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 :)
Screenshots
Information
Improved AI, Hor+ FOV widescreen support, proper splitscreen support and improved gamepad support for Unreal Tournament 3
2018-12-16