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!
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.
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.
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
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
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