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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:
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Assuming you're talking about the campaign, yes actually. If you look at Config\UTGame.ini, you should see the following:
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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.
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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)
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Yes! Though you have to trick the game into thinking your single controller is actually Player 2, and not Player 1:
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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.)
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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.
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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!
Will do.
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.
(also, I should really get around to releasing a new version - starting to make Valve Time look quick...)
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).
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Try opening "My Documents\My Games\Unreal Tournament 3\UTGame\Config\UTInput.ini" and searching for the following:
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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.
When loading mutators, are you loading the foxMod mutators last? (e.g. they're at the end of the CampaignMutators string)
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.
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: