foxMod v0.8
Improved AI, Hor+ FOV widescreen support, proper splitscreen support and improved gamepad support for Unreal Tournament 3
By fox

Special thanks to M0tah for writing the installer, testing and valuable feedback: Steamcommunity.com

General Additions:
-- 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

Control Improvements:
-- 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
* Screenshot

Audio Improvements:
-- 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

Splitscreen Support:
-- 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

AI Improvements:
-- 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

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Blog RSS Feed Report abuse Latest News: foxMod v0.7 for Unreal Tournament III

10 comments by foxBoxInc on Sep 8th, 2013

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!

Rock It

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.

Titan Run - Suspense First Blood
Warfare Linked Up

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!

Enjoy!
~fox

Changes in v0.7 (09/08/13):
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.
  • Fixed non-looping action music in DM-Deck (and any map that uses GoDown as music)
  • New Look to Steer control code that factors in movement stick/keys in addition to camera orientation (allows driving and looking in two different directions at once when using "relative" steering control)
  • Weapon Switcher Quick Peek is now also shown if the weapon bar is hidden
  • Fixed an issue where the voting screen could become unresponsive if the 2nd, 3rd or 4th player won the match
  • Server-configurable FOV clamps

AI:

  • Support for new CBP3 content
  • Configurable max default orders
  • Further general anti-stuck improvements
  • AI now 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
  • AI make better use of level geometry as cover during fights
  • AI avoid lifts if they have already been used and would need to wait
  • AI no longer attempt to snipe when actively under fire
  • Further improved hoverboard usage - AI now hoverboard more often in Warfare
  • AI now attempt toss the flag to stronger teammates closer to the base
  • AI now attempt to toss their weapon to weaker teammates, such as recently respawned teammates
  • Greater avoidance of areas where there have been a lot of deaths that match
  • Hold Position order sticks after a bot dies (AI now store their HoldSpot)
  • Greatly improved vehicle healing behavior for AI (always heal nearby vehicles if not in combat)
  • Necris and Krall bots no longer randomly spout human speech (particularly incoming vehicles)
  • AI now prioritize vehicles they're already heading towards (similar to vanilla behavior)
  • AI now understand towing in Warfare
  • AI now slightly prefer fast vehicles over slow ones
  • AI now slightly prefer artillery
  • AI now check if they're close to the ground before hoverboarding, getting out of a vehicle to heal, etc.
  • Better combat checks for hoverboards and non-combat vehicles
  • Major code cleanups
  • AI now always attack the power core if they have line-of-sight to it
  • Improved "devious" behavior checks
  • AI now longer reuse routes as often
  • AI Titans that are stuck now attempt to crouch out of their spot, and failing that just suicide (better than them uselessly sitting there)
  • Attacking AI now only use defensive vehicles (turrets etc.) when threatened, and get out after the threat is eliminated
  • AI can now bail from low-health turrets
  • Major improvements to AI vehicle handling when stuck
  • Small fixes to help bots play on maps like ONS-Hostile
  • AI can now attack locked enemy vehicles to thin out base defenses
  • Improved vehicle usage in non-objective game modes
  • Improved vehicle usage in combat
  • AI vehicle gunners no longer randomly shoot at the wall
  • Improved orb handling ability
  • Improved Warfare teleporter usage
  • AI now only grab vehicles within range of leader
  • AI now grab items within range of leader
  • AI now 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
  • More configurable options for AI
  • Added a small configurable easter egg :)
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foxMod v0.8 - PS3 Test

foxMod v0.8 - PS3 Test

Apr 5, 2014 Full Version 4 comments

First test of foxMod for the PS3 version of UT3. Currently very beta and may not work!

foxMod v0.8 - Installer

foxMod v0.8 - Installer

Jan 26, 2014 Full Version 13 comments

The eighth release of foxMod sees improvements all around, particularly with AI, client-side features and interaction with vanilla UT clients.

foxMod v0.8 - Manual Install Zip

foxMod v0.8 - Manual Install Zip

Jan 26, 2014 Full Version 0 comments

The eighth release of foxMod sees improvements all around, particularly with AI, client-side features and interaction with vanilla UT clients.

foxMod v0.7 - Installer

foxMod v0.7 - Installer

Sep 8, 2013 Full Version 4 comments

The seventh and largest release of foxMod drops dozens of AI improvements, improved widescreen support and further enhanced 4-player splitscreen and gamepad...

foxMod v0.7 - Manual Install Zip

foxMod v0.7 - Manual Install Zip

Sep 8, 2013 Full Version 0 comments

The seventh and largest release of foxMod drops dozens of AI improvements, improved widescreen support and further enhanced 4-player splitscreen and gamepad...

foxMod v0.6

foxMod v0.6

Dec 2, 2012 Full Version 8 comments

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

Post comment Comments  (0 - 10 of 111)
DDRRE
DDRRE Oct 30 2014, 6:13pm says:

Everyone's been clamoring for native split-screen on UT4, and you're THE guy to implement it! I beg you to answer our pleas! UT3 foxMod was perfect and the amount of time invested in it really shows.

Forums.unrealtournament.com

And hey, you'll get credited AND it will be featured in the base game - how's that for CV material?

+1 vote     reply to comment
Guest
Guest Sep 24 2014, 4:11pm says:

I have unreal tournament 3 in my ps3 but Split screen doesnt show up in the menu. I have downloaded the tital pack. And when i search for updates, it says im on latest version. So what is the problem? Can anyone help me? I badly wanted to play with my friends via offline split screen.

+1 vote     reply to comment
OnHt
OnHt Sep 24 2014, 11:43am says:

Great mod, thanks for the additional controller support. Really glad of it now PS3 online is officially dead.

One question, is it possible to make walljumping / strafejumping the exact same as on PS3? As in, push the left analogue stick left /right and hit X / L3 to jump off walls. It's pretty much the only thing this mod is missing for me and it's kind of needed. At the moment all I can do is double push the analogue stick in one direction and it doesn't really work.

Thanks again.

+1 vote     reply to comment
foxBoxInc Creator
foxBoxInc Oct 6 2014, 3:42pm replied:

Glad you like it so far! You should be able to hit L3 (or whatever "Toggle Crouch / Dodge" is bound to) to wall-jump as described. Is it bound in your Keys menu? Note that it is a unique control from "Jump" though (unlike the console versions) as there were enough buttons on the controller to explicitly decouple them.

(also, clicking "defaults" in the Keys menu should apply the default controller controls as described in the readme - this is not done automatically as I didn't want foxMod to muck with custom key configurations)

+1 vote   reply to comment
Guest
Guest Sep 12 2014, 1:31pm says:

I have a couple random questions:

1) Will the analog stick push-buttons on keypads like the Razer N52 and Logitech G13 engage one-touch dodging capability like on 360 sticks?

2) Any luck getting it working with Map Mixer? I'm still on version .4 because as far as I can tell that's the only one I can use with Map Mixer.

+1 vote     reply to comment
foxBoxInc Creator
foxBoxInc Oct 6 2014, 3:36pm replied:

1) If they're valid buttons that you can bind in the keybindings menu, you should be able to map them to the available "Toggle Crouch / Dodge" control (which the 360 stick-click is simply mapped to by default).

2) foxMod v0.8 should be compatible with MapMixer with the exception of splitscreen - for some reason, MapMixer itself has issues with splitscreen that I can not fix (after all, MapMixer was not even designed with splitscreen in mind). It's been a while since I looked at it, but I believe older versions of foxMod worked because you had to manually add splitscreen players to the game (vs. now where there's a menu slider). As such, you may have some luck with manually adding splitscreen players via the console command "AddNextSplitscreenPlayer" after the game has started.

I can take another pass at some point - there's always a chance I just missed something obvious, and it'd be great to have full MapMixer support for splitscreen matches.

+1 vote   reply to comment
Guest
Guest Jul 6 2014, 4:04pm says:

It's pretty cool. Honestly though I don't understand how to make a controller control player 2 and use my keyboard as player 1. The controller and keyboard both control player one. I've looked at some tutorials and used some emulators and changed things to pad2 and edited config files galore but nothing seems to work.

It would be nice if there was some sort of console command or something more clear to set pads for each user.

+1 vote     reply to comment
foxBoxInc Creator
foxBoxInc Jul 8 2014, 10:16pm replied:

Unfortunately, this basically seems like a limitation for how XInput (x360 "successor" to DirectInput, which UT3 uses) handles assigning controller numbers. There are no tools that I've found to be able to configure your controller number, as it is determined automatically by the number of XInput-compatible devices currently active.

If I knew a way to get this configured in-game at all, I'd do it in a heartbeat. In the meantime, here's a small section from the readme that may help:

"For splitscreen, you will need an XBox 360 Controller set to Player 2 or higher. If you have no XBox 360 Controller, try out x360ce at Code.google.com
If you only have one XBox 360 Controller, you can trick it to Player 2 by unplugging and replugging the controller when the game is busy loading. Initial startup or backing out from the pause menu are good times to do this. You'll know it worked when the green quadrant light changes to Player 2 on the controller."

+1 vote   reply to comment
Guest
Guest Aug 9 2014, 2:08am replied:

While looking on the internet for how to play Split-Screen Portal 2 i found out about a program called JoyID which can be used to assign for each of the player a different "tool" to play: for example i use KB/M and a friend uses a GamePad.

WARNING: I Didn't test the program because i didn't know how to use it but i wanted to share to you guys about this program because maybe it will help!

+1 vote     reply to comment
foxBoxInc Creator
foxBoxInc Jul 8 2014, 10:25pm replied:

Yes and no. I've been following the recent UT4 developments over at Forums.unrealtournament.com - there is actually already some AI-related community development, which is awesome to see - especially so early in the project's lifespan (in fact, I believe MistaEd's initial bot was the first community feature incorporated into the game?)

However, for me, the main issue is time. I have been a full-time software engineer since early March after finishing up school, and while I still work on pet projects here and there (there's actually some semi-recent foxMod work here: Bitbucket.org - just not quite release-ready yet!), it's much tougher now after already spending several hours of my day behind a computer screen in a professional capacity. :)

+1 vote   reply to comment
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Platform
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Release Date
Released Jan 25, 2014
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