The eighth release of foxMod sees improvements all around, particularly with AI, client-side features and interaction with vanilla UT clients.
Please see "foxMod Installation Instructions.txt" for installation instructions and other important information. 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