The seventh and largest release of foxMod drops dozens of AI improvements, improved widescreen support and further enhanced 4-player splitscreen and gamepad...
Improved AI, Hor+ FOV widescreen support, proper splitscreen support and improved gamepad support for Unreal Tournament III
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
-- Vertical mouse movement is no longer slower than horizontal mouse movement (they're now matched)
-- Campaign mutator support
-- Team-colored death messages for all modes
-- Fixed non-looping action music in DM-Deck (and any map that uses GoDown as music)
-- Working look-to-steer controls and associated "Vehicle Controls" option, rewritten to account for movement stick/keys heading
-- Additional bindable controls:
* Fine Aiming
* Drop Flag / Weapon (Hold)
* Toggle Impact Hammer
* Toggle Crouch / Dodge (Gamepad)
* Weapon Picker (Gamepad)
* Show Base Path
* Network Statistics
-- CBP3 support for all new features
-- 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
-- Advanced audio support; sounds are only heard by the closest local player, preventing multiple players from hearing the same sound
-- Per-player FOV setting
-- Splitscreen 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)
-- Attack any visible part of objects (helps tremendously on attacking Power Nodes / Cores - AI can now complete Confrontation with the Leviathan)
-- Avoidance Mapping system that allows bots to choose potentially longer, but safer paths when running an objective
-- Better use of level geometry as cover during fights
-- 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
-- Intelligently use any vehicle of opportunity (based on current vehicle if appropriate), not just squad vehicles
-- 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
-- Attempt to toss flags and weapons when appropriate - will toss flags to stronger teammates closer to base, weapons to very weak teammates
-- 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
-- More intelligent use of Hoverboards and tow cables, particularly in Warfare
-- Attack empty locked enemy vehicles to thin out base defenses
-- 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
Source for the mutators comes pre-extracted in the src folder so you can laugh at my silly code. Build instructions are outlined in a section below.
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):