Unreal Tournament 3: Black Edition

Unreal Tournament 3: Black Edition

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fox Sep 8, 2013 @ 7:26pm
foxMod v0.9 - Improved AI, widescreen support, 4-player splitscreen with enhanced gamepad support
Greetings everyone! I'm proud to present foxMod, a small pet project for Unreal Tournament 3 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!

    General Additions:
  • Hor+ FOV support - automatically scales FOV based off aspect ratio and "Desired FOV" setting, with server-configurable FOV clamps
  • First-person weapons rendered correctly for wider aspect ratios
  • New menu options for most new features within reorganized options menu
  • Fixed crash when picking up dropped weapons as a network client
  • Campaign mutator support
  • Team-colored death messages for all modes
  • Safeguards to prevent profile corruption when the online profile isn't immediately retrieved

http://steamcommunity.com/sharedfiles/filedetails/?id=220812156 http://steamcommunity.com/sharedfiles/filedetails/?id=220818780
    Control Improvements:
  • Players can now cancel an engaged Scorpion boost by pulling back on the throttle
  • Translocator can now switch to previous weapon by pressing fire while holding alternate fire, and vice versa (like UT'99 / 2kX)
  • Working look-to-steer controls and associated "Vehicle Controls" option, rewritten to account for movement stick/keys heading
  • Adjustable controller deadzone
  • Special mode for improved "Mouse-Like Joystick usage" on a Steam Controller
  • Additional bindable controls

http://steamcommunity.com/sharedfiles/filedetails/?id=177045873 http://steamcommunity.com/sharedfiles/filedetails/?id=177044342
    Audio Improvements:
  • Fixed issues where certain sounds would play twice (translocation, weapon-switching, etc.), particularly for network clients (jumping, landing, etc.)
  • Music now correctly plays for network clients and features configurable action/tension music times
  • Music tracks are now always played under the "Music" audio group and guaranteed to loop (fixes issues with certain custom music in custom maps)
  • Fixed non-looping action music in DM-Deck (and any map that uses GoDown as music)
  • New voice messages for most vanilla characters
  • Subtle pitch randomization for voice messages
  • Ensure all voice messages of a particular category (taunts, status updates, etc.) have been played before allowing them to be reused
  • New SendSpeech console command for broadcasting specific voice clips, optionally to team only

http://steamcommunity.com/sharedfiles/filedetails/?id=177044569 http://steamcommunity.com/sharedfiles/filedetails/?id=177046005
    Splitscreen Support:
  • Drop-in / drop-out splitscreen support via "Splitscreen Players" menu slider - dynamically select number of splitscreen players from 0 to 3
  • Local profile system for splitscreen players to automatically save/load their settings
  • Proper settings configuration - settings such as A/V and Network settings can only be set by first player
  • Fully functional splitscreen audio - including music, dialogue and announcement support
  • Proper voting support - local players all mirror each other's votes
  • Automatic guest-style player renaming - "fox", "fox(2)", "fox(3)" instead of "Player258"

http://steamcommunity.com/sharedfiles/filedetails/?id=177044813 http://steamcommunity.com/sharedfiles/filedetails/?id=177045669
    Enhanced Gamepad Support:
  • Tighter looking and aiming controls, with adjustable quick-turn sensitivity
  • Optional "Fine Aiming" bindable control to shrink the crosshair and set finer aim sensitivity (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 toggle as appropriate
  • Revamped default control setup
  • Analog stick quick-configuration - southpaw, legacy, etc.
  • Fully remappable gamepad controls - some were mysteriously missing

http://steamcommunity.com/sharedfiles/filedetails/?id=220817206 http://steamcommunity.com/sharedfiles/filedetails/?id=220818272
    AI Improvements:
  • Anti-stuck measures for bots, fixing issues such as getting stuck in DM-Turbine
  • Better follow behavior - bots utilize Link Gun properly when following and break off for combat/items when appropriate (within range and line-of-sight to leader)
  • Reliably engage targets (enemies and objectives) when flying through the air (e.g. from jump pads etc.)
  • Attack any visible part of objects (helps tremendously on attacking Power Nodes / Cores - AI can now complete Confrontation with the Leviathan)
  • Keep charging weapons charged as long as possible when target can not be attacked (shot blocked etc.)
  • Avoidance Mapping system that allows bots to choose potentially longer, but safer paths when running an objective (potentially expensive)
  • Look around more when idle for better situational awareness (requires Avoidance Mapping to be enabled)
  • Better use of level geometry as cover during fights
  • Crouch more often, particularly if it allows hitting a target that could not otherwise be hit
  • Try to jump and wall-dodge more often in combat
  • Avoid lifts if they have already been used and would need to wait
  • Greater avoidance of areas where deaths have occurred that match
  • Allow use of hunting and "devious" behavior in team games and when large numbers of bots are present
  • Utilize defensive spots that erroneously have no objective defined (just assume closest objective)
  • Organize larger squads for better coordination (by default, one squad per order)
  • Pick new squad leader more often, based on leader distance to objective (helps push objectives)
  • Randomly assigned initial orders; influenced by other bots' orders and whether team is lead by a player
  • Periodically reassign orders on all-AI teams / after last human player leaves team
  • Always hunt super pickups, no matter how far away, in games with no objective (e.g. Deathmatch) or if freelancing
  • Always pick up nearby useful inventory, regardless of goal (configurable - enabled by default)
  • Extended vehicle pathfinding; AI will now attempt to drive vehicles anywhere they'll fit
  • Improved vehicle usage all-around, particularly in combat
  • Intelligently use any vehicle of opportunity (based on current vehicle if appropriate), not just squad vehicles
  • Prefer enemy unlocked vehicles to help tip vehicle usage in their team's favor
  • Prefer certain vehicle types according to effectiveness - generally prefer flying vehicles, fast vehicles for objective capping, artillery, etc.
  • Move in position to tow the flag carrier when appropriate and in a fast vehicle - Scorpion, Manta, etc.
  • Try harder to get a vehicle unstuck before simply abandoning it
  • Remain in vehicles if near an objective and someone else nearby is on foot (to help cover them)
  • Use Leviathan more effectively and move it more often
  • Get out of stationary vehicles/turrets for pending Titan transformation, or if an enemy is too close to shoot
  • Utilize track turrets based on how enemies are visible to nodes along the track
  • More intelligent use of Hoverboards and tow cables, particularly in Warfare
  • Don't randomly engage Scorpion self-destruct and use jumping ability of vehicles more often (Manta, Viper, Scavenger, etc.)
  • Attack empty locked enemy vehicles to thin out base defenses
  • Honk horn when looking for passengers
  • Attempt to fetch passengers when flying an air vehicle and not in combat - optimal Cicada usage for starters
  • Attempt to get out and heal vehicles when not busy
  • Attempt to toss flags and weapons when appropriate - will toss flags to stronger teammates closer to base, weapons to very weak teammates
  • Prefer to grab the enemy flag when attacking even if the friendly flag is taken (more realistic)
  • Improved general Translocator usage (use it more often, don't sit still when waiting for Translocator discs, etc.)
  • Leave Translocator discs around to possibly teleport to later (e.g. to escape danger, or immediately teleport back to enemy flag after a successful flag run)
  • Shoot Translocator discs to disrupt them more often
  • Improved jumping out of water behavior
  • Improved Orb handling
  • Improved Warfare teleporter usage
  • Keep a Hold Position order after respawning
  • 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
  • Allow use of Stinger secondary fire at close range
  • Necris and Krall bots no longer randomly spout human speech - particularly incoming vehicles
  • Krall bots now speak subtle grunts over the comms (bored, in combat, etc.) instead of RAWR all the time
  • Say "Incoming" instead of calling for backup when near teammates and outgunned
  • Various bug fixes over vanilla AI, and probably some new bugs :)

Interested? Check it out here!
Latest Release: v0.9 (12/15/18) - Installer / Manual Zip (see Install Instructions.txt)
Direct: https://www.taraxis.com/foxMod-UT3/downloads/
ModDB: https://www.moddb.com/mods/foxmod-splitscreen/downloads

Special thanks to M0tah for writing the installer, testing and valuable feedback: http://steamcommunity.com/sharedfiles/filedetails/?id=138887040

Enjoy, and let me know what you think!
~fox
Last edited by fox; Dec 15, 2018 @ 12:22pm
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Showing 106-120 of 211 comments
fox Jan 11, 2017 @ 3:42pm 
M-M-M-MEGA REPLY

Originally posted by panqueca:
I can make them default, but I cant rebind them. I am unable to select the "movement/weapon action" to rebind just like I do with player one, which I used the mouse to do it. [...] I just want to put a jump button for the default controller mapping, which it lacks (it only has a dodge option)
Can I change the default through inis?
IIRC, I think you need to use the start button on the controller to rebind the highlighted control, as A will accept and apply the configuration (ideally they would be swapped, but the menu controller handling was a little... weird). Also, for the defaults, Jump should be LB; Dodge / Crouch is a separate action on LS Click by default.
To change the defaults, I believe you can do so under Config\UTInput.ini - you should see a region of bindings near the top that look like this:
Bindings=(Name="XboxTypeS_LeftShoulder",Command="GBA_Jump")

---

Originally posted by Loxley:
Does this work on the camp? Or only in instant action matches?
Assuming you're talking about the campaign, yes actually. If you look at Config\UTGame.ini, you should see the following:
[foxMod.foxMissionSelectionGame] CampaignMutators=foxMod_AI.UTMutator_foxAI,foxMod.UTMutator_foxSplitScreen
By default this will activate both foxMod mutators for all campaign missions; 4 player splitscreen is supported and works as expected.

---

Originally posted by warlox2517:
I installed other mods and I have not figured out what happened, but I had my dodge/crouch dodge key set and now, it acts as a JUMP no matter what key I bind it to in the settings. How do I get my dodge back? Thank you.
Unfortunately, it sounds like the mutator is not being activated properly, possibly due to an incompatibility with one of the other mods. If playing without the mutator, the custom "Dodge / Toggle Crouch" option functions as jump. Were there any errors that popped up at the start of a match? foxMod should report any errors to the chat log and console.

---

Originally posted by † LucYfer †:
Also it would be nice to be able to run it without the need of a mutator, maybe not possible with UT3 though.
I agree this would be ideal, but IIRC I looked into this after implementing the 2k4 fix and it wasn't possible to do it quite the same way (though there may be a way around it... I'd have to investigate again)

---

Originally posted by {:D K}NukeSkaarjRaptor The ? & O:
Can you play with 1 player keyboard and 1 player xbox controller? and if you can then how when i want to do that the controls is only for the 1st player?
Yes! Though you have to trick the game into thinking your single controller is actually Player 2, and not Player 1:
Originally posted by foxMod Readme:
If you only have one XBox 360 Controller, you can trick it to Player 2 by unplugging and replugging the controller when the game is busy loading. Initial startup or backing out from the pause menu are good times to do this. You'll know it worked when the green quadrant light changes to Player 2 on the controller.

---

Originally posted by Unreal_Reaver:
A bit confused, i installed it as required, can activate the mutators needed but no glider in the player option... My game is 2.1 an foxmod 0.8. Any help would be cool ;).
Did you do a manual install? If so, and you correctly copied the DefaultGame.ini / DefaultInput.ini into your Config folder, it sounds like the changes aren't being used by the game; try deleting your UTGame.ini and UTInput.ini files, which will allow them to be rebuilt by the game with the new changes (don't worry, your in-game profile won't be affected; you'll just have to log in again and reconfigure some of the system settings like resolution, etc.)

---

Originally posted by DeMOiX:
I always want to play foxmod + RPG, maybe developer Fox can look into this?
I honestly probably won't do this myself, but it's actually fairly easy to extend foxMod to work with other mods (as pretty much all the changes are generic enough to work with anything). I think I started writing a tutorial / sample project for this, but never got around to finishing it.

---

Originally posted by fox:
I'll try my current build against the most recent MapMixer some time this weekend; if it works, I'll throw a new version up (which has been long overdue for a release anyway...)
Originally posted by Captain Oscar:
Great, let me know!
Wow, I totally fixed that MapMixer stuff last year and never got around to releasing 0.9... I should really work on that.

Thanks everyone!
Last edited by fox; Jan 11, 2017 @ 3:43pm
society desu Jan 12, 2017 @ 3:29am 
Thanks, man. :Franky1:
Will do.
Kyoj1n Jan 15, 2017 @ 5:01pm 
Thank you for your reply! I will try it and let you know if it works out.
Acee1325 Oct 14, 2017 @ 9:49am 
Yo I'm trying to install foxmod for unreal tournament 3 on steam and it's asking me to manually install. Also, is there anyway to change the left thumbstick on gamepad for this game; it's inverted. Any help would be greatly appreciated.
Acee1325 Oct 14, 2017 @ 9:55am 
Nevermind I was trying to install to the installation directory. But my gamepads left thumbsticks are still inverted. I still need help there.
Last edited by Acee1325; Oct 14, 2017 @ 9:55am
F430 Feb 2, 2018 @ 8:49am 
This is definitely a shot in the dark, as I don't know if the dev of this mod still supports it or helps anyone out with advice, but here goes.
I've reinstalled UT3 only recently and went to moddb to look for some interesting additions, especially for SP campaign.
Then I found your mod, installed, everything went without a hitch. AI is noticeably different, it plays smarter and all that jazz. Overall an enjoyable experience.

However, I wanted to give other mutators a try in the campaign. I got instagib working....after figuring out I have to use the full class name rather than shorthand that UTUIDataProvider refers to.
Afterwards, I wanted to have a go at the Titan mutator, so I swapped instagib for that and started a new campaign. Starting from scratch seems to be necessary, otherwise I get a black screen after MissionSelection is done loading and I have to use the "disconnect" command.
Forcibly switching a map, then leaving it causes UT3 to crash.

The issue is, campaign seems to work [sort of], but gets stuck on the very first loading screen for the tutorial. It's the same screen that you see where Reaper recaps what's been happening, then you get the "begin mission" button at the bottom.
The button never appears and the map seems to be loading indefinitely.

Any possible ideas as to why Titan doesn't work in SP? I tried copying the first code section from TitanPack.ini to UTGame.ini under other mutators but it doesn't seem to do anything.
I'm not sure what else to try, since my knowledge of UE3, or unreal tech in general, is extremely limited.
fox Feb 13, 2018 @ 9:24am 
MULTI REPLY!
(also, I should really get around to releasing a new version - starting to make Valve Time look quick...)

Originally posted by SM Striker:
https://bitbucket.org/alexstrout/foxmod-ut3/issues/1/allow-enabling-target-friction-on-gamepads
I totally saw this and never responded - sorry! I can probably implement this, at least as an INI setting (I unfortunately exhausted the available profile settings a while back - though maybe I could demote a less useful setting to INI config instead).

---

Originally posted by Acee2105:
(...) But my gamepads left thumbsticks are still inverted. I still need help there.
Try opening "My Documents\My Games\Unreal Tournament 3\UTGame\Config\UTInput.ini" and searching for the following:
Bindings=(Name="GBA_MoveForward_Gamepad",Command="Axis aBaseY Speed=1.0 DeadZone=0.3")
Change this to:
Bindings=(Name="GBA_MoveForward_Gamepad",Command="Axis aBaseY Speed=-1.0 DeadZone=0.3")

---

Originally posted by F430:
(...) However, I wanted to give other mutators a try in the campaign. I got instagib working....after figuring out I have to use the full class name rather than shorthand that UTUIDataProvider refers to.
Afterwards, I wanted to have a go at the Titan mutator, so I swapped instagib for that and started a new campaign. Starting from scratch seems to be necessary, otherwise I get a black screen after MissionSelection is done loading and I have to use the "disconnect" command.
Forcibly switching a map, then leaving it causes UT3 to crash. (...)
Sounds weird - I'll look into this. Mutators should work fine when loading any mission, even without restarting the campaign. But it's possible there's something going on under the surface here - UT's campaign handling is a little strange.
Originally posted by F430:
(...) Any possible ideas as to why Titan doesn't work in SP? I tried copying the first code section from TitanPack.ini to UTGame.ini under other mutators but it doesn't seem to do anything.
When loading mutators, are you loading the foxMod mutators last? (e.g. they're at the end of the CampaignMutators string)
Last edited by fox; Feb 13, 2018 @ 9:29am
Neozy Feb 14, 2018 @ 9:41pm 
Have you got new links to the files? The links in the OP are pulling up not found on dropbox. :(
F430 Feb 15, 2018 @ 9:30pm 
@fox
Previously it was added to the end of the list. Right now I tried with the Titan mutator in front of foxmod and the result is still the same - infinite loading screen.
One thing to note, though I'm not sure how relevant it might be, is that during the infinite loading the console will say "<profile name> has left the game".
It's not freezing, the 3 tips will cycle and so will their respective images, ie "keep enemy respawners in check" while the health pack image shows up. The U logo keeps spinning too.

@Neo
http://www.moddb.com/mods/foxmod-splitscreen/downloads use this instead, all the files should be identical.
Last edited by F430; Feb 15, 2018 @ 9:32pm
fox Feb 16, 2018 @ 12:00pm 
Oops! Yes, those are quite old. However, as F430 suggested, the ModDB downloads are still valid. I'll also update the OP with updated links. Thanks!
fox Dec 15, 2018 @ 12:20pm 
I realized I never actually released any of the work done 2014 and onward... Oops.

So, here's v0.9 - better late than never!
Direct Downloads: https://www.taraxis.com/foxMod-UT3/downloads/
ModDB Downloads: https://www.moddb.com/mods/foxmod-splitscreen/downloads

Full changelog:
    General:
  • Increased range of possible controller sensitivities, default sensitivities raised slightly
  • Allow music ramp up for any incoming fire as we don't take damage in InstaGib but just die horribly
  • Misc MusicManager fixups, configurable times now function as expected
  • Improved campaign mutator support to no longer kick network players after every match (whoops)
  • On-screen hit effects now correctly play when spectating another player
  • Fixed new voice messages for vanilla characters not being used in campaign matches
  • Fixed scripted voice clips getting sometimes cut off in campaign play
  • Allow slightly more pitch variation in speech by default
  • Fixed a rare issue where Vipers could automatically self-destruct if driven after an AI drove it and died while jumping
  • Use unique Enforcer equip animations for each local splitscreen client
  • Improved MapMixer support and documentation
  • Optimized gamepad auto-aim handling - fewer server callbacks, and also properly disable gamepad auto-aim on any mouse input
  • Added safeguards to prevent profile corruption when the online profile isn't immediately retrieved
  • Fix longstanding issue where weapon priorities weren't immediately applied
  • Added special mode (bit of a rough hack) for improved "Mouse-Like Joystick" usage on a Steam Controller
  • Various code cleanups

    AI:
  • AI should no longer continue shooting shootable doors for no reason (could happen with no enemy present)
  • AI now look around at visible path nodes when idle for better situational awareness (requires Avoidance Mapping to be enabled)
  • Following AI now stay a little closer in combat and only pick up items within line of sight to the leader (unless it's a super item)
  • Outgunned AI near teammates now say "Incoming" instead of calling for backup
  • Fixed issue with DM turret usage where AI would just sit there and not shoot anything
  • AI SightRadius is now configurable
  • Improved AI flag-running ability (don't increase Avoidance Mapping costs when carrying flag)
  • AI should no longer accidentally track enemies behind walls / outside of FOV / etc.
  • General AI Translocator logic improvements - translocate more often, try to be safer about it, etc.
  • AI can now leave Translocator discs around to possibly teleport to later (e.g. to escape danger, or immediately teleport back to enemy flag after a successful flag run)
  • Fixed divide by zero error in vanilla projectile warning logic
  • All-bot teams now reassign orders every few minutes (configurable) and may now have more than one defender by default
  • AI now shoot Translocator discs to disrupt them more often
  • AI should now properly grab the Berserk in CTF-Vertebrae (might have been broken in v0.8 - whoops!)
  • AI should now release charged weapons when trying to switch to an important weapon (such as Translocator when needed)
  • AI now react slightly quicker to previously visible enemies
  • AI now generally jump more often in combat, and wall-dodge more often when trying to move away from a wall in combat
  • AI no longer taunt when losing the game in Onslaught (whoops)
  • General AI vehicle handling improvements, particularly when stuck
  • AI should now use Leviathan more effectively and move it more often
  • Added option to decrease perceived per-enemy strength based on player count for Avoidance Mapping pathing (off by default)
  • AI now always hunt super pickups, no matter how far away, in games with no objective (e.g. Deathmatch) or if freelancing
  • Fix AI Jester being a badass in the first tutorial Deathmatch (whoops)
  • AI no longer randomly taunt at the start of a campaign match / in the briefing menu (lols)
  • Improved AI lift avoidance if a lift has already been used and would need to wait
  • AI should now try to avoid ledges more
  • AI now get out of stationary turrets if an enemy is too close to shoot
  • AI now utilize track turrets based on how enemies are visible to nodes along the track
  • AI now always pick up nearby useful inventory, regardless of goal (configurable - enabled by default)
  • Fix DeployableVehicles randomly deploying when AI considered it for use (oops!)
  • Major Onslaught squad AI cleanup, no longer rely on weird hacks and coordinate more on objectives
  • Fixed AI jumping around too much on lifts
  • AI now utilize defensive spots that erroneously have no objective defined (just assume closest objective)
  • AI now try to waste Jump Boots less
  • AI no longer try to disrupt powerups using the Impact Hammer if their enemy is facing them!
  • AI now sometimes use Stinger secondary fire at close range
  • AI now report their orders (as well as the squad they're joining) when receiving them
  • AI no longer spam "got your back" as much in large squads
  • AI now slightly prefer to attack when deciding on orders in an all-bot team
  • Slightly improved poor AI swimming ability (with configurable workarounds - enabled by default)
  • AI now pick new squad leader more often, based on leader distance to objective (helps push objectives)
Last edited by fox; Dec 15, 2018 @ 12:21pm
Arthas Dec 15, 2018 @ 9:11pm 
Dude I am amazed how good you are at programming bots. Outstanding update.
F430 Dec 16, 2018 @ 12:57am 
Oh god, it's actually alive!
DeMOiX Dec 16, 2018 @ 6:08am 
It's happening!!!1
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