Improved AI, Hor+ FOV widescreen support, proper splitscreen support and improved gamepad support for Unreal Tournament 3

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Oct 28th, 2012
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Fifth release of the splitscreen, gamepad, FOV and AI enhancement project. Changes include further refinements to splitscreen / gamepad support, Hor+ FOV support, basic campaign mutator support (incomplete), and numerous AI fixes and enhancements.

As always, please read the Readme for installation instructions and other important information.

Changes in v0.5 (10/28/12): General:

  • Hor+ FOV support (automatically scales FOV based off aspect ratio and "Desired FOV" setting)
  • Death messages are now only hidden for 3-4p games
  • Added a "Show Splitscreen Quick Peek" option to toggle the weapon picker peek
  • Re-enabled dialog (only plays for first player)
  • Campaign mutator support test (see campaign mutator section for use)
  • Weapon picker now shows AVRiL, Redeemer etc. when appropriate
  • Enabled per-player auto-taunt settings
  • Trimmed down menus for splitscreen players
  • Can now configure vertical sensitivity scale (was previously locked to 80%)


  • AI side-project merged into mod
  • 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)
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Frankziken Oct 28 2012 says:

Awesome changelog!

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