foxMod v0.6
Dec 2, 2012 Full Version 6 commentsSixth release of the splitscreen, gamepad, FOV and AI enhancement project. Changes are mostly AI refinements, however splitscreen play also sees some...
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.
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.
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:
AI:
Sixth release of the splitscreen, gamepad, FOV and AI enhancement project. Changes are mostly AI refinements, however splitscreen play also sees some...
Fifth release of the splitscreen, gamepad, FOV and AI enhancement project. Changes include further refinements to splitscreen / gamepad support, Hor...
Fourth release of the Splitscreen / Gamepad Support mutator. Changes include local profile handling, improved gamepad support, and a multitude of splitscreen...
Third release of Splitscreen / Gamepad Support mutator. Changes are mainly improved Gamepad support.
Second release of Splitscreen / Gamepad Support mutator. Changes include better gamepad support, improved vote handling, and control fixes.
First release of Splitscreen / Gamepad Support mutator.
Does anyone know how I can get my keyboard working for player 1, and controller for player 2 ????
Any chance on upcoming support for MapMixer 3.01 (a UI mod for UT3 that promotes high customizability of multiplayer/IA matches)? Whenever I try and use it with FoxMod 0.6, all inputs are unusable, not even the 360 controllers I plugged in, forcing me to use the Task Manager to shut it down. A minor thing I noticed with running FoxMod is this: When I go back to MapMixer's main menu from a split-screen match, the main menu is ridiculously small, though all other menus are unaffected.
Other than that, this mod is as close to split-screen perfection as one can get in UT3. Great job!
Huh, strange. I've used MapMixer with foxMod in the past and had no issues other than the in-game MapMixer menus not working in split-screen. I wasn't aware of the main menu bugging out after a split-screen match - however, there wouldn't be much I could do from my end, as the issues would lie in MapMixer's code - I don't think it was coded with any sort of split-screen support intended. (understandably, as there is none in vanilla PC UT3).
Also, when you say the inputs are unusable, do you mean in-game? Or in the menus?
I could try to get in touch with sinx to see if he'd like to take a whack at updating his code, but again, I don't think there's much I can do with the code from my end. Sorry! (that said, glad you like the mod so far! :P )
It ends up unusable in-game. Not even the Escape key works, so I have to open up Task Manager to shut down the game.
lol i forgot to do that xD thanks now is fine. i have a problem related with ut3 (is not with your mod, your mod is awesome :D) when i play in a map like shangri la, the game doesnt use use my gpu, causing some huge fps drops and completly unplayable. other maps works good but in some maps happens this, you know a fix for this? thanks for your time :)
correction ut3 is not suing my gpu at all, some maps runs better because is less gpu intensive? anyway ut3 is not using my gpu my other games work great :(
after some testing i saw ut3 is using gpu but after 20 min or more. that means that the first 20 min of gameplay my fps drops below 15 then after 20 min or more it comes normal at constant 60 - 50 fps.......... this only happens with ut3 not with other games.
oh and another last thing, now when i configure something in keyboard, the game doesnt save what i did :(
Make absolutely sure you're clicking "Accept" in the Keys menu, and not just backing out of it. I make this mistake all the time! :P
the thing i change is mouse sensivity and theres no accpet button in there, and dont know any fix for ut3 not using my gpu? i have the latest driver for ati :(