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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

bert

Arcane
Joined
Jul 29, 2008
Messages
760
Not soda cans, I'm just talking about throwing melee weapons like combat knives or swords.

Another idea you could look at would be ways to expand inventory space. Heavy weapons don't really get much use because not only are they rather uncommon and ammo is hard to come by, but they also take up a large amount of space that could be used for other things. A separate augment or some tie-in to the heavy weapons skill might work.
 
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CyberP

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Messages
1,711
"Not soda cans, I'm just talking about throwing melee weapons like combat knives or swords."

If I'm doing such a thing it'd be for all inventory items.

As for the heavy weapons size, I need a texture artist to create new inventory textures/scale the current ones.
 

bert

Arcane
Joined
Jul 29, 2008
Messages
760
You mean scale the heavy weapon sizes? That might be cool.
 
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CyberP

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Well, I've been bad and have already scaled the size of the plasma rifle & flamethrower via code, but the textures need re-sizing themselves. It's not very noticeable, but for the sake of perfectionism I need to find a texture artist or unfortunately set the size back to vanilla.
 
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CyberP

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Accomplishment bonus: 100xp

GMDX wins Moddb's 2014 editor's choice worldly award:
http://www.moddb.com/events/2014-mod-of-the-year-awards/features/mod-of-the-year-2014-editors-choice

"What if Iorn Storm had continued to work on Deus Ex after its release? GMX intends to answer this with a feature packed total conversion, fixing all the issues and injecting a polished modern feel. GMDX takes the worldly award for carefully refining the world of Dues Ex, whilst keeping true to the original feel"

^That's a lot of typos, but I'm honored nonetheless.
 
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CyberP

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Anyway, the mod is still in development, but for how much longer I cannot say. Depends if a pixel pusher steps forward as this game is begging for some new animations primarily.
 
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CyberP

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Animations would be great incline. From my notes:

Animations:

//Mantling - put your guns away.
//Swimming animations - put your guns away
//Scope-in animation for sniper.
//AI running melee attack anim
//AI walk & shoot anim
//AI dynamically take cover/anims
//AI additional death anims
//Stealth pistol reload anim
//Sawed-off shotgun complete remodel, includes anims.
//Assault gun reload anim.
//Unconscious NPCs that are fed to the greasels/karkians awaken & struggle on the floor screaming whilst being eaten alive.

Skinning:
//Ballistic protection causes nanomachines to do their work on JC's hands.

2D Textures:
//Inventory/belt Textures needed: Flamethrower, Spiderbot grenade, Plasma Rifle, 10mm AP ammo.

Models & Textures to go with:
//New interactive objects: pipe, new type of box, radio/music player of some sort, new various food types, autoturret rocket, ashtray, plate, Ammo bag

The AI ones are especially noteworthy because new behavior cannot be added without the anims accompanying. Ai running melee attack would be nice, they currently have to run up to you, stop, then swing their weapon because the melee attack anim is a standing still animation. This is bad because they are hardly a threat with a melee weapon in hand.
 
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CyberP

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Because the devs insisted on creating fucking mirrors for the game, ideally mantling anims & ballistic protection skin effect has to be applied to the third person model also, but I'll happily disregard those, I don't expect artists to create them... though it would be appreciated.

This is the only reason a ton of third person animations exist: fucking mirrors. At least until multiplayer was later introduced. That could have been time spent on more first person work. Oh well, one of Ion Storm Austin's few major mistakes, in my opinion.
 

LusciousPear

Savant
Joined
Oct 22, 2009
Messages
722
Location
SF
MCA Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I'm excited to give this a try. BTW, Deus Ex is surprisingly beautiful with a modern renderer and HTDP. The blockiness of the levels actually works with the aesthetic.

And what a soundtrack. Christ.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,880
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
From what I know of HDTPs development, animations in deus ex are a major pain to do. I hope you can find contributors with the required skills.
 
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CyberP

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Functionality inspired by Arx Fatalis, you can now use items in the world of the "pickup" category without having to place them in your inventory first and then use them from there.

These items are: Medkits, biocells, wine bottle, cigarettes, zyme, soyfood, candybar, flares, sodacans, liquor bottle, liquor40oz. These are most of the pickup types that do not require equipping (armor, ammo etc).

Will consider expanding it to cover weapon mods and select other pickups too, and also adding a limit to how much you can eat/drink simultaneously since players will be stuffing their faces with everything in sight now that there is no longer the inconvenience of having to drop inventory items, then pickup the food, then use the food, then pick up your item again.
 
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CyberP

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Right, I've got v7 to lay on y'all, but I'm not releasing it for you chumps to enjoy for free until I get some of that elusive support I have been demanding.
I need somebody to create a promotional release video, and I need someone to run through the mod one final time as a sanity check.
The mod is now proven & critically acclaimed, what with the award it won recently, its solid reviews as well as other notable achievements, so I shouldn't even be needing to ask for support.

v7 changelog:


New Player-controlled Mechanics:


-New accessible inventory shortcuts: right click an item in the inventory to use or equip. Middle mouse to drop.
-Added double click option for holstering weapon to prevent accidental holstering of weapons when trying to interact with the world. Very useful.
-If you have nothing in your hands you can use items in the world without having to pick them up into the inventory first by left clicking.
Items such as soyfood, medkits & flares, which you realistically need two hands to use.

AI:


-AI react to unconscious NPCs as well as dead.
-If an AI spots a corpse he raises an alarm.
-If an alarm is raised, be it a laser-triggered alarm, camera triggered or NPC triggered, nearby NPCs permanently become slightly more perceptive and reactive, and
slightly more dexterous in combat (along with seeking the source of the alarm of course).
-Enemy AI sometimes seek out the location they spotted the player (if they didn't confirm to be a threat).
-Enemy AI no longer react the same way to the player carrying corpses as they do to ones on the floor (it ignored all sighting code (reaction times, player
lighting etc) and ran to the corpse as if you weren't standing there holding it, only to spot you as the AI got closer).
-Went over nearly every map necessary adding additional pathfinding nodes and optimizing the existing graphs. This improves both stealth and combat-based behaviour.
-Player can be seen while laser mod is on even if cloaked.
-AI are ready to react immediately upon opening a door.
-Fixed the plot conflict of the commercial-grade security bots having stealth technology (cloak) and rockets. Only the advanced model MJ12 uses has these now.
-Increased greasel attack rate.
-Thrown corpses now produce audible sound upon impact, and this sound alerts nearby NPCs too.
-NPC death screams now alert neaby NPCs (just a few feet for gameplay balancing).
-If holding a carcass or TNT crate friendly NPCs may get frightened or attack.
-Robots emit sparks if health is low.
-If a camping enemy runs out of ammo they try to bum rush you with melee.
-Decreased the collision radius of rats so they do not float over edges.
-Added variation to facial features of the NSF, MJ12 and Rooks gang. There will be minor conflicts with HDTP's character models as a result, but it is recommended that you turn them off anyway.
-Cloaked enemies are now harder to see.
-Fairly rarely, an enemy may cloak immediately upon entering state attacking (spotted the player, activate combat).
-Added new cloak activation effects: visual and audible.
-MJ12 Elite always deactivate cloak (Thermoptic Camo) upon losing the player.
-EMP damage always disables an enemies' cloak, and for good.
-Weapons no longer spawn silent bullet casings if it has a silencer on, meaning (very) nearby enemies will hear them hitting the floor and investigate.
-Sped up AI reaction times a little more.
-Anna Navarre cloaks earlier.
-Security bot 3 uses a laser sight.
-Poisoned augmented MiB's play a unique pain sound.
-added a new MiB to the game that has different augmentations.
-Cameras take less time to spot the player (-1 second).
-Increased AI animation rate for pushing alarm buttons by 10%, increased AI melee attack rate & tween time (small implementation with significant results),
and decreased pain animation rates by 10%.
-Bots have unique weapon select sounds rather than all using the assault gun select sound.
-Gave Area51 Military Bots a spiderbot constructor grenade launcher, similar to the spiderbot grenades from Invisible War.
-Created a new type of spiderbot: a miniture one that can fit in vent shafts. Another implementation inspired by Invisible War.
-Military bots can be heard stomping to a greater range, and the screen shakes a little more.
-Slowed the run animation rate of augmented MIBs.
-AI cannot see you picking locks/Multitooling if you are cloaked.
-Increased the range in which AI can use the mini crossbow.
-AI can hear if you are swinging a melee weapon immediately behind them.
-AI can hear you drawing/equipping the Dragon's Tooth Sword if close by, so draw before moving in for the stealth kill. This is a good downside to utilizing the DTS' supreme power.
-NPC's that are blown up no longer have death screams.
-Hitting the head with the baton or prod now has a 8x damage multiplier as all other weapons do.
-Increased Turret rate of fire but lowered damage.
-Most main enemy NPCs (NSF, MJ12 etc) try to backpedal if getting attacked by melee weapons.
-Most main enemy NPCs strafe more often in close combat
-Most main enemy NPCs are more accurate on hardcore mode.
-Some enemies use 20mm EMP grenades (see immediately below).

Weapons:


-New Ammo type: 20mm EMP grenades for the underbarrel grenade launcher.
-Fixed a programming error in v6.3 that made the baton & riot prod produce a lot of noise when making sneak attacks.
-Gave the HDTP Dragons Tooth Sword a cool new visual fluctuation effect.
-Reduced the damage of all melee weapons slightly.
-GEP Gun Scope remote control no longer automatically deactivates after the rocket is destroyed and remote controlled rockets move slower so they are easier to control.
-The PS20 is now three times as deadly (same damage as a plasma rifle shot).
-Increased the size of all shell casing types.
-Improved throwing knifes significantly more.
-Improved the pepper gun a little.
-Gave the sniper rifle a more suitable unsilenced firing SFX, and also a new dry fire sound.
-The stealth pistol is now fully-automatic. This is of greater significance than you'd think.
-Increased the recoil of most weapons a little.
-Plasma Rifle gibs NPCs & player.
-Flare darts set people on fire.
-Reduced flare dart ammo counts.
-Increased the lifespan of darts and throwing knifes considerably so they don't disappear for a long time (stay stuck to the walls). An exception is flare darts,
which recieved a moderate increase.
-Range mods increase the projectile speed of the minicrossbow.
-Gave Minicrossbow a new satisfying fire sound, increased it's base rate of fire further, fired darts produce varied sfx upon impact dependant on what it is hitting,
and finally sparks are produced upon impact also.
-The UMP & USP use a blue laser mod emitter.
-Increased the PS20 "throw away after firing" animation rate.
-EMP grenades cancel the alarm of a laser trigger if you triggered it beforehand.
-Removed the HDTP sawed-off shotgun as the vanilla model is superior.
-When using the scope, even if you have 100% accuracy there is always a little bit of sway.
-Sped up the player 3rd person animation rates to correspond with faster attacking with the combat strength aug, if it is installed. This change is solely for
mirrors (sigh).

Skills:


-If upgrading Environmental Training skill Tech googles now stack in the inventory & last longer based on skill level too.
-Multitools can now be used to hack devices at a distance. Range increases further based on multitools skill.
-At low-tech trained both throwing knifes and darts are easier to see in flight, and improved the in-flight effect (no more light).
-Stealth skill level 2 sets camera alarm trigger timer back to vanilla levels instead of reducing footstep sounds now that run silent is no longer redundant.
-Master level stealth skill now also reduces the cooldown period of robots by 30%, and trangenically-modified animals (greasels & karkians) can be distracted from
attacking by throwing corpses as bait. Karkians no longer have this corpse-prioritizing behaviour by default, and both greasels and karkians eat faster to
prevent bait being too reliable.
-Robots are not set to friendly alliance for as long a time period when hit by a scrambler grenade. However, the time is multiplied by damage as it was vanilla.
The result is scrambler grenades are not as effective if used at untrained demolitions skill, but the effectiveness is improved as you upgrade said skill.
-Advanced Level of Demolitions makes proximity mines beep periodically, revealing their locations.
-scrapped max low-tech skill increasing range as it was unneccessary.

Augmentations:


-If using microfibral muscle's power throw, pillows and cardboard boxes cause non-lethal damage. Everything else is lethal.
-Microfibral muscle no longer influences throw velocity when dropping items with right click so you can set them down quitely.
-Refined the throw physics a touch and increased the damage dealt at higher aug levels.
-Microfibral muscle throws are no longer quite as effective vs bots (unless you're throwing something explosive, of course).
-Microfibral Muscle aug allows you to carry heavy weapons without movement penalty.
-Ballistic protection now eliminates flinching and protects against blunt weapons to be a balanced choice VS the passive variant.
-Added the protection values of Energy Shield to the aug's description.
-Both the new launched EMP grenades & launched spider bot grenades can be countered with the Aggressive Defense System augmentation.
-Reduced Spy Drone Bioelectricity drain a little more.
-Sped up the holster anim rates for combat strength.
-Reset Radar Transparancy aug energy drain rates back to default, and you no longer set off red or blue laser beams whilst the aug is active.
-First person cloaking effect is less visible.
-At max aug level Energy Shield produces a powerful shielding effect when protecting you, and this is a visible effect.
-When speed enhancement is active movement is not stunted when landing from height.

Effects & audio:


-Added five new groups of footstep sounds bringing the total number of groups up to 12, so you'll be hearing less of JC's (and NPC's) clip clop clogs
and instead more variety.
-Added new bullet ricochet sounds if hitting metal objects or walls.
-added metal impact sound for when landing from height onto metal.
-Sped up tracers a little more.
-Improved Explosion effects once again: screen shakes if in close proximity, taking explosive damage slows you momentarily, explosion fragmentation gives off
smoke trails & light, variation of debris spawned & improved explosion sprites themselves.
-Thrown corpses now produce audible sound upon impact, and this sound alerts nearby NPCs too.
-Improved Plasma Rifle & PS20 effects further
-Gave FireExtinguisher a more appropriate spray sound.
-Added the improved gore for the mechs that explode on death, which were special cases.
-Melee attacks now draw damage decals when striking level geometry, decal type dependant on texture group (if stone, crack. if metal, dent etc).
-Flesh Fragments are less bouncy
-Eating Soy Food now plays unique SFX (think the soda burp equivalent).
-Gave the binoculars a zoom-in sfx.
-Bullet impact effects now spawn if hitting metal decorative objects.
-Gave stealth pistol a new fire sound.
-Improved Grenade Launcher effects a touch.
-Added sounds for attaching lasers, silencers and scopes.
-Throwing knifes have new SFX for throwing and upon impact.
-If the object is made of glass, it always makes a glass smashing sound when destroyed.
-Gore now slides down the walls under certain conditions, and more blood is spawned.
-Added additional effect when landing in water from height.
-Increased intensity of view flash upon death of player.
-simulated jumping & landing camera/FPP view model effects are less intense if holding pickups or a carcass, and also toned down fliching effect a touch.
-Refined the behaviour of the other new camera/FPP view model effects introduced in GMDX.
-Turrets now spawn enhanced bullet impact effects too.
-Reduced the pitch of the security camera alert beeping a little.
-Water splash effect is destroyed if in water.
-No dynamic music if in clubs. Good for realism and because a lot of the context-specific segments were in my opinion not very good and conversation music
in clubs just didn't feel right and interrupted the flow of the vibe.
-Player always gibs to fast-moving fan blades.
-Movement is stunted a little when landing from height, unless speed enhance or Stealth skill is active.

New GMDX options menu allowing the player to configure the following:


~Hardcore mode Plus: if enabled save points require 100 credits to use. The result is Risk vs Reward design is significantly enhanced and credits have more purpose.
~Alternate ammo can be colour-coded in the toolbar so you easily know what ammo is loaded without having to stop & squint.
~Player can toggle carried object translucency via the GMDX options menu. If translucency is disabled, carried objects still turn translucent if player is cloaked.
~Player has the option to halve total ammo capacity.
~Player can turn off extra gore effects.
~Player can turn off double click holstering.
~Player can turn off Auto Saving.
~Player can now choose # of autosave slots via the GMDX options menu.

Miscellaneous:


-Text for books, datacubes and other readables scaled up so is easy to read at higher resolutions.
-Unused textures for cigarettes, candy bars and soda cans are now used.
-Added a primitive eat/drink system that prevents you from eating everything in sight with the new interactivity options.
-Various light fixtures, Hanging animal carcasses & market table are highlighted when targeted as most other decoration types are.
-New right click interactivity for Hanging Pig, Hanging Chicken & TAD object types, which previously had no right click-triggered interactivity.
-New interactive objects in general (Rock, Log, 20mm EMP ammo, singular shotgun shells, minature statue, toy car).
-Increased the translucency of carried decoration even more so.
-Bullets are slightly more effective against corpses, primarily so you can destroy them easier if a camera is tagging them.
-Increased environmental electricity damage a touch.
-Increased the speed of all spawned fragments slightly, and robots spawn more fragments upon their destruction.
-Increased the speed of blood pool & water pool decal scaling a little.
-Added a player grunt sound for when throwing corpses.
-Changed player acceleration to not reach full speed until after the first stride for increased realism. Also applies to swimming etc.
-Med bot out of charge description is more concise.
-Added version numbering to main menu.
-Flares continue to burn if thrown in water.
-Lowered location of carried decoration (first person view) to more realisic levels. Was "eye height".
-Installation of New Vision is no longer a strict requirement to play GMDX, yet GMDX was designed with New Vision so it is a must-have regardless.
-Wooden barrels use wood fragments rather than metal. Frag type determines sound when pushed, hit, destroyed and more.
-JC cannot consume unlimited food & drink. If full up, progressing through the game results in hunger returning.
-Various tweaking to a number of things that I didn't bother to log.

HDTP Release 3 integration:


-New Item textures for Soy Food, Medkits, Binoculars. New Tech Goggles skin I left out as I felt the vanilla skin was of higher quality.
-New Deco textures for NYPoliceBoat, ChairLeather, ControlPanel, ComputerSecurity, SatelliteDish.
-HDTP Bug fixes.
-That's it. It was a minor update.

Bugs & Optimization:

-Pickups & movers no longer break to pressurized gas grenade explosions, and flares cannot be ignited by striking them with a baton. (GMDX)
-Optimized gore to be less performance-intensive. (GMDX)
-Cut down on the number of smoke-emitting objects spawned when an object is blown up as the particles can be resource-intensive. (GMDX)
-Set cage light back to invincible for a number of reasons. (GMDX)
-Fixed a bug where if you were carrying decoration and then double click frobbed a carcass you could carry both the carcass and the decoration. (GMDX)
-Cut down on log spam + other code optimization. (GMDX)
-Removed beeping sound when NPCs run through allied laser alarms. (GMDX)
-Fixed rate of fire upgrade issues for the mini crossbow. (GMDX)
-Fixed an oversight with the new fragile decoration code that allowed you to jump on hackable devices to destroy them (GMDX)
-Battery Park non-lethal bug fixed. Picking up carcasses doesn't wipe their tags and other adjustments. (Vanilla)
-Fixed a vanilla bug where the sawed off didn't play it's cocking sound after the last shell in a clip was fired, yet the animation still played. (Vanilla)
-Fixed bug where if using a charged pickup upon entering mission 5 (Beneath UNATCO in the cell) it would bug out (Vanilla).
-Cut down on the number of collision sounds made by shell casings as they often overrode ambient sounds.(Vanilla)
-Lam climbing exploit fixed. It was potentially game-breaking and without a doubt, non-simulated behavior. (Vanilla)
-Fixed the assault gun grenade launcher sounds for good (Vanilla)
-Fixed the plasma Rifle firing sounds for good (Vanilla).
-Turns out the laser mod had no effect on projectile-firing weapons (Mini-Xbow & Plasma Rifle). Fixed. (Vanilla)
-Removed negative accuracy modifier when scope is attached but not used as it made weapons inaccurate when hipfiring. This modifier gave -20% accuracy regardless
of what the in-game weapon info and crosshairs conveyed. Basically attaching a scope was bad unless you intended to use the scope every engagement. (Vanilla)
-If player is shooting upon death, firing animation no longer overrides death animation. (Vanilla).
-The NYC streets NSF vs UNATCO battle is more lenient on recognizing your efforts to assist UNATCO. (Vanilla)

Maps:

The following maps have recieved notable attention:

-Liberty Island
-Battery Park
-Hong Kong Underworld
-MJ12 Lab
-vandenberg computer
-vandenberg command
-Paris Chataeu
-Paris Everett
-Paris Club
-OceanLab UC

Most maps have been given a number of minor tweaks, however. Some other changes include the NYC Free Clinic no longer having an unrealistically long
winding corridor, the Paris Catacombs having echo effects for all sounds, as well as the AI pathfinding optimization for all maps necessary as previously mentioned.

Your move, Codex.
 

bert

Arcane
Joined
Jul 29, 2008
Messages
760
Still need to finish my current playthrough. I haven't been uploading, but I got to Paris so I'd say I'm about 3/4ths done?
 
Unwanted

CyberP

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Aug 2, 2013
Messages
1,711
Code:
// ----------------------------------------------------------------------
// NextBeltItem()
// ----------------------------------------------------------------------

exec function NextBeltItem()
{
    local DeusExRootWindow root;
    local int slot, startSlot;

    if (RestrictInput())
        return;

    if (CarriedDecoration == None)
    {
        slot = 0;
        root = DeusExRootWindow(rootWindow);
        if (root != None)
        {
            if (inHand == None)
                slot = SlotMem-1;
            else if (ClientInHandPending != None)
                slot = ClientInHandPending.beltPos;
            else if (inHandPending != None)
                slot = inHandPending.beltPos;
            else if (inHand != None)
                slot = inHand.beltPos;

            startSlot = slot;

            do
            {
                if (++slot >= 10)
                    slot = 0;
            }
            until (root.ActivateObjectInBelt(slot) || (startSlot == slot));

            clientInHandPending = root.hud.belt.GetObjectFromBelt(slot);

            switch( inHandPending.beltPos )
       {
        case 1:SlotMem = 1;break;
        case 2:SlotMem = 2;break;
        case 3:SlotMem = 3;break;
        case 4:SlotMem = 4;break;
        case 5:SlotMem = 5;break;
        case 6:SlotMem = 6;break;
        case 7:SlotMem = 7;break;
        case 8:SlotMem = 8;break;
        case 9:SlotMem = 9;break;
        default:SlotMem = 0;break;
        }
        }
    }
}

// ----------------------------------------------------------------------
// PrevBeltItem()
// ----------------------------------------------------------------------

exec function PrevBeltItem()
{
    local DeusExRootWindow root;
    local int slot, startSlot;

    if (RestrictInput())
        return;

    if (CarriedDecoration == None)
    {
        slot = 1;
        root = DeusExRootWindow(rootWindow);
        if (root != None)
        {
            if (inHand == none)
                slot = SlotMem+1;
            else if (ClientInHandPending != None)
                slot = ClientInHandPending.beltPos;
            else  if (inHandPending != None)
                slot = inHandPending.beltPos;
            else if (inHand != None)
                slot = inHand.beltPos;

            startSlot = slot;
            do
            {
                if (--slot <= -1)
                    slot = 9;
            }
            until (root.ActivateObjectInBelt(slot) || (startSlot == slot));

            clientInHandPending = root.hud.belt.GetObjectFromBelt(slot);
            switch( inHandPending.beltPos )
       {
        case 1:SlotMem = 1;break;
        case 2:SlotMem = 2;break;
        case 3:SlotMem = 3;break;
        case 4:SlotMem = 4;break;
        case 5:SlotMem = 5;break;
        case 6:SlotMem = 6;break;
        case 7:SlotMem = 7;break;
        case 8:SlotMem = 8;break;
        case 9:SlotMem = 9;break;
        default:SlotMem = 0;break;
        }
        }
    }
}

Only retards can understand what this incline does, sorry ;)
 
Unwanted

CyberP

Unwanted
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Aug 2, 2013
Messages
1,711
Oh okay then, for you, my little degenerate trolls:

-The current toolbelt selection is indexed when holstering weapons, so when you use the mouse wheel to equip a weapon again you equip the one you had before holstering.
 
Unwanted

CyberP

Unwanted
Joined
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Messages
1,711
A very slippery slope of mental decline one goes through after prolonged exposure to obscenities of the 'dex. I'm still clinging on though.
 

Major_Blackhart

Codexia Lord Sodom
Patron
Joined
Dec 5, 2002
Messages
18,329
Location
Jersey for now
You know what you may need? A video LP of your mod in action.
Like, someone going thru the game and pointing out what you've changed, etc. How it changes the gameplay a good bit, etc.
 
Unwanted

CyberP

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Messages
1,711
There are a few LPs out there, but they are silent runs and of earlier versions.

I've got a MOTY award, I shouldn't need more than that, but alas...
 

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