ctf_grey -> ^1Fatal: out of level items -> max_levelitems
=======================================================
The custom multiplayer map ctf_grey uses info_helpernode to help with bot pathfinding
except it has them littered all over the map, they should be used sparse. It uses 243
info_helpernodes, it should have been like 30 max On top it also has 64 regular multiplayer
items To run this map without any error messages with a solid safty margin use the following
server setting:		seta max_levelitems 384



Level-Scripts, *.scr & *.loc files -> UTF-8/ANSI
=======================================================
UTF-8 with Umlauts will not work, they will not show, File needs to be Encoded in ANSI,
but best is to move all localized strings to *.loc files and link them in leveldefs.txt

Level-Scripts, *.scr -> string -> for/while
=======================================================
[Tested] A string in scripts can still retain its last value in a for/while loop even if it is suppose to be created new for each iteration

Level-Scripts, *.scr -> float variable -> for/while
=======================================================
A float in scripts can still retain its last value in a for/while loop even if it is suppose to be created new for each iteration

Level-Scripts, *.scr -> entity variable -> for/while
=======================================================
A entity in scripts can still retain its last value in a for/while loop even if it is suppose to be created new for each iteration

Level-Scripts, *.scr -> vector variable -> for/while
=======================================================
A vector in scripts can still retain its last value in a for/while loop even if it is suppose to be created new for each iteration

Level-Scripts, *.scr -> string constructs
=======================================================
Using "text(" or "text[" in a string print operation will create a crash

Level-Scripts, *.scr -> string variable -> return
=======================================================
returning a string in script function needs to have a static string added or it will return a empty string
Not working:	return someString;
Working:		return someString + "";



LevelEditor -> Überradiant -> trigger_multiple
=======================================================
Überradiant does crash on map or prefab "loading" if trigger_multiple is inside -> "opening" maps works

LevelEditor -> Überradiant -> trigger_groupevent
=======================================================
trigger_groupevent relays event to targets but they need to be Sentient/Actor -> will not activate targeted triggers

LevelEditor -> Überradiant -> Administrative Privileges
=======================================================
Needs Administrative Privileges to run properly or it will crash on compile
It creates the file "compile.bat" on the main PC (usually C:\) drive



HUDs and Menus, UI, *.urc *.inc -> globalwidgetcommand
=======================================================
Having a copy of a hud in a pk3 and extracted in the base folder will make globalwidgetcommand
not work sometimes and the hud will not update right, delete one or the other to solve this issue
If you don't need to accsess a widget best is to don't give it a name. They game often uses: name "Default"
Names for widgets/labels/button/... need to be uniqe in order to accsess them 

HUDs and Menus, UI, *.urc *.inc -> shader
=======================================================
Different huds and menus that use a dublicated name in a widget/label/... will not show shader or other
properties right if outside of a pk3 (and a copy exists in the pk3), use eigther name "Default" or remove
the name from the widget/label/... Example: name "tricoder_kp"
This issue is very similar to the above mentioned



Multiplayer -> Callvote -> g_gametype
=======================================================
The game has a bug where it allowes you to vote g_gametype cvar on servers.
g_gametype is used in STV:EF to change gametypes, in ST:EF2 it is used to
Switch between Singelplaayer, Multiplayer and Solobotmatch.
You can not vote it from the menu, but from the console: callvote g_gametype 0
This would put the server into Singleplayer and break it.
The HZM Coop Mod has this issue fixed