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foxBoxInc
foxBoxInc - - 133 comments @ Sonic Robo Blast 2 v2.2.1 Full

Hey - there is now an experimental 64-bit build available here: Srb2.org

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foxBoxInc
foxBoxInc - - 133 comments @ AS2k4 AI Mod

Yes! Sorry for the late reply. It can now be found at Drive.google.com forever until the end of the internet. Enjoy!

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxBoxInc

Hello! I should really check my ModDB comments more often. :) In-case it's still relevant, my best guess would be to make sure your UT3 is at least Version 2.1 (Titan Patch / Black Edition). Were you ever able to get this fixed?

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - Installer

Hello, glad you like it so far. :)

With the manual zip install, you actually need to delete your old Config\UTGame.ini and Config\UTInput.ini for the mod's changes to take effect. The installer automatically does this for you (backing up the old ones first) - and since that worked, sounds like you've sorted it out!

I believe the FOV issue you're having is fixed for the upcoming release - which should be dropping soon™. As for MapMixer, the two should play nice, but for some reason do not. This has been a long-standing issue - I'll take another look at it this weekend.

Thanks for the feedback!

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - Installer

It's actually really easy to extend this to cover virtually any mod, it just unfortunately involves compiling foxMod "on top of" the mod in question - which I can't have happen automatically within Unreal. I'd love to write an "extension" tool that could possibly do this for you, since it should be an easily automated process - but I can't make any guarantees. If I can't do that, I'll try to at least include steps for how to do this manually. We'll see! :)

(this is something I've wanted for a long time, as foxMod's changes themselves are written in such a way to be compatible with pretty much anything)

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - Installer

Glad you like it! :) There is currently no workaround I can think of, though I can totally put this as an INI-config setting or console command next release (I'll probably also put in character customization as a console command to copy your current character to a local splitscreen profile, allowing you to set them up one-at-a-time at least). Since it's been over a year since the 0.8 release (what?), expect that Soon(tm). ;)

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - Installer

The horn key should still function, and I believe is mapped to D-Pad Up by default. Are there any activation errors presented when running the weapons pack and foxMod together? I'd check that and I guess also just double-check the key bindings - let me know if it's still giving you trouble!

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - Installer

Yes actually - though it's a bit roundabout. Try plugging in your three controllers so the controllers are Player 1, 2 and 3 respectively. Then, during a loading screen (or any time your computer is particularly busy), take Player 1's controller and unplug it, then plug it back in very quickly. Since the computer is busy, there's a chance it will get confused and reassign the controller to Player 4. I know that sounds crazy - it's weird and it takes practice, but it's the best way I've found to do a keyboard+mouse + controller combo since there's no official way to reassign x360 controller numbers.

Hope this helps!

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - PS3 Test

Based on replies for the mod's forum thread over on Epic ( Forums.epicgames.com ), it looks like the PS3 test simply may not work. I'll probably take this file down unless anyone else has had any sort of success with it. I may try another test in the future, but as I have no PS3 to actually test with, results may/will vary. ;)

Unfortunately, based on discussions there it seems like it may not be possible to implement the changes needed for 4-player splitscreen on PS3. It should in theory be possible to get the AI changes ported over, however.

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

Glad you like it so far! You should be able to hit L3 (or whatever "Toggle Crouch / Dodge" is bound to) to wall-jump as described. Is it bound in your Keys menu? Note that it is a unique control from "Jump" though (unlike the console versions) as there were enough buttons on the controller to explicitly decouple them.

(also, clicking "defaults" in the Keys menu should apply the default controller controls as described in the readme - this is not done automatically as I didn't want foxMod to muck with custom key configurations)

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

1) If they're valid buttons that you can bind in the keybindings menu, you should be able to map them to the available "Toggle Crouch / Dodge" control (which the 360 stick-click is simply mapped to by default).

2) foxMod v0.8 should be compatible with MapMixer with the exception of splitscreen - for some reason, MapMixer itself has issues with splitscreen that I can not fix (after all, MapMixer was not even designed with splitscreen in mind). It's been a while since I looked at it, but I believe older versions of foxMod worked because you had to manually add splitscreen players to the game (vs. now where there's a menu slider). As such, you may have some luck with manually adding splitscreen players via the console command "AddNextSplitscreenPlayer" after the game has started.

I can take another pass at some point - there's always a chance I just missed something obvious, and it'd be great to have full MapMixer support for splitscreen matches.

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

Hello, sounds like something's wrong with the control bindings! Try resetting your key bindings to default - by default, it should be the "X" button on the 360 pad.

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foxBoxInc
foxBoxInc - - 133 comments @ foxMod

Yes and no. I've been following the recent UT4 developments over at Forums.unrealtournament.com - there is actually already some AI-related community development, which is awesome to see - especially so early in the project's lifespan (in fact, I believe MistaEd's initial bot was the first community feature incorporated into the game?)

However, for me, the main issue is time. I have been a full-time software engineer since early March after finishing up school, and while I still work on pet projects here and there (there's actually some semi-recent foxMod work here: Bitbucket.org - just not quite release-ready yet!), it's much tougher now after already spending several hours of my day behind a computer screen in a professional capacity. :)

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

Unfortunately, this basically seems like a limitation for how XInput (x360 "successor" to DirectInput, which UT3 uses) handles assigning controller numbers. There are no tools that I've found to be able to configure your controller number, as it is determined automatically by the number of XInput-compatible devices currently active.

If I knew a way to get this configured in-game at all, I'd do it in a heartbeat. In the meantime, here's a small section from the readme that may help:

"For splitscreen, you will need an XBox 360 Controller set to Player 2 or higher. If you have no XBox 360 Controller, try out x360ce at Code.google.com
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."

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ AS2k4 AI Mod

Bit late to the party, but this has been missing from the old Flak hosting for quite some time. Here's a re-upload for anyone interested: Dropbox.com

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ BSmodHQ: Last Stand Pack under development

I just wanted to say that this is awesome. It's great to see some activity for this game - particularly considering its relative obscurity. It's particularly nice to hear about importing of Carrier Battles / Volcano / Mustang content considering it is no longer possible to acquire these.

Looking forward to more news!

Edit: Also, for anyone interested, it's worth noting that there's slightly more information on this here: Forums.eidosgames.com

Good karma+2 votes
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

Bit of a late reply, but try quickly unplugging / replugging in the controller while the game is busy loading - doing this while exiting the pause menu (as the game freezes for a second) always seems to work for me when doing a quick splitscreen test with only one controller on hand.

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - Installer

foxMod currently only supports the guest-style naming for splitscreen players - the main reason being I'm not sure how to best implement a menu solution for it (splitscreen players can't receive keyboard input when in their respective options menus).

However, local splitscreen profiles are bound by name, and the code to handle dynamically saving/loading profiles based on in-game name switches is actually already implemented, just unused. I could, as a quick hack, simply allow the splitscreen names to be overridden via an INI edit or console command, but I'd really like to get a proper menu-based solution figured out instead.

Custom character support for splitscreen is something else I'd like to tackle, which also has some partial support already implemented - but that's a whole different monster...

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - Installer

Sounds like you've installed the mod correct if the slider is there! Have you double-checked and made sure the foxMod mutator is active? :)

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

I've actually never considered this until today, as I'm trying to figure out PS3 cooking. I may give it some thought in the future if it turns out to be a simpler way to install/use foxMod.

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

Yep! Just simply add it or any other mutator to the "CampaignMutators" line (I forget off-hand what it'd be for Instagib - "UTGame.UTMutator_Instagib" maybe?)

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - Installer

The gamepad menu control is strange - you actually have to hit Start on the Keys menu to re-bind individual controls, and then hit A to confirm all changes when done (make sure you hit A and not B! B will cancel the changes).

This is how it normally is and I'm not sure how to change it for just the keys menu without affecting all the others, but maybe I'll look into it again in the future.

Good karma+2 votes
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

There is actually vibration-handling code present, but for whatever reason I have never been able to get it to work. I am probably missing something really obvious, and to be honest I just kinda forgot about it after a while. :P

I'll probably take a look again at some point though, as I'm now curious. Glad you like it otherwise!

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

foxMod by default (if the "Client Options" are checked in the installer) will attempt to inject mutators into campaign games. Under Documents\My Games\Unreal Tournament 3\UTGame\Config\UTGame.ini, there will be a new "CampaignMutators" line with a list of mutator classes to load for campaign matches. Simply edit this to select which mutators you would like active (by default, it will attempt to load both foxMod mutators).

Edit: I just realized the "Campaign Mutator support" bullet point for features is a bit vague. Perhaps I'll explain it better for another release. ;)

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - Installer

For players 2-4 to set their sensitivity (and any other options for that matter), simply hit start on their controller to go into the options menu; each local player has a separate local profile, allowing all 4 players to use different sensitivities, control schemes, FOV settings, etc.

Good karma+2 votes
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

On a general note, I mentioned at some point I'd look into cooking PS3 packages for foxMod - I have not forgotten about this and will still give it a shot some time "soon." Please note I do not have a PS3 to test with and mileage may (will) vary. ;)

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

Currently, there is no "out of the box" support for certain custom content (primarily gametypes), other than the new things included with the Community Bonus Pack 3 (as that's a fairly standard addon package). The reason for this is foxMod code classes - even though they modify fairly "common" code - must go "on top" of whatever they are overwriting.

However, extending such support is actually fairly trivial, provided you are handy with UnrealScript and compiling UnrealScript packages. This is a bit much to cover in a ModDB comment, but one thing I'd like to do for the next version (whenever that comes around) is present a well-documented tutorial for doing this - much of the framework is already in place (v0.8 already tells you which code classes are causing conflicts in-game and under logs\launch.log), and it's be great to enable people to easily extend foxMod for use with their favorite content.

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.7 for Unreal Tournament III

Please see my comment under Moddb.com - thanks!

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foxBoxInc
foxBoxInc - - 133 comments @ foxMod v0.8 - Installer

Out of curiosity, what did you have in mind? Having them stick closer to your in combat, or breaking off for combat more?

I can't remember how UT'99 works, though I still have it installed with the 436 source and could easily go take a look. The way it works currently in foxMod is that they follow you (or their SquadLeader if an all-bot squad) until they see an enemy, at which point they will stop following and break off for combat unless:
-- They get too far away
-- They lose sight of you
-- Both you and the bot have a Link Gun out (they will always follow within link range to power up the gun in this case)

This helps them stay mobile in combat and spread out, while also not getting too far away. One way I could make them stick together more is also checking line of sight to enemy before breaking off; in any case, if you have any specific suggestions, please feel free to share them! I try to keep an eye on comments as best I can. :)

Good karma+1 vote
foxBoxInc
foxBoxInc - - 133 comments @ foxMod

Sure is! Just have the second player hit Start to access the in-game menu and use RB/LB (or your controller equivalent) to navigate the tabs over to Options. From there they can adjust all control options, including sensitivity.

Good karma+1 vote