In light of the recent UT3 Steam Sale, here's some new work on a splitscreen / gamepad / FOV / AI support mod for the title. Also small rant on splitscreen...
Improved AI, Hor+ FOV widescreen support, proper splitscreen support and improved gamepad support for Unreal Tournament 3
Special thanks to M0tah for writing the installer, testing and valuable feedback: Steamcommunity.com
-- Hor+ FOV support - automatically scales FOV based off aspect ratio and "Desired FOV" setting, with server-configurable FOV clamps
-- First-person weapons rendered correctly for wider aspect ratios
-- New menu options for most new features within reorganized options menu
-- Fixed crash when picking up dropped weapons as a network client
-- Campaign mutator support
-- Team-colored death messages for all modes
-- Vertical and horizontal mouse speeds matched (vertical mouse movement is no longer slower)
-- Players can now cancel an engaged Scorpion boost by pulling back on the throttle
-- Translocator can now switch to previous weapon by pressing fire while holding alternate fire, and vice versa (like UT'99 / 2kX)
-- Working look-to-steer controls and associated "Vehicle Controls" option, rewritten to account for movement stick/keys heading
-- Adjustable controller deadzone
-- Additional bindable controls:
* Drop Flag / Weapon (Hold)
* Toggle Crouch / Dodge
* Toggle Impact Hammer
* Fine Aiming (Gamepad)
* Weapon Picker (Gamepad)
* Show Base Path
* Network Statistics
-- Fixed issues where certain sounds would play twice (translocation, weapon-switching, etc.), particularly for network clients (jumping, landing, etc.)
-- Music now correctly plays for network clients and features configurable action/tension music times
-- Music tracks are now always played under the "Music" audio group and guaranteed to loop (fixes issues with certain custom music in custom maps)
-- Fixed non-looping action music in DM-Deck (and any map that uses GoDown as music)
-- New voice messages for most vanilla characters
-- Subtle pitch randomization for voice messages
-- Ensure all voice messages of a particular category (taunts, status updates, etc.) have been played before allowing them to be reused
-- New SendSpeech console command for broadcasting specific voice clips, optionally to team only
-- Drop-in / drop-out splitscreen support via "Splitscreen Players" menu slider - dynamically select number of splitscreen players from 0 to 3
-- Local profile system for splitscreen players to automatically save/load their settings
-- Proper settings configuration - settings such as A/V and Network settings can only be set by first player
-- Fully functional splitscreen audio - including music, dialogue and announcement support
-- Proper voting support - local players all mirror each other's votes
-- Automatic guest-style player renaming - "fox", "fox(2)", "fox(3)" instead of "Player258"
Enhanced Gamepad Support:
-- Tighter looking and aiming controls, with adjustable quick-turn sensitivity
-- Optional "Fine Aiming" bindable control to shrink the crosshair and set finer aim sensitivity (not bound by default)
-- Subtle auto-aim and control tweaks for inputs received from a gamepad - gamepads can be used in tandem with a keyboard/mouse - features toggle as appropriate
-- Revamped default control setup
-- Analog stick quick-configuration - southpaw, legacy, etc.
-- Fully remappable gamepad controls - some were mysteriously missing
-- Anti-stuck measures for bots, fixing issues such as getting stuck in DM-Turbine
-- Better follow behavior - bots utilize Link Gun properly when following and break off for combat/items when appropriate (within range and line-of-sight to leader)
-- Reliably engage targets (enemies and objectives) when flying through the air (e.g. from jump pads etc.)
-- Attack any visible part of objects (helps tremendously on attacking Power Nodes / Cores - AI can now complete Confrontation with the Leviathan)
-- Keep charging weapons charged as long as possible when target can not be attacked (shot blocked etc.)
-- Avoidance Mapping system that allows bots to choose potentially longer, but safer paths when running an objective (potentially expensive)
-- Better use of level geometry as cover during fights
-- Crouch more often, particularly if it allows hitting a target that could not otherwise be hit
-- Avoid lifts if they have already been used and would need to wait
-- Greater avoidance of areas where deaths have occurred that match
-- Allow use of hunting and "devious" behavior in team games and when large numbers of bots are present
-- Organize larger squads for better coordination (by default, one squad per order)
-- Randomly assigned initial orders; influenced by other bots' orders and whether team is lead by a player
-- Extended vehicle pathfinding; AI will now attempt to drive vehicles anywhere they'll fit
-- Improved vehicle usage all-around, particularly in combat
-- Intelligently use any vehicle of opportunity (based on current vehicle if appropriate), not just squad vehicles
-- Prefer enemy unlocked vehicles to help tip vehicle usage in their team's favor
-- Prefer certain vehicle types according to effectiveness - generally prefer flying vehicles, fast vehicles for objective capping, artillery, etc.
-- Move in position to tow the flag carrier when appropriate and in a fast vehicle - Scorpion, Manta, etc.
-- Try harder to get a vehicle unstuck before simply abandoning it
-- Remain in vehicles if near an objective and someone else nearby is on foot (to help cover them)
-- Get out of stationary vehicles for pending Titan transformation
-- More intelligent use of Hoverboards and tow cables, particularly in Warfare
-- Don't randomly engage Scorpion self-destruct and use jumping ability of vehicles more often (Manta, Viper, Scavenger, etc.)
-- Attack empty locked enemy vehicles to thin out base defenses
-- Honk horn when looking for passengers
-- Attempt to fetch passengers when flying an air vehicle and not in combat - optimal Cicada usage for starters
-- Attempt to get out and heal vehicles when not busy
-- Attempt to toss flags and weapons when appropriate - will toss flags to stronger teammates closer to base, weapons to very weak teammates
-- Prefer to grab the enemy flag when attacking even if the friendly flag is taken (more realistic)
-- Improved Translocator usage (don't sit still when waiting for Translocator discs)
-- Improved jumping out of water behavior
-- Improved Orb handling
-- Improved Warfare teleporter usage
-- Keep a Hold Position order after respawning
-- Taunt and give praise on cool actions (flag captures, multi-kills, sprees, etc.)
-- Improved shootable door behavior (like on Turbine) - use Enforcer or other weapon guaranteed to open door if possible
-- Use Impact Hammer on invulnerable or heavily shielded enemies to knock their powerups off if appropriate
-- Necris and Krall bots no longer randomly spout human speech - particularly incoming vehicles
-- Krall bots now speak subtle grunts over the comms (bored, in combat, etc.) instead of RAWR all the time
Greetings everyone! I'm proud to present the newest release of foxMod, a small pet project for Unreal Tournament III that aims to improve the game's AI while also adding hor+ FOV widescreen support and 4-player splitscreen support with enhanced gamepad control. Play UT on the couch with your friends!
Some of the more noteworthy additions in this release include new risk-based pathfinding routines for the AI, which allows them to choose potentially longer, but safer routes when on route to an objective (such as running the flag) and make more effective use of level geometry as cover during combat.
Also of note is a redesigned audio system for splitscreen that fixes all of the previous splitscreen audio issues, as well as improved campaign mutator support (no more console commands). Finally, full network play support and stability improvements across the board round out the release.
Interested? Check it out here on ModDB!
Changes in v0.7 (09/08/13):
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