About About

Improved AI, Hor+ FOV widescreen support, proper splitscreen support and improved gamepad support for Unreal Tournament 3.

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

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:
    • Drop Flag / Weapon (Hold)
    • Toggle Crouch / Dodge
    • Toggle Impact Hammer
    • Fine Aiming (Gamepad)
    • Weapon Picker (Gamepad)
    • Show Base Path
    • Network Statistics
    • Screenshot

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

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"

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

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 :)

Information Information

Improved AI, Hor+ FOV widescreen support, proper splitscreen support and improved gamepad support for Unreal Tournament 3

Releases Releases

Release 0.9
Released: 2018-12-16
Alert Icon Report a problem