listed in the [utcompv16.MutUTComp] section of your
server ini. You need to start your server at least once for the
[utcompv16.MUTUTComp] section to be created, along with its default settings.
    * bEnableVoting (default: true)
            Enables or disables UTComp's voting system
                  True = UTComp voting system enabled
                  False = UTComp voting system disabled
    * bEnableBrightskinsVoting (default: true)
            Enables or disables brightskins voting in UTComp's voting system.
            This setting has no effect if bEnableVoting is set to false.
                  True = Allow players to vote on the server's brightskins
                  setting
                  False = Do not Allow players to vote on the server's
                  brightskins setting
    * bEnableHitsoundsVoting (default: true)
            Enables or disables hitsounds voting in UTComp's voting system. This
            setting has no effect if bEnableVoting is set to false.
                  True = Allow players to vote on the server's hitsounds setting
                  False = Do not Allow players to vote on the server's hitsounds
                  setting
    * bEnableWarmupVoting (default: true)
            Enables or disables warmup voting in UTComp's voting system. This
            setting has no effect if bEnableVoting is set to false.
                  True = Allow players to vote on the server's warmup setting
                  False = Do not Allow players to vote on the server's warmup
                  setting
    * bEnableTeamOverlayVoting (default: true)
            Enables or disables Team Overlay voting in UTComp's voting system.
            This setting has no effect if bEnableVoting is set to false.
                  True = Allow players to vote on the server's brightskins
                  setting
                  False = Do not Allow players to vote on the server's
                  brightskins setting
    * bEnableMapVoting (default: true)
            Enables or disables UTComp's map voting system. Note that if this is
            disabled, it also disables UTComp's gametype voting system. This
            setting has no effect if bEnableVoting is set to false.
                  True = Allow players to vote for new maps
                  False = Do not Allow players to vote for new maps
    * bEnableGametypeVoting (default: true)
            Enables or disables UTComp's gametype voting system. This setting
            has no effect if bEnableVoting is set to false.
                  True = Allow players to vote for new gametypes
                  False = Do not Allow players to vote for new gametypes
    * bEnableTimedOvertimeVoting (default: true)
            Enables or disables Timed Overtime voting in UTComp's voting system.
            This setting has no effect if bEnableVoting is set to false.
                  True = Allow players to vote on the server's Timed Overtime
                  setting
                  False = Do not Allow players to vote on the server's Timed
                  Overtime setting
    * bEnableEnhancedNetCodeVoting (default: true)
            Enables or disables Enhanced Netcode voting in UTComp's voting
            system. This setting has no effect if bEnableVoting is set to false.
                  True = Allow players to vote on the server's Enhanced Netcode
                  setting
                  False = Do not Allow players to vote on the server's Enhanced
                  Netcode setting
    * VotingPercentRequired (default: 51.000000)
            Controls the percentage of players that need to vote yes on a new
            vote for the vote to pass. If the percentage of players who voted
            yes does not equal or exceed the percentage of total players defined
            in VotingPercentRequired during the VotingTimeLimit, the vote will
            not pass and time out.
    * VotingTimeLimit (default: 30.000000)
            Controls the number of seconds that UTComp votes will wait until
            they time out.
    * bEnableDoubleDamage (default: true)
            Enables or disables the double damage item pickup from the map. This
            setting makes NoDoubleDamage mutators useless on UTComp servers.
                  True = Double Damage appears as normal
                  False = Double Damage is removed
    * EnableBrightskinsMode (default: 3)
            Changes the server's brightskins-type settings.
                  1 = Epic Style Skins Enabled
                  2 = Epic Style Skins and Brighter Epic Style Skins Enabled
                  3 = Epic Style Skins, Brighter Epic Style Skins, and UTComp
                  Style Skins Enabled
            Note that this setting takes priority over the Client's settings. If
            you disable a brightskins type serverside, the clients cannot use
            this brightskins type.
    * bEnableClanSkins (default: true)
            Enables or disables the server's UTComp's clanskins system setting.
                  True = Player defined Clanskins will be shown
                  False = Played defined Clanskins will not be shown
            Note that this setting takes priority over the Client's settings. If
            you disable a clanskins serverside, the clients cannot use
            clanskins.
    * bEnableTeamOverlay (default: true)
            Enables or disables the server's Team Overlay setting.
                  True = Team Overlay Enabled
                  False = Team Overlay Disabled
            Note that this setting takes priority over the Client's settings. If
            you disable the team overlay on the server, clients and coaches
            cannot see the overlay, no matter what setting they use.
    * EnableHitSoundsMode (default: 1)
            Changes the server's hitsounds settings.
                  0 = Hitsounds disabled
                  1 = Hitsounds enabled, but Line of Sight only
                  2 = Hitsounds fully enabled
            Note that this setting takes priority over the Client's settings. If
            you disable hitsounds on the server, clients will not hear
            hitsounds, no matter what setting they use.
    * bEnableScoreboard (default: true)
            Enables or disables the server's UTComp Enhanced Scoreboard setting.
                  True = UTComp Scoreboard Enabled
                  False = UTComp Scoreboard Disabled
            Note that this setting takes priority over the Client's settings. If
            you disable UTComp's enhanced Scoreboard on the server, clients will
            not be able to use the Enhanced Scoreboard, no matter what setting
            they use.
    * bEnableWarmup (default: true)
            Enables or disables Warmup Mode.
                  True = Warmup Enabled
                  False = Warmup Disabled
    * WarmupReadyPercentRequired (default: 100.000000)
            Controls the percentage of total players that need to ready up for
            the game to start. For example, the default setting of 100 means
            100% of the players have to ready up for the game to start. Setting
            this to 50 would require half of the players to ready up to start a
            game. This setting has no effect if warmup is disabled.
    * bEnableWeaponStats (default: true)
            Enables or disables the weapon stats showing on the client's
            scoreboards.
                  True = Players can see their Weapon Stats on their scoreboards
                  False = Players cannot see their Weapon Stats on their
                  scoreboards
            Note that this setting takes priority over the Client's settings. If
            you disable Weapon stats on the server, clients will not be able to
            see their weapon stats on the scoreboard, no matter what setting
            they use.
    * bEnablePowerupStats (default: true)
            Enables or disables the item pickup stats showing on the client's
            scoreboards.
                  True = Players can see their item pickup Stats on their
                  scoreboards
                  False = Players cannot see their item pickup Stats on their
                  scoreboards
            Note that this setting takes priority over the Client's settings. If
            you disable item pickup stats on the server, clients will not be
            able to see their item pickup stats on the scoreboard, no matter
            what setting they use.
    * bShowTeamScoresInServerBrowser (default: true)
            This setting will add a fake Red Team Score and Blue Team Score
            entry to the player list, that only shows in the server browser,
            displaying the current score for both teams.
                  True = Show team scores in server browser
                  False = Do not show team scores in server browser
    * ServerMaxPlayers (default: 12)
            Limits the number of clients that can be voted through UTComp's "Max
            players" voting box. This is useful for rented servers, if you don't
            want clients to vote for a MaxPlayers number higher than you're
            paying for.
    * bEnableAdvancedVotingOptions (default: true)
            Enables or disables Advanced Gametype Options voting in UTComp's
            voting system
                  True = Advanced Gamtype Options voting Enabled
                  False = Advanced Gamtype Options voting Disabled
    * bEnableAutoDemoRec (default: false)
            Enables or disables automatic server side demo recording. This is
            disabled by default, to save on disk space for servers. (Recording a
            demo of every single game played on a server ends up taking quite a
            lot of hard disk space!)
                  True = Server side auto demo recording Enabled
                  False = Server side auto demo recording Disabled
    * AutoDemoRecMask (default: %d-%t-%p-%m)
            Changes the names of the demo recorded. The percentages in the name
            are intelligent variables that will modify the demo's name depending
            on current game conditions. %d will add the current date, %t will
            add the current time in a 24 hour HH:MM format, %p will add the
            names of the players in the game and %m will add the current map's
            name.
    * EnableWarmupWeaponsMode (default: 1)
            Controls which weapons are given to players during warmup.
                  0 = Players spawn with default weapons (shield gun and assault
                  rifle) during warmup
                  1 = Players spawn with every weapon in the current map with
                  full ammunition during warmup
                  2 = Players spawn with shield gun, assault rifle, bio rifle,
                  shock rifle, link gun, minigun, flak cannon, rocket launcher
                  and lightning gun, with full ammunition during warmup
                  2 = Players spawn with shield gun, assault rifle, bio rifle,
                  shock rifle, link gun, minigun, flak cannon, rocket launcher,
                  lightning gun, grenade launcher, mine layer and avril with
                  full ammunition during warmup
    * WarmupTime (default: 0)
            Timelimit for warmup mode in seconds. If this is set to 0, warmup
            will continue as long as the percentage of players who readied up is
            lower than the server's WarmupReadyPercentRequired setting. If not,
            warmup will automatically end after the number of seconds defined,
            regardless of player's ready states.
    * WarmupHealth (default: 199)
            Controls the health players spawn with during warmup mode.
    * bForceMapVoteMatchPrefix (default: true)
            Controls whether players can vote on maps from different gametypes
            than they are currently using in the map vote page.
                  True = Players can only vote for maps in the current gametype
                  False = Players can vote on any map installed on the server,
                  regardless of gametype
    * bEnableTimedOvertime (default: False)
            Controls Timed overtime. When enabled, if a game is tied after the
            timelimit is hit, the game will keep going for a number of seconds.
            (defined in TimedOverTimeLength) If the game is still tied after the
            Timed Overtime ends, the game will then switch to UT2004's default
            Sudden Death Overtime, in which the first player who gets a frag
            wins.
                  True = Timed Overtime Enabled
                  False = Timed Overtime Disabled, default Sudden Death Overtime
                  will be used
    * TimedOverTimeLength (default: 300)
            When enabled, if a game is tied after the timelimit is hit, the game
            will keep going for a number of seconds. If the game is still tied
            after the Timed Overtime ends, the game will then switch to UT2004's
            default Sudden Death Overtime, in which the first player who gets a
            frag wins. Setting this to 0 will go directly to Sudden Death OT.
    * bEnableEnhancedNetCode (default: False)
            Controls Enhanced Netcode. See Enhanced_Netcode_Information section
            for more information.
                  True = Enhanced Netcode Enabled
                  False = Enhanced Netcode Disabled
    * NumGrenadesOnSpawn (default: 4)
            Sets the number of grenades players spawn with at the start of a
            game, of after dying.
    * AlwaysUseThisMutator (default: utcompv16.mututcomp)
            Mutators defined by this setting will always be loaded during UTComp
            Gametype Voting. To add new mutators, add a new
            AlwaysUseThisMutator= line, with the proper mutator name. (Example:
            AlwaysUseThisMutator=xgame.mutnoadrenaline would always load the no
            adrenaline mutator on every gametype)
    * VotingGameType
      ==========================================================================
      3.7 Epic Mapvote Information Back_to_Top
      For server admins relying on Epic's Map Vote utility to change Gametypes
      and settings, you can now configure some of UTComp's settings through that
      by adding the following information to your GameConfig= lines in
      [xVoting.XVotingHandler] in your server's ini. For example, this is the
      stock Webadmin-generated line for Team Deathmatch:
      GameConfig=
      (GameClass="XGame.xTeamGame",Prefix="DM",Acronym="TDM",GameName="Team
      DeathMatch",Mutators=,Options=)
      The Options= parameter can be configured with the following settings:
          o BrightSkinsMode
          o HitSoundsMode
          o EnableTeamOverlay
          o EnableWarmup
          o DoubleDamage
          o TimedOverTimeLength
          o GrenadesOnSpawn
          o EnableEnhancedNetCode
      These values accept the same parameters than in the [utcompv16.MUTUTComp]
      section, refer to the documentation above for settings. Here's an example
      of a modified TDM line that would always turn on Double Damage, and Team
      Overlay:
      GameConfig=
      (GameClass="XGame.xTeamGame",Prefix="DM",Acronym="TDM",GameName="Team
      DeathMatch",Mutators=,Options=EnableOverlay=True,DoubleDamage=True)
      These values can also be passed as parameters in a regular servertravel
      line, as an admin, or in the server console / webadmin. For example, you
      could type servertravel dm-
      antalus?doubledamage=True?EnableTeamOverlay=False, which would change the
      map to DM-Antalus, enable Double Damage and disable Team Overlays.
      ==========================================================================
      3.8 Duel Mode Gametype Back_to_Top
      UTComp includes a full featured Duel Mode, which is a custom gametype for
      Public 1vs1 servers. When duel mode is enabled, the server has a "waiting
      line", which automatically takes care of player rotation. When a game
      ends, (or if a player leaves mid-game), the winning player stays in the
      server, and the first player in the line becomes his opponent. The losing
      player is automatically placed at the end of the line.
      There are multiple ways to set up a UTComp Duel server:
         1. If you set up your server with the "Host Game" interface, select
            "UTComp Duel 1.6" as the gametype.
         2. Using Webadmin, under Current Game, select "UTComp Duel 1.6" and
            click Switch.
         3. Using Webadmin, in the Server console section, type in servertravel
            DM-DE-Ironic?game=utcompv16.utcomp_duel
         4. In game, log in as admin, and type in admin servertravel DM-DE-
            Ironic?game=utcompv16.utcomp_duel
         5. On the server command line, add in ?game=utcompv16.utcomp_duel
      Including UTComp as a mutator is not necessary if you intend to use Duel
      Game, as it will be loaded automatically.
      When setting up a UTComp Duel server, the MaxSpectators setting your
      server has will automatically be ignored. The number of spectator (line)
      spots will be decided using MaxPlayers. For example, if you want your
      server to have 4 line spots, you set your maxplayers to 6. (2 players in-
      game, and 4 in the waiting line) Also, a new category will appear in your
      server ini, called UTCompv16.UTComp_Duel. Most of the settings in there
      are the regular settings that you use normally to configure any gametype,
      (timelimit, goalscore, etc.) but three new settings are added:
          o WarmUpTime (default: 108)
                  Timelimit for warmup mode in seconds. If this is set to 0,
                  warmup will continue as long as both players have not set
                  themselves to ready. If not, warmup will automatically end
                  after the number of seconds defined, regardless of player's
                  ready states. This setting overrides the regular WarmUpTime
                  setting in utcompv16.mututcomp, when Duel Mode is used.
          o bEnableDoubleDamage (default: false)
                  Enables or disables the double damage item pickup from the
                  map. This setting overrides the regular WarmUpTime setting in
                  utcompv16.mututcomp, when Duel Mode is used.
                        True = Double Damage appears as normal
                        False = Double Damage is removed
          o bTagServer (default: true)
                  Enables or disables the [Duel] tag at the start of the server
                  name. Removing this will make it much harder for players to
                  find UTComp Duel servers, as they do not show under the UTComp
                  Duel tab in their server browsers.
                        True = [Duel] tag appears as normal
                        False = No [Duel] tag appears in the server name
      Note that we also strongly recommend disabling Epic's Mapvote if you use
      UTComp Duel, because players could use it as an exploit in order to skip
      the line. Also, when Using UTComp Duel, a few UTComp server variables will
      be locked automatically, in order to prevent other exploits and/or provite
      Duel-specific functionnality.
          o Warmup Mode is automatically forced on, and defaults to two minutes
          o Map Voting and UTComp settings voting can only be done during warmup
          o Gametype Voting is always disabled
          o Players cannot use the join button to join the game halfway through
            a game
      ==========================================================================
      3.9 Clan Arena Gametype Back_to_Top
      New in version 1.6 is a Clan Arena Gametype, similar to other Arena
      gametypes in various games.
          o Clan Arena is played on DM maps.
          o Clan Arena awards one point to the team that survives the end of a
            round.
          o To win a round, players have to kill all enemies.
          o Once a player dies, he goes to spectator mode until the round is
            over.
          o Players do not drop weapons when they die.
          o Individually, one point is given to players for every 100 points of
            damage they inflict to their enemies. One point is also given for
            every kill.
          o Players start with 100 Shield and 150 Health at the start of a
            round.
          o Players start with all Weapons and Maximum ammo at the start of a
            round.
          o All Weapon and Item pickups are removed from the map.
      Particularities of this Clan Arena implementation is that rounds have an
      actual time limit. (which defaults to 2 minutes) Once that timelimit is
      hit, players will start losing health progressively, eventually dying.
      This is to make sure that rounds cannot last forever as in most other Clan
      Arena implementations. There are multiple ways to set up a Clan Arena
      server:
         1. If you set up your server with the "Host Game" interface, select
            "UTComp Clan Arena 1.6" as the gametype.
         2. Using Webadmin, under Current Game, select "UTComp Clan Arena 1.6"
            and click Switch.
         3. Using Webadmin, in the Server console section, type in servertravel
            DM-DE-Ironic?game=utcompv16.UTComp_ClanArena
         4. In game, log in as admin, and type in admin servertravel DM-DE-
            Ironic?game=utcompv16.UTComp_ClanArena
         5. On the server command line, add in ?game=utcompv16.UTComp_ClanArena
         6. As a player, vote for UTComp Clan Arena 1.6 in the Gametype Voting
            page.
      Including UTComp as a mutator is not necessary if you intend to use Clan
      Arena, as it will be loaded automatically. Warmup cannot be entirely
      disabled in Clan Arena: if the server has warmup enabled, a short 30-
      second Time-Limited warmup will be used instead.
      Also, a new category will appear in your server ini, called
      UTCompv16.UTComp_ClanArena. Most of the settings in there are the regular
      settings that you use normally to configure any gametype, (timelimit,
      goalscore, etc.) but one new setting is added:
          o bTagServer (default: true)
                  Enables or disables the [CA] tag at the start of the server
                  name. Removing this will make it much harder for players to
                  find Clan Arena servers, as they do not show under the Clan
                  Arena in their server browsers.
                        True = [CA] tag appears as normal
                        False = No [CA] tag appears in the server name
      ==========================================================================
      4.1 Enhanced Netcode Information Back_to_Top
      First of all, technically the word netcode is a tad misleading: UTComp's
      Enhanced Netcode does not have any impact on the actual network data being
      sent between clients and servers. The better word would be predictive
      weapon firing. However, due to the fact that gaming communities typically
      refer to this as netcode, we decided to use a term that players would
      easily be able to identify. Please do not write us angry emails claiming
      Enhanced Netcode isn't really netcode: we know.
      As opposed to past "netcode" modifying mutators for the Unreal Tournament
      series, our netcode does not decide anything clientside that would
      normally be decided server side, or change the position players are
      displayed at. Our netcode works similar to Half-Life's, by having the
      server remain the ultimate authority.
      The entire point of this is to remove the aim differences between various
      pings: while many players can deal with "lagged" fire, (having to lead
      targets depending on their pings) several players cannot, or would rather
      not if they had the option. Players using Enhanced Netcode can simply fire
      directly at targets, regardless of their ping.
      Technical facts about Enhanced Netcode:
      Hitscan Weapons:
      How it works: The client draws its own client effects. The client sends
      info to the server. The server decides if the player would have hit if he
      were not lagged.
      The immediate downside is 'through the wall' hits. These are not nearly as
      noticable in UT as you might imagine. Most experience with it comes from
      counter-strike, where the movement caused by damage is also reverted to 0
      ping conditions. What this means is, that unlike CS, you won't get stuck
      behind a wall being hit over and over. You will be hit only if you would
      have been hit versus a lower pinger. This is currently capped at 350
      milliseconds.
      Another downside is that the client may register hits, or misses that will
      not actually register on the server. These are rather infrequent, but will
      happen nonetheless. The majority of these come from already existing
      innaccuracies in UT's netcode. In ut2k4, when you fire a shot, the shot is
      not only not guaranteed to be fired when you shot, but also is not
      guaranteed to be even aiming in the same direction, or from the same place
      as you shot. For example, if you move your mouse *QUICKLY* from left to
      right or up to down. There is basically a random cone of fire, even on
      weapons like the shock rifle and lightning gun, and even on lan. This is
      why snap-shots are so innacurate in ut2k4. Basically, the errors are made
      more visibly noticable.
      Projectile Weapons:
      Projectiles are reverted much like the hitscan weapns, but are currently
      limited to 75ms. You cannot be hit behind a wall by the projectiles.
      Downsides: The immediate downside is that the projectiles are actually
      slightly harder to dodge vs a higher pinger. However, the magnitude of
      this effect is equal to the effect that the high pinger feels from the
      lower pingers projectiles. For example in the case of a 10 pinger vs a 75
      pinger, they will both have equal difficulty in dodging projectiles, the
      approximate difficulty of a 85 ping player. Above 75 ping, the lower ping
      player has an advantage in dodging.
      Shock Combos:
      Your own shock balls are moved forward approximately as far as your ping,
      so that you do not have to lead them.
      Downsides: The shock ball will look to be in a slightly different position
      when the actual combo explosion occurs. This is only visible to the firer,
      and has no real impact on play, but it looks wrong.
      Other facts about Enhanced Netcode:
          o If the server has Enhanced Netcode enabled, every player can decide
            whether they want to use Enhanced Netcode or not. Players who prefer
            the regular UT2004 netcode can simply check an option in their F5,
            Miscellaneous menu and revert back to the normal netcode. This will
            have no impact on other players. Server admins who prefer not to use
            Enhanced Netcode can disable it entirely for all players by either
            changing the setting in their server.ini, or by voting the option
            off via the Voting--> Gametype --> Settings menu.
          o Enhanced Netcode is in most cases as accurate than the normal
            netcode is. However, many effects now take place on the client
            instead of the server. This has the direct result of causing some
            innacuracies that would normally be transparent to the player,
            visible.
          o Enhanced Netcode does not make it any "easier" to hit targets. It
            only makes it so that you don't have to fire ahead of opponents. For
            players who are unable to effectively adjust to their pings, it will
            make a difference, but it's not going to give them any better
            accuracies than they would get under lan conditions.
          o Enhanced Netcode does not favor higher ping players. However, if
            those players had difficulties aiming in front of their targets to
            compensate for their ping times, it will obviously minimize their
            usual ping disadvantage. As much as we'd like to make things 100%
            even regardless of pings, this just isn't possible. For now,
            minimizing higher ping disadvantages is as good as we can do.
          o Enhanced Netcode will not currently work with custom weapon
            mutators. So, for the time being, you would be best served to only
            use the enhanced Netcode with the standard weapon loadout.
      ==========================================================================
      4.2 Changelog Back_to_Top
      v1.6:
          o Enhanced netcode now defaults off serverside.
          o Added "Enhanced Netcode=Enabled" message to Onjoin Box if Enhanced
            Netcode is enabled.
          o Fixed bug in Enhanced Netcode causing projectiles to not collide
            with static meshes at very close ranges.
          o Fixed GetWeapon binds not working with standard binds when using
            enhanced netcode.
          o Colored names on enemy targetting disabled by default.
          o Adrenaline taken stat now reports 2 as it should.
          o Red/Blue Team Score in the player list will no longer report a ping.
          o Voting failed message is now different if a vote timed out or voted
            no.
          o GUI now grey outs warmup voting when warmup voting is disabled
            serverside.
      v1.6 Beta8:
          o Fixed issue with mutnosuperweapons combined with enhanced netcode
          o Fixed issue causing Bio Rifle primary fire visuals to be off on very
            low pings
      v1.6 Beta7:
          o Re-Added an improved version of the enhanced netcode.
          o Fixed bug causing settings to sometimes not save
          o Flak primary hitsounds will now group together to form one hitsound
            if CPMA hitsounds are enabled.
          o SpecViewGoal? in coachmode now allows you to see your own flag/ball
            carrier.
      v1.6 Beta6:
          o Removed enhanced netcode.
          o Fixed bug causing everyone to skin as enemy color when spectating if
            skins were set to enemy/teammate based.
      v1.6 Beta5:
          o Fixed bug which was causing some hitscan weapons to hit more often
            than they should have.
          o Improved projectile hit detection.
          o Fixed bug causing projectiles to explode for direct hits well after
            they had been dodged.
          o Fixed bug causing shock-combos to be overly hard to dodge.
          o Fixed bug causing crouching to fail, and by consequence, falling off
            of ledges.
          o Fixed bug causing warping under certain circumstances, especially in
            close range fights.
          o Fixed bug causing weapons to not respawn when used in combination
            with MutUseLightining.
          o Fixed bug causing shock projectiles to be slightly off-target (and
            by consequence, making combos akward)
      v1.6 Beta3 :
          o Fixed bug with projectile weapons not hitting properly with Enhanced
            Netcode and Antitcc enabled.
      v1.6 Beta2 :
          o Added new Enhanced Netcode.
          o Added Clan Arena Gametype.
          o Added option to control the number of grenades players start with.
          o Added average team pings to the scoreboard.
          o Hitsounds will now play in first person spectator view.
          o Colored names now show when targetting enemy players.
          o Added RTS-Style actions per minute statistic to scoreboard.
          o Added flood protection to Voting Yes/No messages.
          o UTComp Duel Mode servers now have a [Duel] tag in front of their
            name.
          o Added getsensitivity console command.
          o Added client and server options to enable/disable enhanced netcode.
          o Added server side enhanced netcode vote to settings voting.
          o Added Webadmin entries for Enhanced Netcode, Enhanced Netcode Voting
            and Grenades on Spawn.
          o Added grenades on spawn to gametype voting page.
          o Move timed overtime to gametype voting, now accepts numerical
            values. (as opposed to on/off)
          o When selecting a gametype in gametype voting, the maxplayers box
            will automatically default to a reasonable number.
          o Added options to toggle whether UTComp Duel and Clan Arena servers
            have their respective [Duel] and [CA] tags appearing in front of the
            server names.
          o Fixed bug which made it impossible for spectators to switch players
            and move around after a quick map restart.
          o Fixed bug with Timed Overtime in which certain seconds were left out
            on the game clock.
          o Fixed bug causing Warmup to cause choppyness with the Low gravity
            mutator.
          o Fixed admin forced votes stopping further votes from being started
          o Fixed bug causing UTComp to remove itself from the server on certain
            gametype votes.
          o Fixed bug with Line of Sight hitsounds not playing with hitscan
            weapons in some situations.
          o Fixed bug with Line of Sight hitsounds not playing when a player
            disabled all stats.
          o Fixed bug in brightskins menu when selecting a model on a custom
            clanskin entry.
          o Re-Fixed first blood not resetting after warmup is over.
          o Fixed bug with using certain numbers in colored names breaking chat
            messages.
          o Minor GUI and Webadmin Changes.
      v1.5a:
          o Fixed server logging UTComp_Pawn error messages
          o Added TimedOverTimeLength and EnableTimedOverTime server command
            line parameters
          o Other minor bug fixes
      v1.5:
          o Fixed advanced gametype voting with alternate localizations (ex.
            german)
          o Fixed some voting options being disabled in voting menu even if the
            server allowed them
          o Removed spaces from query variables for version and linespots(for
            filtering in ASE etc)
      v1.5 Beta1:
          o Added Duel Mode with lines(BETA)
          o Added timed overtime option
          o Server Admins calling new votes will now pass automatically
          o Added Flood Protection to voting messages
          o Fixed server autodemorec sometimes failing to record due to overly
            long demo names
          o Fixed Line of Sight hitsounds sometimes not playing with weapon
            stats disabled
          o Fixed adminready console command sometimes not working
          o Re-Added messages when players go ready and not ready
          o Fixed "player voted" message happening when specs vote through the
            console
          o Fixed bug causing sounds for players being forced to human male
          o Player Highlighting color now matches the client's skin settings
          o Chat messages can now be used during pauses
          o Fixed bug allowing colored names longer than regular name character
            limit
          o Fixed minor issues with Custom Gametypes voting
      v1.4b:
          o Fixed game sometimes starting on its own with no players in time-
            limited warmup
          o Fixed UT2004 bug where skins would sometimes not show properly in
            onslaught
          o Added Editor's Choice Bonus Pack models to forcemodel
          o Added Editor's Choice Bonus Pack vehicle icons in team overlay
          o Added Editor's Choice Bonus Pack vehicle statistics in stats
      v1.4a:
          o Fixed 100a/50a pickup stats not accumulating.
          o UTV Playercontroller names now changed to be in line with what is
            expected by ut2004s4.
          o Mistakenly reported that ?EnableOverlay= was a servertravel
            argument, the correct argument is ?EnableTeamOverlay=
          o Fixed hitting advanced options in gametype voting menu re-selecting
            the first map in the map list.
      v1.4:
          o Fixed bug with specs not always showing on scoreboard
          o Added preview window to brightskins
          o Separated Enemy/Teammate based skins and Enemy/Teammate based models
          o Map list in voting now only shows maps for the current or selected
            gametype.
          o Added serverside option to allow map votes on any map, regardless of
            current gametype.
          o Fixed Team Overlay settings not always updating instantly
          o Fixed double damage not always showing properly on team overlay
          o Added hud message during warmup
          o Fixed first red player's name not showing in server side auto
            demorec
          o Fixed some vehicle and superweapon stats not being named properly
          o Fixed serverside autodemorec when warmup is disabled
          o Improved item pickup scoreboard stats
      v1.4 beta3:
          o Added map list to voting system
          o Separated Map Vote and Gametype Vote Pages
          o Added various game rules to the Gametype Vote Pages
          o Added more game types (Assault, Double Domination, Bombing Run) to
            the default gametypes
          o Fixed players sometimes being switched to spectators at the start of
            a new game
          o Fixed serverside autodemorec listing spectators as part of the red
            team
          o Fixed UTComp scoreboard not changing there are more than 10 players
            in non-team gametypes
          o Fixed a few servertravel options not working (?warmup and ?DD)
          o Fixed some short map names not working in voting
      v1.4 beta2:
          o Fixed excessive server CPU utilisation bug
          o Fixed spectators needing to ready up to start matches
          o Added new crosshairs to the custom crosshair system
          o Added option to match hud colors to brightskins settings
          o Fixed skins resetting to "epic style" on the red/teammate team after
            map switches
          o Fixed net not working properly in scoreboard
          o Fixed the vote message window displaying nothing for some votes
          o Chat will now show with scoreboard up if stats are turned off
          o Maximum number of saved colored names increased from 255 to a few
            millions
          o Fixed Team Overlay vote not working
          o Fixed overlapping stats on certain resolutions
          o Fixed colored name menu not always showing all letters in long names
          o Bots will now re-add themselves in net games after warmup
          o Re-Added webadmin settings
          o Re-Added warmuphealth server side command
          o Re-Added Red/Blue team scores in the serverbrowser
          o Removed case sensitivity from clanskins
          o On join info box message now updates based on your bound key for the
            UTComp menu
          o Added Static mutators to options for voting
          o Added bShowTeamScoresInServerBrowser server side variable
          o Added server side variable (WarmupReadyPercentRequired) to control %
            of players who need to ready up to start a game
          o Added VotingTimeLimit server side variable
          o Added VotingPercentRequired server side variable
          o Fixed Mapvoting menu not disabling when bEnableMapVoting is set to
            false
          o Fixed bugs with Spaceship vehicles in Assault
          o Added ?BrightSkinsMode, ?HitSoundsMode, ?EnableOverlay,
            ?EnableWarmup and ?DoubleDamage servertravel parameters
          o Minor change to the Colors GUI Page
      v1.4 beta1:
          o Major GUI modifications
          o Added custom crosshairs system
          o Added option to remove crosshair size increase during item pickups
          o Added colored names saving and restoring (up to 255)
          o Added Assault, Last Man Standing and Invasion support.
          o Brightskins types can now be changed separately for both teams, as
            well as defined clanskins
          o Added regular DM skins as an option for bright skins
          o Added unlimited clanskins definitions
          o Clanskins now search through the entire name for the letters typed,
            instead of just the beginning
          o Force Model can also be changed separately for both teams and
            clanskins
          o Fixed (hopefully) brightskins with non-standard models
          o Fixed autodemorec not working with warmup off
          o Added on-connect information box
          o Added item pickup stats on scoreboard
          o Added stats for vehicle damage.
          o Added options to turn stats on and off in the scoreboard.
          o Fixed stats not working with instagib and custom weapon mutators
          o Fixed coaches being able to see enemy team beacons and health
          o Fixed quick map restarts not stopping autodemorec
          o Fixed quick map restarts not working in onslaught
          o Server hitsounds mode now defaults to line of sight
          o Added option to only give weapons that are in the map played during
            warmup
          o Improved warmup countdown
          o Fixed server side demos with %p in the demo mask are now named
            properly.
          o Mutator name is now MutUTComp again, fixing filters. (All previous
            UTComp versions used this, but 1.3b accidentally didn't)
      v1.3b:
          o Re-Enabled Autodemorec on servers not using warmup
          o Fixed colored names sometimes not updating properly
          o Added colored names option to Epic's Scoreboard
          o Added several new short map names to map voting (mostly for CBP2
            maps)
          o Added Red and Blue Team scores to server browser
          o Onslaught Gametype Voting now defaults to NoSuperWeapons
          o Added preliminary (use at your own risk) Assault and Last Man
            Standing support (without warmup)
      v1.3:
          o Added Darken Skins on Death option
          o Added Team Overlay
          o Added Coaching Mode
          o Added option to disable Team Overlay Serverside and as a vote
          o Added Quick Map Restart option
          o Added Total Damage Received to stats
          o Clock now keeps going in overtime
          o Spectators can now talk to each other with say_team in the 1v1/FFA
            Game Type
          o Disabled UT2004's colored name exploit (UTComp's still work)
          o Fixed various issues with nonstandard skins and brightskins
          o Fixed Team Deathmatch Timelimits using the wrong value in voting
          o Fixed Color effects (purple/green/yellow) when you hit an enemy not
            always displaying
          o Fixed bug with shock balls disappearing due to disabling UTComp
            without a server restart
          o Added Clientside option to disable UTComp's scoreboard
          o UTV2004S is now included in UTComp. (see FAQ for info)
          o Clanskins names aren't case sensitive anymore
          o Minor tweaks to GUI
      v1.3 RC1:
          o Added brighter Epic Brightskins
          o Fixed players respawning with shield gun or translocator
          o Fixed UTComp brightskins not working properly with the new patch's
            DX9 renderer
          o Skins now update instantly when you change teams in every
            brightskins type without players needing to die
          o Fixed skins sometimes not working properly in demo playback
          o Added "crosshairscale" and "bplayownfootsteps" settings to
            Miscellaneous menu
          o Added new spectator console commands
          o Fixed autodemorec sometimes overwriting demos
          o Colored names now update instantly
          o Fixed colored names sometimes not working when using the setname
            command
          o Added short map names for mapvoting. (see FAQ for info)
          o Fixed server lag for a few seconds after a UTComp vote is called
          o Fixed Maxplayers sometimes not changing during a mapvote, after it
            was changed in webadmin
          o Fixed player shadows setting sometimes not saving correctly when
            using UTComp
          o Added serverside command to disable UTComp's scoreboard
          o Scoreboard now reverts to Epic's in high player count FFA games
          o Changed the security level on "Voting Max players" in webadmin to
            255
          o Announcer now counts down properly when warmup ends
          o Minor tweaks to GUI
      v1.2:
          o Fixed flag icon not showing in scoreboard after warmup in CTF.
          o Voting now works during post-game scoreboard intermission
          o Players now respawn with Assault Rifle selected instead of Shield
            Gun (as it should)
          o Fixed the translocator's camera feature sometimes activating after
            dying
          o Fixed autodemorec not working if your name has a "?" character
          o Fixed the F5 button sometimes not binding properly
          o Some of the major UTComp server settings can now be set up via
            webadmin
          o "First Blood" award now resets correctly after warmup
          o Minor tweaks to GUI
          o More graphical tweaks to scoreboard
      v1.2 RC3:
          o Fixed Onslaught not resetting weapons properly after warmup ended
          o Fixed players not being able to join the game if they joined as a
            spectator first
          o Fixed scoreboard not showing if players are ready/not ready
          o If brightskins are disabled serverside, the shock/shield/lg etc.
            hit-graphics will return to the defaults
          o Fixed autodemorec not working with nonstandard characters ( [ ] / \
            = + < > : ; )
          o Maps that have their defaultgametype set as "mutant" (example: dm-
            1on1-sprit) will no longer cause UTComp to disable.
          o Clients will now always show with team colored skins in the
            Deathmatch gametype if UTComp skins are disabled
          o Deathmatch scoreboard will show your name as the last place player,
            even if you're too low to be normally shown
          o Added new console commands for spectators in Onslaught
          o Many minor GUI and scoreboard graphical tweaks
      v1.2 RC2:
          o Fixed a bunch of client side settings not saving
      v1.2 RC1:
          o Completely redesigned F5 GUI
          o Completely new scoreboard with weapon stats, spectators, and net
            efficiency
          o Added Full colored names support
          o Fixed clientside AutoDemorec not working in v1.1a
          o Fixed spectators being able to call new votes
          o Fixed spectators causing warmup to end prematurely
          o Fixed Brightskins in Onslaught (hopefully they work 100% this time)
          o Fixed a bug with diseappearing turrets in onslaught
          o Fixed a bug with goalscore 1 in Capture The Flag
          o Made the default public text chat spam protection time less
            restrictive
          o Added option to disable UTComp brightskins serverside
          o Added option to force epic skins clientside with red, blue, and
            purple colorchoice.
          o Added serverside option to disable Double Damage
            (bEnableDoubleDamage=false)
          o Added vote on serverside UTComp brightskin settings
          o Added vote on serverside hitsounds setting
          o Added vote to enable/disable Warmup
          o Added vote to enable/disable Double Damage
          o Displays a message when someone votes yes or no in UTComp voting
          o Increased maximum number of Gametypes in voting to 10
          o Added serverside AutoDemorec
          o Added serverside option to limit the maximum players in voting
          o Added a check to automatically disable UTComp in Assault, Invasion,
            Last Man Standing and Mutant gametypes
          o Added a check to disable warmup in CTF-Bollwerk2004-Pro due to a bug
            with ut2003 Jump Boots
          o Serverside settings are stored in your server ini instead of
            utcomp.ini
      v1.1a:
          o Fixed timer randomly staying to 00:00 after warmup
      v1.1:
          o Fixed powerups sometimes not spawning at the correct times after a
            game started
          o Removed team overlay temporarily due to bugs
          o Added option to disable head brightskins serverside
          o Warmup now works in Onslaught
          o Fixed team hitsounds
          o Fixed warmup scoreboard, doesn't show kills anymore
          o Fixed adrenaline after warmup
          o Fixed the clock in time-limited warmup mode, it now shows the
            correct time before a game starts
          o Fixed the Deathmatch 1v1 with LG gametype to also remove
            superweapons (not possible with epic's lightning guns mutator)
          o Fixed the ESC key sometimes not working in the GUI
          o Minor tweaks to brightskins
      v1.0b:
          o Added option to disable team overlays serverside
      v1.0:
          o Changed the Mutator Name to UTComp
          o Added Warmup Mode
          o Added Customizable Voting
          o Fixed Stats on auto-screenshot
          o Added screenshot mask
          o Fixed Translator overlay effect
          o Fixed Custom hitsounds not saving
      TCM v1.0c:
          o Removed custom-texture support
          o Improved Clan-Member highlighting
          o Added auto demorecording
          o Added auto screenshots
          o Added a new stats page
          o Improved CPMA-style hitsounds
          o Added support for custom hitsounds
          o Added hitsound volume control
          o (Hopefully) got rid of any random skins not being colored
      TCM v1.0b:
          o Updated Brightskins with support for custom textures
          o Added head coloring for brightskins
          o Added Clan-Member Highlighting (Clanskins)
          o Added support for Many Forcemodel Choices
      TCM V1.0a:
          o Completely new BrightSkins implimentation
          o Removed Vehicle Brightskins
      TempCompMod V1.0:
          o Initial Release
      ==========================================================================
      4.3 Known Issues Back_to_Top
          o In Onslaught, if you have "Show Map" set to either "Immediately" or
            "When body is still", your Escape menu will pop up when the game
            countdown starts after warmup. You have to manually close it with
            ESC before the game starts, it does not go away on its own.
          o The Core health in warmup on ONS-Dawn displays 56% instead of 100%.
            This is because the mod automatically heals the core back to 5000
            health every second on warmup to prevent it from being destroyed,
            yet ONS-Dawn's powercore has 9000 HP instead of 5000, for some
            reason. This doesn't affect gameplay: when the game starts, it goes
            back to its original 9000. This behavior will also happen on custom
            maps that use non-standard core healths.
          o If Epic's mapvote is configured to automatically open after a game,
            and players call a quick restart, Epic's mapvote will not be
            cancelled and the map will switch anyway after its timeout expires.
          o Brightskins and Force Model does not work in the invasion and mutant
            game types.
          o UTComp's enhanced scoreboard is disabled automatically in assault.
            The standard Epic scoreboard with colored names and stats will be
            used instead.
          o Both the UTComp enhanced scoreboard and the Epic scoreboard with
            colored names and stats are disabled in the Last Man Standing and
            Invasion game types. The regular Epic scoreboards will be used
            instead.
          o Selecting UTComp Duel in the server browser will not show any UTComp
            Duel servers. UTComp Duel servers show up under the deathmatch
            category with a [Duel] tag in front of their name.
          o Colored names when targetting players are disabled in the mutant
            gametype. This is intentionnal, due to the fact that the regular
            mutant gametype already shows the mutant's name in a different
            color.
          o Enhanced Netcode doesn't work with custom weapon mutators. This is
            discussed in section 4.1, Enhanced_Netcode_Information.
      ==========================================================================
      4.4 FAQ Back_to_Top
          o What does FAQ mean?
                  Frequently asked Questions.
          o You guys are crazy!
                  This is not a question.
          o Why do I have all the weapons?
                  You're in warmup mode. Just press F5 and click ready, and get
                  every player to do so, and the game will start. Having all the
                  weapons is a good way to warmup.
          o Does UTComp work with Anticheat mutators?
                  Yes. UTComp should work with the latest versions of Antitcc
                  and UTSecure. However, due to the constantly evolving nature
                  of both UTComp and anticheat mutators, it is possible that
                  conflicts might occur in the future. Refer to the UTComp
                  webpage and forums for up to date information about AntiTCC/
                  UTSecure/UTComp combinations.
          o Does UTComp work with other mutators?
                  Maybe. While Unreal Tournament 2004's mutator system should
                  technically allow any combination of mutators to work, in
                  practice things aren't that easy. Mutators that replace the
                  player controller or pawn classes are almost guaranteed not to
                  work with UTComp, due to UTComp mostly relying on these. Other
                  mutators might work, but sometimes with reduced feature sets,
                  if some features conflict with ours.
          o Does UTComp work with custom gametypes and mods?
                  Probably not. UTComp has not been tested with either of these,
                  but its very likely that mods replace classes UTComp needs.
          o But, aren't UTComp Duel and Clan Arena gametypes?
                  Yeah, but we obviously tested them with UTComp. In fact, they
                  require it. On that note, we recommend using as little custom
                  mutators as possible when using UTComp Duel and Clan Arena:
                  they both do very deep changes to core gameplay classes, and
                  it's quite likely that custom mutators might cause conflicts.
                  We know for sure that AntiTCC works, but we can't make any
                  promises for anything else.
          o Okay, so what default game types DO work?
                  Deathmatch, Team Deathmatch, Capture The Flag, Onslaught,
                  Double Domination and Bombing Run are fully tested and working
                  as intended. Assault works properly, but the UTComp enhanced
                  scoreboard will be automatically disabled for compatibility.
                  As for other game types, they have minor issues that push them
                  into "unsupported" status, but they should still work
                  relatively well: Last Man Standing has scoreboard issues,
                  brightskins and forcemodel won't work properly in Mutant, and
                  Invasion has scoreboard issues, as well as brightskins and
                  forcemodel issues. This mutator's main focus is in competitive
                  gametypes (hence the name UTComp), which means we have to
                  focus our development and testing time on gametypes that are
                  played competitively. Sadly, fixing these game types would
                  require significant time investments that would be, in our
                  opinion, better put into enhancing features in game types that
                  are actually played.
          o Why are you guys making your own gametypes anyway? It's supposed to
            be a competitive mutator!
                  We're well aware of this, but we feel the two gametypes we
                  added were natural extensions to the feature set that UTComp
                  already had. Plus, if you don't like them, you don't have to
                  use them.
          o Map voting is already built in the game!
                  We know. But one of the issues with Epic's mapvoting is that
                  it uses the default settings for various gametypes when you
                  switch gametypes. This isnt a problem for casual play, but it
                  is for competitive play: You can't expect server admins to
                  setup every setting on every gametype to their accepted
                  competitive values, especially for gametypes they rarely use.
                  With UTComp's voting, it automatically defaults to the
                  accepted competition settings for every supported gametype,
                  effectively making it possible to use any gametype on any
                  UTComp server, regardless of whether the admin took the
                  trouble in setting them up or not.
          o Why did you change the name of the mutator from TCM to UTComp?
                  TCM stood for TempCompMod, which was a mutator built as a
                  temporary replacement until the TTM crew would release
                  TTM2004. For various reasons, we came to the conclusion that
                  our mutator was mature enough to be a considered a full
                  featured mutator, and a name change was needed to reflect
                  that. Another reason is that there was confusion between TCM
                  and TTM. This isn't the case anymore.
          o Do you guys have anything to do with Q3Comp or QWComp?
                  Other than the fact that the names are similar, no. Those were
                  great mods, however :)
          o I already use my F5 key for something. Now this mutator bound it to
            pop up the UTComp menu automatically!
                  If you want to, you can change the key UTComp uses for its
                  menu through the configure controls menu. The entry for UTComp
                  menu should be at the very bottom. Note that this wont work if
                  you downloaded the mutator off a game server. You need to
                  download it in zip or ut4mod format from the webpage and
                  install it manually for that option to show.
          o Can I have a list of short map names for voting?
                  Glad you asked. By the way, short map names allow you to
                  simply type in a few letters when you vote to a new map,
                  instead of typing the entire map name. Here's the list: (More
                  maps will most definitely be added in the future, when/if the
                  competitive community starts using more custom maps)
                   _____________________________________________________
                  |Full_Map_Name____________|Short_Map_name_____________|
                  |DM-1on1-Irondust_________|iron_irondust______________|
                  |DM-1on1-Roughinery_______|rough_roughinery___________|
                  |DM-1on1-Spirit___________|spirit_____________________|
                  |DM-1on1-Squader__________|squader____________________|
                  |DM-1on1-Trite____________|trite______________________|
                  |DM-Antalus_______________|ant_antalus________________|
                  |DM-CBP2-Achilles_________|ach_achil_achilles_________|
                  |DM-CBP2-Archipelago______|archipel_archipelago_______|
                  |DM-CBP2-Azures___________|azures_____________________|
                  |DM-CBP2-Buliwyf__________|buli_buliwyf_______________|
                  |DM-CBP2-Drakonis_________|drak_drakonis______________|
                  |DM-CBP2-Griffin__________|griff_griffin______________|
                  |DM-CBP2-Kadath___________|kadath_____________________|
                  |DM-CBP2-Kerosene_________|kero_kerosene______________|
                  |DM-CBP2-Khrono___________|khrono_____________________|
                  |DM-CBP2-KillbillyBarn____|killbb_killbillybarn_______|
                  |DM-CBP2-Koma_____________|koma_______________________|
                  |DM-CBP2-KroujKran________|krouj_kroujkran____________|
                  |DM-CBP2-Masurao__________|masu_masurao_______________|
                  |DM-CBP2-Meitak___________|meitak_____________________|
                  |DM-CBP2-Niflheim_________|nifl_niflheim______________|
                  |DM-CBP2-Reconstruct______|recon_reconstruct__________|
                  |DM-CBP2-Summit___________|summit_____________________|
                  |DM-CBP2-TelMecoMEX_______|telmeco_telmecomex_________|
                  |DM-CBP2-Tempest__________|temp_tempest_______________|
                  |DM-CBP2-TensileSteel_____|tensile_tensilesteel_______|
                  |DM-CBP2-Torkenstein______|tork_torken_torkenstein____|
                  |DM-CBP2-Tydal____________|tydal______________________|
                  |DM-Compressed____________|comp_compressed____________|
                  |DM-Corrugation___________|corr_corrugation___________|
                  |DM-Curse4________________|curse_curse4_______________|
                  |DM-Deck17________________|deck_deck17________________|
                  |DM-DE-Grendelkeep________|gren_grendel_grendelkeep___|
                  |DM-DE-Ironic_____________|ironic_____________________|
                  |DM-DE-Osiris2____________|osi_osiris_osiris2_________|
                  |DM-Desertisle____________|desert_desertisle__________|
                  |DM-Flux2_________________|flux_flux2_________________|
                  |DM-Gael__________________|gael_______________________|
                  |DM-Goliath_______________|gol_goliath________________|
                  |DM-Goose2k4______________|goose_goose2k4_____________|
                  |DM-Insidious_____________|ins_insidious______________|
                  |DM-Irondeity_____________|irondeity__________________|
                  |DM-Morpheus3_____________|morph_morpheus_morpheus3___|
                  |DM-Rankin________________|ran_rank_rankin____________|
                  |DM-Rrajigar______________|rra_rrajigar_______________|
                  |CTF-1on1-Joust___________|joust______________________|
                  |CTF-Avaris_______________|avaris_____________________|
                  |CTF-BollwerkRuins2004-PRO|boll_bollwerk______________|
                  |CTF-BridgeOfFate_________|bridge_____________________|
                  |CTF-CBP2-Bahera__________|bah_bahe_bahera____________|
                  |CTF-CBP2-Botanic_________|botanic____________________|
                  |CTF-CBP2-Decadence_______|deca_decadence_____________|
                  |CTF-CBP2-Deep____________|deep_______________________|
                  |CTF-CBP2-Gazpacho________|gaz_gazpacho_______________|
                  |CTF-CBP2-Pistola_________|pist_pistola_______________|
                  |CTF-CBP2-Skorbut_________|sko_skorb_skorbut__________|
                  |CTF-Chrome_______________|chrome_____________________|
                  |CTF-Citadel______________|cit_citadel________________|
                  |CTF-December_____________|dec_december_______________|
                  |CTF-Face3________________|face3______________________|
                  |CTF-FaceClassic__________|face_faceclassic___________|
                  |CTF-Geothermal___________|geo________________________|
                  |CTF-January______________|jan_january________________|
                  |CTF-Lostfaith____________|lost_lostfaith_____________|
                  |CTF-Magma________________|magma______________________|
                  |CTF-Maul_________________|maul_______________________|
                  |CTF-Orbital2_____________|orb_orbital_orbital2_______|
                  |CTF-Smote________________|smote______________________|
                  |CTF-Twintombs____________|twintombs__________________|
                  |ONS-ArcticStronghold_____|arc_arctic_arcticstronghold|
                  |ONS-Aridoom______________|ari_aridoom________________|
                  |ONS-Ascendancy___________|asc_ascend_ascendancy______|
                  |ONS-CBP2-Argento_________|argento____________________|
                  |ONS-CBP2-Brassed_________|brass_brassed______________|
                  |ONS-CBP2-Mirage__________|mirage_____________________|
                  |ONS-CBP2-Pasargadae______|pasar_pasargadae___________|
                  |ONS-CBP2-Tropica_________|trop_tropica_______________|
                  |ONS-CBP2-Valarna_________|val_valarna________________|
                  |ONS-CBP2-Yorda___________|yorda______________________|
                  |ONS-Crossfire____________|cross_crossfire____________|
                  |ONS-Dawn_________________|dawn_______________________|
                  |ONS-Dria_________________|dria_______________________|
                  |ONS-Frostbite____________|frost_frostbite____________|
                  |ONS-Icarus_______________|icarus_____________________|
                  |ONS-Primeval_____________|prim_prime_primeval________|
                  |ONS-Redplanet____________|red_redplanet______________|
                  |ONS-Severance____________|sev_severance______________|
          o Were all the questions in this FAQ really asked frequently?
                  No.
          o "Something" doesn't work!
                  Did you read all the questions in the FAQ, as well as the
                  potentially relevant settings in this readme file? (Try
                  searching for keywords in your web broweser) If the answer to
                  your question is not mentionned anywhere, you can ask on the
                  UTComp forums. (Contact info at the bottom of this page)
                  Please try and make sure that your UT server is working
                  properly: most of the questions we get are simply generic UT
                  server misconfigurations. If you need any info on setting up a
                  UT server, I suggest reading the tutorials on The_Unreal_Admin
                  Page.
      ==========================================================================
      4.5 Credits Back_to_Top
      The Crew
                   Lead Programming, Design   Aaron "Lotus" Everitt
                   Lead Design, Documentation JoŽl "dnx3" Moffatt
                   Programming, Graphics      Anthony "ono" Pilger
                   Team Overlay Design        Adam "Heywood" Booth
      Contact info
                   WWW http://ut2004.gameamp.com/ut2004/viewutcomp
                   IRC #dz, on irc.enterthegame.com.[mirc6_link]

      Note that we are not online 24/7, and therefore cannot answer IRC
      questions at all times. We strongly recommend posting on the UTComp Forums
      on the UTComp webpage if you have questions or feedback.
      Documentation proudly written entirely in notepad.

[download file as is] (last changed: Thu, 31 Mar 2005 01:42:04 -0600)