foxMod v0.6
A Mutator and INI modification project for proper splitscreen support, improved gamepad support, Hor+ FOV scaling, and improved AI
By foxUnit01 (foxBox)

General Additions:
-- Hor+ FOV support (automatically scales FOV based off aspect ratio and "Desired FOV" setting)
-- Campaign mutator support test (see campaign mutator section for use)
-- Additional bindable controls:
* Fine Aiming
* Drop Flag / Orb
* Toggle Impact Hammer
* Toggle Crouch / Dodge (Gamepad)
* Weapon Picker (Gamepad)
* Show Base Path
* Network Statistics
* Screenshot

Splitscreen Support:
-- Allow local players to drop-in and drop-out mid-game via "Splitscreen Players" slider option (dynamically select number of splitscreen players from 0 to 3)
-- Local profile system for splitscreen players to automatically save their settings
-- Shared settings such as A/V and Network settings can only be set by first player
-- Per-player FOV setting
-- When voting, splitscreen players will automatically mirror the first player's votes
-- Automatic XBL guest-style player renaming ("fox", "fox(2)", "fox(3)" instead of "Player258")
-- Automatic adjustment of audio when splitscreen is active (see known bugs - previously, each viewport played volume at 100%, becoming astronomically loud when 4 players were active)

Enhanced Gamepad Support:
-- Tighter looking and aiming controls, with adjustable quick-turn sensitivity
-- Optional "Fine Aiming" keybind to shrink the crosshair and set finer aim sensitivity to allow for easier long-range shots (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 automatically toggle appropriately)
-- Working look-to-steer controls and associated "Vehicle Controls" option
-- Revamped default control setup (see below)
-- Analog stick quick-configuration (southpaw, legacy, etc.)
-- Fully remappable gamepad controls (some were mysteriously missing)

AI Improvements:
-- Anti-stuck measures for AI, fixing issues such as bots getting stuck in DM-Turbine
-- Bots use tow cables more often
-- Better follow behavior - bots utilize Link Gun properly when following and break off for combat when appropriate (within range and LOS to leader)
-- Initial orders for bots are now randomly assigned; influenced by other bots' orders
-- Bots now allowed to use hunting and "devious" behavior in team games and when large numbers of bots are present (more CPU intensive, but shouldn't be a problem)
-- Bots now use larger squads for better coordination
-- Bots now use any vehicle of opportunity, not just squad vehicles
-- When near a flag carrier and in a fast vehicle (Scorpion, Manta, etc.), bots will position themselves to tow the flag carrier (basic behavior, but it helps)
-- Bots try harder to get a vehicle unstuck before simply abandoning it
-- Bots with no passengers in an air vehicle will attempt to fetch passengers when not in combat (optimal Cicada usage for starters)
-- Bots now attempt to get out and heal vehicles when not busy
-- Bots now prefer non-vehicle paths when on foot (helps them sneak around vehicles)

Source for the mutators comes pre-extracted in the src folder so you can laugh at my silly code.

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0 comments by foxBoxInc on Dec 2nd, 2012

For some strange reason, there seems to be a general stigma against split-screen gaming on the PC. "You can't crowd 4 people around a monitor!" "LOL good luck trying to all use a keyboard at once noob." "Just play it on a console!"

On the contrary, some of us quite enjoy titles in true 1080p, at 60fps, with four controllers in front of a big screen HDTV using our PCs. Although split-screen gaming is (thankfully) making a comeback in many popular titles, it is often times a console-only feature (looking straight at you, Ubisoft and Gearbox), cut for no obvious reason other than perhaps having to write PC-specific UI and profile handling code.

So, in the case of Unreal Tournament III, I went ahead and did just that.

Deck x3

Featuring highly configurable enhanced gamepad support, play UT on the couch! foxMod also aims to address many outstanding AI issues and adds extended FOV options (with Hor+ resolution scaling!) for the optimal local UT experience. Fully compatible with vanilla clients online! (server must be running mod)

Interested? Check it out here on ModDB!

Thanks, and enjoy!
~fox

Changes in v0.6 (12/02/12):
General:

  • General code cleanups
  • Splitscreen players can now use Warfare teleporters (will teleport to node nearest objective)
  • Splitscreen players now always properly mirror first player's clan tag
  • Setting FOV now works for splitscreen players
  • Splitscreen players can now (kinda) see the command menu
  • Left Trigger default control (Weapon Picker) in vehicles is now only crouch/descend/handbrake
  • Fixed Titan incompatibility
  • Desired FOV can now be set between 70-110 degrees
  • Added "Skip Impact Hammer / Translocator" option to skip these when cycling weapons

AI:

  • Bots no longer get confused on the Hoverboard
  • Bots will no longer trigger anti-stuck (hopping around) when firing (eg. healing a node)
  • General anti-stuck improvements
  • Bot check-if-stuck radius is now configurable
  • Bots now attempt to heal nearby vehicles
  • Bots properly handle on-foot non-vehicle path preference
Media RSS Feed Latest Video
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foxMod v0.6

foxMod v0.6

Dec 2, 2012 Full Version 6 comments

Sixth release of the splitscreen, gamepad, FOV and AI enhancement project. Changes are mostly AI refinements, however splitscreen play also sees some...

foxMod v0.5

foxMod v0.5

Oct 28, 2012 Full Version 2 comments

Fifth release of the splitscreen, gamepad, FOV and AI enhancement project. Changes include further refinements to splitscreen / gamepad support, Hor...

foxMod - Splitscreen v0.4

foxMod - Splitscreen v0.4

Jul 18, 2012 Full Version 0 comments

Fourth release of the Splitscreen / Gamepad Support mutator. Changes include local profile handling, improved gamepad support, and a multitude of splitscreen...

foxMod - Splitscreen v0.3

foxMod - Splitscreen v0.3

Jun 3, 2012 Full Version 0 comments

Third release of Splitscreen / Gamepad Support mutator. Changes are mainly improved Gamepad support.

foxMod - Splitscreen v0.2

foxMod - Splitscreen v0.2

May 24, 2012 Full Version 0 comments

Second release of Splitscreen / Gamepad Support mutator. Changes include better gamepad support, improved vote handling, and control fixes.

foxMod - Splitscreen v0.1

foxMod - Splitscreen v0.1

Apr 16, 2012 Full Version 5 comments

First release of Splitscreen / Gamepad Support mutator.

Post comment Comments  (0 - 10 of 50)
foxBoxInc
foxBoxInc May 3 2013, 2:59pm says:

Hey guys, not really news-worthy, but quick sneak-peek at the changes coming sometime soon for anyone who's interested:

---- General:
-- Support for new CBP3 content
-- Drop Flag / Weapon control, which will now toss your weapon when held
-- Proper vehicle FOV support (wasn't being calculated correctly before)
-- Proper campaign mutator support (including splitscreen)
-- New Force Translocator mutator to force Translocator in any game mode (will disable Hoverboards)
-- "DisplayPortrait Accessed None 'VoiceInterface'" bug fix
-- Team-colored death messages for all modes
-- Fixed voting in a 3-4p splitscreen games causing a crash (from v0.5 - oops!)
-- Gamepad autoaim now only activates if gamepad input has been used exclusively for the past few seconds (using tandem gamepad+mouse setups will no longer grant autoaim)
-- Vehicle control type now reliably set for network clients
-- Gamepad autoaim now reliably set for network clients
-- Various bug fixes and code cleanup, particularly with networking support
-- Sounds now only play for the closest player in splitscreen (fixes all known splitscreen audio bugs). Removed volume normalization as it's no longer needed.

The AI change list is massive and too big for a comment, so stay tuned!

+1 vote     reply to comment
Zecks
Zecks May 10 2013, 7:41pm replied:

I installed foxmod 6 on UT3 2.1 patch 5. I managed to get the menu options showing after deleting the the ini files. But the split screen slider does nothing and the foxmod profiles ini is not being created. Also how do I change the controls for the other players? Currently all other players the A button crouches, while moving it will jump but does not allow a double jump. player 0's controls are just fine and can be configured through the ut3 menu. I am using the foxmod mutator with map mixer and it has no effect but immediately crashes with regular unreal. What did I do wrong?

+1 vote     reply to comment
chris_coma
chris_coma Apr 24 2013, 1:51am says:

Damn... Installed UT3 today, launched and changed res and visuals. Quit, installed mod, every single thing step by step.
Menus are all okay, controls are all okay. Everything gotta be working (at least it looks like that).
Though. No matter how many players I choose at 'splitscreen players' it doesn't do anything. I must be missing something. Can you point it out?

+1 vote     reply to comment
chris_coma
chris_coma Apr 24 2013, 2:02am replied:

oh hell, CMTest at mission select screen... How could I forget the most annoying thing :D
Sorry, my bad.

+1 vote     reply to comment
foxBoxInc
foxBoxInc May 3 2013, 2:48pm replied:

A new version should be along at some point that features much better campaign integration with no need for console commands, as well as proper support for networked games. The project's been on the backburner due to more pressing work, but expect to see something later this month!

+1 vote     reply to comment
chris_coma
chris_coma May 5 2013, 3:24pm replied:

oh hell... count me as your biggest fan.
Couch multiplayer is the best one.

+1 vote     reply to comment
GuitarGuy7
GuitarGuy7 Feb 26 2013, 12:08pm says:

I can't get this to work :( It always crashes when I start a match and most of the new settings are not even labled in the settings menu, input, player etc. Like "always load custom character" doesnt show, there is just the button. Please help!

+1 vote     reply to comment
Guest
Guest May 5 2013, 2:14pm replied:

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GuitarGuy7
GuitarGuy7 Feb 26 2013, 4:35pm replied:

Nevermind haha stupid mistake. Awesome mod!

+1 vote     reply to comment
foxBoxInc
foxBoxInc Jan 3 2013, 11:58am replied:

Using a 360 controller (or other controller under x360ce), you'd need to somehow get the controller registered under Player 2 (lit up in the top-right quadrant). Unfortunately, the only way to do this is with two controllers - there's no way to manually set the controller number that I've found.

However, this can be sometimes worked around by un-plugging and re-plugging in your controller while the game is loading, or your CPU is otherwise busy. If you do it quick enough, the system may think a controller is still plugged in and set it to Player 2.

If you can manage to get the controller correctly set to P2, then it should work perfectly with no further tweaks needed.

+1 vote     reply to comment
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Platform
Windows
Developed By
foxBoxInc
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Release Date
Released Dec 2, 2012
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Style
Genre
First Person Shooter
Theme
Antiquity
Players
Multiplayer
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Last Update
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