The eighth release of foxMod sees improvements all around, particularly with AI, client-side features and interaction with vanilla UT clients.
Guided installer for foxMod setup, including options for only installing certain components. Enjoy!
Changes in v0.8 (01/25/14):
General:
- Fixed audio replication issues that would cause network clients to hear their own jumping, landing and other misc. sounds twice
- Music now correctly plays for network clients
- New Music Manager with configurable action/tension music times (see related section)
- Shuffled some new taunts around and fixed the issue where taunts would play no matter what voice command you picked (broke in v0.7 - whoops!)
- Ensure all voice messages of a particular category (taunts, status updates, etc.) have been played before allowing them to be reused - so you'll never hear the same taunt twice in a row now
- Fully functional music support for all splitscreen players
- Fully functional dialogue and announcement support for all splitscreen players
- Fully functional spectating support for splitscreen (modes like Duel now work correctly)
- Fixed FOV issues when driving a Nemesis and changing turret height
- Fixed FOV issues where a vehicle driver's FOV would be set for all passengers
- Fixed FOV issues related to spectating another player
- Chance of using a faster, fancier equip animation for the Enforcer on respawn, depending on number of Enforcer kills
- First-person weapon now correctly scales with aspect ratio and is no longer positioned or oriented strangely with 16:9 or above ratios
- Fixed issue where first-person arms would not update with screen aspect ratio change (adjusting resolution, adding/droping local player) until switching weapons
- Enabled red crosshair hit notifications for Hellbender Gunner (fixed VWeap code)
- Fixed issue with crosshairs not displaying for splitscreen players until visiting the pause menu at least once
- Fixed issue with warfare map continually displaying on death in splitscreen until visiting the pause menu at least once
- Fixed some issues related to CBP3 Domination support and voice extensions
- Major code cleanup for splitscreen audio code, audio playback in splitscreen is now much more reliable
- Death messages are now a slightly different color than regular chat messages
- Players can now cancel an engaged Scorpion boost by pulling back on the throttle
- Auto-weapon switch is now honored for network hosts when respawning at a weapon locker-enabled spawn
- Weapons now cycle correctly if using Next/Previous Weapon while the Weapon Picker is up
- Possible fix for issue where players would be kicked out of a Scorpion upon engaging boost after a bot had previously driven the vehicle
- Relative steering for all vehicles ("Mixed" now behaves like old "Relative")
- Dodge key now functions on keyboards (as an alternative to double-tapping movement keys)
- Improved auto-pitch centering
- Reorganized options menus with per-player settings up top and shared settings on bottom
- Per-player controller deadzone config (via INI edits, but it's a start!)
- Fixed issue where players could get into an AI-piloted Fury at any altitude by simply standing under it
- Players with auto-taunt enabled now auto-taunt flag captures etc. in a similar manner to foxMod bots
- Spectator target remembered when advancing to a new round etc.
- Subtle voice pitch randomization
- Fixed crash when picking up dropped weapons as a network client
- Exiting the pause menu is now slightly faster
- MapMixer main menu no longer breaks after exiting a splitscreen match (MapMixer still has some splitscreen-related issues that need resolving)
- Fixed server-configurable FOV clamps not being properly enforced
- Music tracks are now always played under the "Music" audio group (fixes issues with Music Volume slider not affecting some custom music in custom maps)
- Music tracks are now always guaranteed to loop (fixes issues with some custom music in custom maps stopping if the combat state has never changed)
- New SendSpeech console command for broadcasting specific voice clips, optionally to team only (see related section)
- CBP3 Domination Support mutator now has clearer name
- Proper handling of vanilla clients - vanilla clients connected to a foxMod server will continue to use vanilla UT gamepad handling, vehicle controls, etc.
- foxMod now reports conflicts with other mods via both in-game messages and logging to Launch.log, including details of what caused the conflict and which features may not be available as a result
- Added config vars "bShowPortraits" and "bShowOwnPortrait" in UTGame.ini for displaying voice portraits and displaying own portrait respectively
- Translocator can now switch to previous weapon by pressing fire while holding alternate fire, and vice versa (like UT'99 / 2kX)
AI:
- Extended vehicle pathfinding, AI will now attempt to drive vehicles anywhere they'll fit
- Improved AI vehicle usage all-around, particularly in combat
- AI correctly pick a different vehicle if someone else is already heading towards one (was disabled in v0.7 due to issues, now fixed - this helps AI get in all of the vehicles at once at the start of a round etc.)
- AI now make sure healing weapons have ammo when determining if they can heal vehicles
- AI now remain in their vehicles if near an objective and someone else nearby is on foot (to help cover them)
- AI now get out of stationary vehicles if they have a pending Titan transformation
- AI no longer track invisible enemies as reliably
- Improved AI anti-stuck check on vehicles (don't trigger anti-stuck on a tank that's turning in place, for example, unless it's actually stuck and can't turn)
- AI look for vehicles more when following player
- AI no longer wait 8 seconds at the start of a Warfare round to grab the Orb
- AI now largely prefer enemy unlocked vehicles to help tip vehicle usage in their team's favor
- AI will no longer run for the Orb if a squad-mate is closer
- Improved vehicle usage in Deathmatch
- AI squads now concentrate on objectives (Power Nodes etc.) closest to the majority of the squad (can complete them and contribute faster)
- AI now always go after a vulnerable Power Core if it's closer than their original objective
- AI now prefer to grab the enemy flag when attacking even if the friendly flag is taken (more realistic)
- Even more AI config variables (because we really needed those)
- AI now bail off of Hoverboards if about to smack into the ground at high velocity (to avoid falling off)
- AI now crouch more often, particularly if it allows them to hit a target they could not otherwise hit
- AI no longer spam jump when weilding splash-damage weapons (predictable and bad for evading projectiles)
- AI can now reliably engage targets (enemies and objectives) when flying through the air (e.g. from jump pads etc.)
- AI can now properly heal an unoccupied enemy vehicle to convert it to their team
- AI no longer randomly engage Scorpion self-destruct
- AI use jumping ability of vehicles more often (Manta, Viper, Scavenger, etc.)
- AI can now switch targets more often as appropriate
- AI can now search for super pickups while inside a vehicle again
- AI now properly bail from Hoverboards when passing over inventory to grab it
- AI now longer blow themselves up with splash damage weapons as often
- AI now use tow cables when attempting to get in a vehicle as passenger
- AI now always consider returning enemy Orb in Warfare if appropriate
- AI now utilize Scorpion, Scavenger and Fury boost functionality
- AI now keep charging weapons charged as long as possible when they can not attack their target
- AI now keep Biorifle charged when out of combat
- Freelance bots may now harass enemies at locked nodes
- AI now honk horn when looking for passengers
- AI no longer toss weapons to opponents in Deathmatch (whoops!)
- Configurable Avoidance Mapping trace method (advanced; see related section)
- Improved Translocator usage slightly
- Improved jumping out of water behavior
Great Job Dude!. Thank's, is it possible, that when you give a bot order, like cover me. That the bot cover you very well like in UT99. But even whit your superb mode. The UT3 bot, dont cover you that well. Like I said, is it possible to improuve on that!. Thank's in advance
Out of curiosity, what did you have in mind? Having them stick closer to your in combat, or breaking off for combat more?
I can't remember how UT'99 works, though I still have it installed with the 436 source and could easily go take a look. The way it works currently in foxMod is that they follow you (or their SquadLeader if an all-bot squad) until they see an enemy, at which point they will stop following and break off for combat unless:
-- They get too far away
-- They lose sight of you
-- Both you and the bot have a Link Gun out (they will always follow within link range to power up the gun in this case)
This helps them stay mobile in combat and spread out, while also not getting too far away. One way I could make them stick together more is also checking line of sight to enemy before breaking off; in any case, if you have any specific suggestions, please feel free to share them! I try to keep an eye on comments as best I can. :)
Hey Guys, nice work but my problem is that when I set gamepad sensitivity it only sets for 1st player not for rest of others i.e.2nd,3rd and 4th....
So please help me to set gamepad sensitivity for all 4 players.....
For players 2-4 to set their sensitivity (and any other options for that matter), simply hit start on their controller to go into the options menu; each local player has a separate local profile, allowing all 4 players to use different sensitivities, control schemes, FOV settings, etc.
Can I just have the split screen feature without the default controls being changed? I liked the default controls. =(
Can I just have the split screen feature without the default controls being changed? I liked the default controls. =(
Thanx,it works....
But I've another problem that when i try to bind keys of gamepad it returns me in option menu...for example if i want to bind key of fine aiming,nothing happens...
So,Will you plz help me in this matter...
The gamepad menu control is strange - you actually have to hit Start on the Keys menu to re-bind individual controls, and then hit A to confirm all changes when done (make sure you hit A and not B! B will cancel the changes).
This is how it normally is and I'm not sure how to change it for just the keys menu without affecting all the others, but maybe I'll look into it again in the future.
Thanx for your reply and help....
i appreciate your work....
due to your foxmod I can play this game with my friends....
Thanx again....
hey, can you plz tell me how to change players name in this game??
plz...
foxMod currently only supports the guest-style naming for splitscreen players - the main reason being I'm not sure how to best implement a menu solution for it (splitscreen players can't receive keyboard input when in their respective options menus).
However, local splitscreen profiles are bound by name, and the code to handle dynamically saving/loading profiles based on in-game name switches is actually already implemented, just unused. I could, as a quick hack, simply allow the splitscreen names to be overridden via an INI edit or console command, but I'd really like to get a proper menu-based solution figured out instead.
Custom character support for splitscreen is something else I'd like to tackle, which also has some partial support already implemented - but that's a whole different monster...
When i slide number of splitscreen players to 1 or 2, and reenter the game nothing has changed... I'm still left with the one screen, help please :)
Sounds like you've installed the mod correct if the slider is there! Have you double-checked and made sure the foxMod mutator is active? :)
I managed to get it to work with player one using keyboard & mouse & player 2 using a controller :D Tnx a lot! I use X360ce for configuring controls and edited the ini and made sure x360ce.ini was edited, and the pad was pointing to gamepad 2. I believe u also have to check my documents\ my games\Unreal Tournament 2003\ UTGame\Config and open UTGame.ini, there search for StringData=(Tag="Splitscreen", DefaultValueIndex=0) and change it to StringData=(Tag="Splitscreen", DefaultValueIndex=1)
Foxmod=UT3 Evolution!Nice work,thanks for all mans.
Hey I just stumbled upon this amazing work of yours. Thanks in advance by the way. Awesome project.
I don't know how to get it to work though. I see the Splitscreen slider and set it to 3 but where do you go from there? Please excuse I haven't played UT3 in forever so maybe I am forgetting an obvious step but when I go to Instant Action it's only ever against bots. How do I put other humans into it?
Ok I figured out the mutator part haha
But is there a way to get it to run keyboard + 3 controllers?
Yes actually - though it's a bit roundabout. Try plugging in your three controllers so the controllers are Player 1, 2 and 3 respectively. Then, during a loading screen (or any time your computer is particularly busy), take Player 1's controller and unplug it, then plug it back in very quickly. Since the computer is busy, there's a chance it will get confused and reassign the controller to Player 4. I know that sounds crazy - it's weird and it takes practice, but it's the best way I've found to do a keyboard+mouse + controller combo since there's no official way to reassign x360 controller numbers.
Hope this helps!
Please make it compabile with Oversizer mod
it will be super
(it says errors about Oversizer mutator)
It's actually really easy to extend this to cover virtually any mod, it just unfortunately involves compiling foxMod "on top of" the mod in question - which I can't have happen automatically within Unreal. I'd love to write an "extension" tool that could possibly do this for you, since it should be an easily automated process - but I can't make any guarantees. If I can't do that, I'll try to at least include steps for how to do this manually. We'll see! :)
(this is something I've wanted for a long time, as foxMod's changes themselves are written in such a way to be compatible with pretty much anything)
Hi there, so me and my buddies play a lot of splitscreen UT3 on a projector. Killer mod, it's brilliant, we absolutely love it. We would love a way to change the splitscreen player names, even if it's by editing INI files (as you mentioned above). Any chance of a workaround? Thanks again for all the good work. Best, Peter
Glad you like it! :) There is currently no workaround I can think of, though I can totally put this as an INI-config setting or console command next release (I'll probably also put in character customization as a console command to copy your current character to a local splitscreen profile, allowing you to set them up one-at-a-time at least). Since it's been over a year since the 0.8 release (what?), expect that Soon(tm). ;)
PS I've noticed that the mod seems to disable the Horn key, which is used as the manual reload button on the Ballistic Weapons and Crucible Weapons packs. Is there a way around this? I read elsewhere that you've got a full-time job now, so I appreciate that you're busy. Being able to manually reload would be awesome though! Thanks again, Peter
The horn key should still function, and I believe is mapped to D-Pad Up by default. Are there any activation errors presented when running the weapons pack and foxMod together? I'd check that and I guess also just double-check the key bindings - let me know if it's still giving you trouble!
Hi!
I just recently stumbled about UT3 after looking up a 4p pc splitscreen shooter really love this mod and I use it regularly with a few friends.
I have to mention two things:
1.
The zip version somehow doesn't work right.
I've installed it (over a clean version without mods) in the right My documents folder and it showed up in the game but there wasn't any options to change controllers and the other stuff.
After using your installer it worked but I just wanted to mention that.
Maybe it's not compatible with the
The second problem is that when I start a local match with two or three players, the camera is zoomed to far out (probably a field of view problem).
With one or 4p I don't have this problem.
I tried to change the settings but I couldn't fix it.
I have to press start and go back to the game which fixes it but it's kinda annoying to do it very time.
Also I would like to know if your mod is fully compatible with "sinx mapmixer" which is really great!
Maybe it's causing problems with that.
I have uploaded some screenshots, maybe they can help.
Would love to see this getting fixed.
imgur .com/a/b9PGX#0 (have to separate it, new accounts are not allow to post links.
Thanks for reading and for the excellent mod and have a nice day!
Hello, glad you like it so far. :)
With the manual zip install, you actually need to delete your old Config\UTGame.ini and Config\UTInput.ini for the mod's changes to take effect. The installer automatically does this for you (backing up the old ones first) - and since that worked, sounds like you've sorted it out!
I believe the FOV issue you're having is fixed for the upcoming release - which should be dropping soon™. As for MapMixer, the two should play nice, but for some reason do not. This has been a long-standing issue - I'll take another look at it this weekend.
Thanks for the feedback!
I have PRobleme With FOXMODv0.8 , The Gamepad worked but When I use joystik to move Forward The player move Backward .. i Have : "Twin USB Network Gamepad" .. Just The PRoblem of Inverted Axis Y left Axis ..
Help Me PLease And Thank You :)
nice mod bro but I have this inverted movements problem like when I use my controller to move forward it goes backwards and when you look to the left, the player will look up. BTW I'm using twin USB GAMEPAD it's just so weird and annoying.. I heard before there's something in UT3's folder where you can edit an INI file to adjust X and Y axis but I don't know how please help me bro thanks!
So I used the installer version and i got the slider too and the mutator's enabled too (0.8) but when I add another player, the screen goes black and the only thing i can see is the hud of both the players but the game goes back to normal when i remove the added player. what should I do?