All right guys, a tiny tech around Mods, FF included.
Probably MH version 504 should have removed UT related fixes (UT_Eightball, PulseGun, Minigun) letting mods to run simple with no complexity. IN that time 2014 I did not know the deal with packages conformed and the freedom for fixing stuff as an admin wants. So it might be advisable a conformed MH simple and... just fixed all mess from 503 but... using another Engine ready for working with "mods". So to speak, the master key is "ReplaceWith" from Engine.Mutator. A bunch of things are suddenly good if these are written properly. ScriptedPawn might be convinced to be a good guy as well. Seriously, exhausting engine with a fix rather than running a good code by default is pointless. At least 30 replacements can be removed from my loaded MH2 types if server/game runs good codes by default and preventing another load.
Nowadays MH runs at 100% Power and I'm referring to Engine usage not CPU usage - I'm not sure if you get want I mean. Engine is pretty limited and we need these resources to run codes not fixes - See DevPath out of duty in many "maps" = TRASHES. Monsters seems deaf and blind in others and they don't react only if you shoot first - do you like this way ? Perfect, I don't. Other maps delivers an instant crash due to geniuses screwing things, congrats for the work and now get 3 kicks in butt as a bonus reward. You might draw conclusion that I prefer the cleaner way rather than 2000 tweaks and dumb things.
Samples: UT_Eightball has bugs ? No kidding me, Eightball is probably perfect, woow... BOTH OF THEM are UTTER SH!T. How to solve problem, by upgrading UT yourself because EPIC are busy with other NON UT game called UT, end of story.
FoodFight running on some UT coded well by default will have a superior functionality and compatibility by default.
We need a team not UTPG style ( removing/changing stuff rather than fixing it - removing/changing is not a fix) for starting to do some Conformed Stock files (Engine, UnrealI, UnrealShare, Botpack) with sanitizers in all NON simulated functions and even removing simulated stuff from stupid things which doesn't need any simulation <Engine.Pawn.AdjustAim> - I run that simple non-simulated for weeks without a single issue. By putting things on the right track you'll be surprised to see how do they might look and feel like.