Sixth release of the splitscreen, gamepad, FOV and AI enhancement project. Changes are mostly AI refinements, however splitscreen play also sees some...
A Mutator and INI modification project for proper splitscreen support, improved gamepad support, Hor+ FOV scaling, and improved AI
By foxUnit01 (foxBox)
-- 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
-- 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)
-- 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.
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!
Changes in v0.6 (12/02/12):