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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

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CyberP

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:/

Challenge is 20% what this mod consists of. Simulated systems, special effects, deeper gameplay, bug fixes, polished weapons, AI that aren't retarded etc.
Challenge is but one sub-focus and I try to keep anything that makes the game too "hardcore" or inaccessible exclusive to Hardcore mode. The rest is just logical design advancement that Deus Ex needed.
 
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CyberP

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In light of recent shitstormy events; the Bethesda/Steam paid mods controversy, I'd like to remind you noble, upstanding gentlemen that you can donate as appreciation for GMDX (and its advancement of Deus Ex) on the website, here: http://genericname112.wix.com/gmdx

Not expected, but it would help greatly. I'm poorer than poor right now.
 
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jcd

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CyberP

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What is that, a list of trackers/data miners/potential risks when using paypal? What software is that?

Edit: for those interested don't forget the GoG Stream is on today 8pm GMT / 4pm EDT / 1pm PDT.
 
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CyberP

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No idea what happened to the GoG stream. "WEDNESDAY, April 29th 8pm GMT / 4pm EDT / 1pm PDT: Hardcore Wednesdays: Deus Ex (+GMDX mod) with Alex, GOG.com crew", yet they are playing Star Wars. Oh well.

New concept: All patrolling NPCs have three separate patrol routes. Upon initialization one of these three are chosen at random resulting in unpredictability and replayability for the stealth playstyles. I don't fancy the idea of going over all the maps creating two new patrol paths for each patrolling enemy in the game (I guess at least around 250 new patrol paths needed in total), but the concept is certainly interesting. Maybe I'll do it, I've done crazier in the name of incline.
 
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CyberP

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What do you want? How would you improve Deus Ex? Surely there's always been something about the game you felt was missing, or needed an update?

Suggest whatever you want here, if it is inline with true incline & the Deus Ex formula, I'll add it. I can augment your Deus Ex further providing it involves programming, level design or audio design.
I've got designer's block.
 

Ninjerk

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I have sparingly followed your development since I aborted my last playthrough of Deus Ex (I jumped the gun and wasn't ready to play it again, yet). I believe you've mentioned some AI changes--have you removed or altered the behavior that allows shooting darts repeatedly into walls?
 
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CyberP

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I have sparingly followed your development since I aborted my last playthrough of Deus Ex (I jumped the gun and wasn't ready to play it again, yet). I believe you've mentioned some AI changes--have you removed or altered the behavior that allows shooting darts repeatedly into walls?

Yes. AI are noticeably more "intelligent" and skilled now. They spot friendly troops on the floor and trigger alarms if one is nearby, they notice if a camera is beeping at you and hunt in the direction it was looking (hardcore mode only), if they spot something but do not confirm it to be a threat ("Guy in a coat, checking it out") they actually come over and check the area, they are no longer braindead when opening doors, they react more realistically to things that they were very lenient of in DX (such as hacking and being shot), they avoid hazards (such as gas from gas grenades) rather well rather than running straight into it, and indeed they cannot be exploited so easily with the dart trick as a result of some tweaks. There's a lot that has been done than just this on the AI and all collectively fixes it. No more can the all too common criticism of DX's AI be justified with this mod installed.

If you'd like the specifics, check out the AI page: http://genericname112.wix.com/gmdx#!artificial-intelligence/c8ao

When GMDXv8 is released it will grow in size once again, as yet more AI improvements are on the way.
 
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I completed Deus Ex way back when it first came out, went for another playthrough more recently and was shocked by how bad the AI was. It took away all my inclination to play the game. So a few questions about your mod:

1) does it fix the AI detection distance of the player? You can walk up to the terrorists on the first level in vanilla, without using stealth or anything and they will only notice you when you are about 5 steps away from them, which is ridiculous.
2) in vanilla, the AI pauses for a second or two when they do see you before they start attacking. This is just enough to give you a safe window of time to take them out with a headshot. Does your mod fix this?
3) is your mod modular? For example if I only wanted to install the AI parts is that possible or is it an all in kind of a deal?
 
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CyberP

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1) does it fix the AI detection distance of the player? You can walk up to the terrorists on the first level in vanilla, without using stealth or anything and they will only notice you when you are about 5 steps away from them, which is ridiculous.

Yes. AI have better vision.

2) in vanilla, the AI pauses for a second or two when they do see you before they start attacking. This is just enough to give you a safe window of time to take them out with a headshot. Does your mod fix this?

They have slightly faster reaction times, yes.

3) is your mod modular? For example if I only wanted to install the AI parts is that possible or is it an all in kind of a deal?

No. There's an options menu for some stuff, a new optional difficulty mode, and a optional music pack add-on. Other than that you get the full vision which all compliments the vanilla design as it should. What are you skeptical about specifically?

Edit:

Code:
if (player != none && !player.bHardCoreMode)
    {
    if (HearingThreshold < 0.150000) //CyberP: OK since people are little pussies lets make enemy NPC's deaf, blind and slow to react again on all except hardcore mode.
    HearingThreshold = 0.150000;
    if (SurprisePeriod < 2.000000)
    SurprisePeriod = 2.000000;
    if (VisibilityThreshold < 0.010000)
    VisibilityThreshold = 0.010000;
   if (EnemyTimeout > 8.000000)
    EnemyTimeout = 8.000000;
    }

I got fed up & listened to the occasional whiners complaining about getting their asses kicked at some point before releasing v7 and I compromised good design by doing so.
Wait for v8 which won't be so drastic, or play v7 on hardcore mode.
 
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Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Hmm, there was one thing I was considering. Granted, I have not used spybot in gmdx, so maybe it is already good enough.

However, it was really bad before(except as a reusable emp grenade). What I was thinking was dropping the sustained cost a lot(to around same level as flashlight), but making it require a large amount of energy to create the bot. Then, when you recover the bot(assuming you do), you get back most of the energy that went into making it. Also, letting it stay active while still controlling JC( put bot in stationary mode where it doesn't move at all, just transmits video from current facing and position).

I am not sure this is possible to implement, but there you go.
 
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CyberP

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Spy Drone has reduced energy drain and many things factor into its greater worth, such as more threatening bots, cameras & turrets, and not quite so many explosives lying around as vanilla.
In v8 it also has cloaking and noise-maker functionality to distract guards. Making it any better would make it the dominant choice over Aggressive Defense System regardless of playstyle.
 
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1) does it fix the AI detection distance of the player? You can walk up to the terrorists on the first level in vanilla, without using stealth or anything and they will only notice you when you are about 5 steps away from them, which is ridiculous.

Yes. AI have better vision.

2) in vanilla, the AI pauses for a second or two when they do see you before they start attacking. This is just enough to give you a safe window of time to take them out with a headshot. Does your mod fix this?

They have slightly faster reaction times, yes.

3) is your mod modular? For example if I only wanted to install the AI parts is that possible or is it an all in kind of a deal?

No. There's an options menu for some stuff, a new optional difficulty mode, and a optional music pack add-on. Other than that you get the full vision which all compliments the vanilla design as it should. What are you skeptical about specifically?

Edit:

Code:
if (player != none && !player.bHardCoreMode)
    {
    if (HearingThreshold < 0.150000) //CyberP: OK since people are little pussies lets make enemy NPC's deaf, blind and slow to react again on all except hardcore mode.
    HearingThreshold = 0.150000;
    if (SurprisePeriod < 2.000000)
    SurprisePeriod = 2.000000;
    if (VisibilityThreshold < 0.010000)
    VisibilityThreshold = 0.010000;
   if (EnemyTimeout > 8.000000)
    EnemyTimeout = 8.000000;
    }

I got fed up & listened to the occasional whiners complaining about getting their asses kicked at some point before releasing v7 and I compromised good design by doing so.
Wait for v8 which won't be so drastic, or play v7 on hardcore mode.

Ok, I ll use your mod when I play Deus Ex next time.
 
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CyberP

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Minor incline update: Deus Ex players will know that exceptionally annoying "you cannot drop this item here" message. Especially annoying when trying to drop via the inventory as you have to exit the inventory, look or move somewhere else, then try the drop again. Now the conditions are far more lenient, and you should rarely encounter this scenario in GMDX.
 

Carrion

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What do you want?
Haven't played the mod yet (I'm planning to do that soon), but how about making the

hardcore mode only

stuff something you can switch on or off even on the other difficulty levels? I don't know how easily it can be done, but to me some of that stuff sounds very good, yet the hardcore mode itself doesn't sound that appealing to me.
 
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CyberP

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I'm against the (modern) concept of changing the difficulty on the fly/in-game. I get that you probably dislike the restrictive saving system, much to my dismay: saving anywhere an unlimited amount of times is very anti-game rules and C&C (it is pro choice, anti consequence), and changing the difficulty on the fly is somewhat anti-game rules too. Of course it can be restricted to options only enabled before starting a game, but meh. Conform to my vision.
All the things unique to hardcore mode make the game harder, so I'd suggest embracing the save system of it too.

If you want those things you'll have to scale up to my level old school style, else play easy/normal/hard/realistic.
 
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Carrion

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I'm against the (modern) concept of changing the difficulty on the fly/in-game.
Wasn't suggesting that you could change it after starting a new game.

I get that you probably dislike the restrictive saving system, much to my dismay: saving anywhere an unlimited amount of times is very anti-game rules and C&C (it is pro choice, anti consequence)
Checkpoint saving works in a certain type of game, and many of my favorite games limit saving in some way. My dislike of it has nothing to do with the difficulty level, it's just that to me Deus Ex doesn't seem like a game that would really benefit from such restrictions.

I think checkpoint saving works if:

- the game offers a large enough amount of tactical and/or strategic options, so that a game over forces you to rethink your approach instead of simply doing the same thing over and over again until you get it right
- the saving system is logical and doesn't encourage into nonsensical metagame behavior, like making an otherwise pointless detour in search of a checkpoint, or constantly running back to a save point after making even a tiny bit of progress elsewhere in the game
- the game doesn't have "chores" with no challenge attached to them, like talking to people, looting corpses and containers (and possibly sorting out your inventory in the process), hacking into security systems, running from A to B and other stuff that you'd rather not do over and over again
- there are no notable bugs that might cause the player to fail through no fault of his own
- the game never crashes.

Deus Ex ticks some of those boxes, but it's still clearly a game that wasn't designed with such a system in mind. I might give the hardcore mode a go and it might even turn out to be lots of fun, but I think it's just a bit of a waste that you include some really interesting changes to your mod yet make them exclusive to a particular game mode that's obviously not that appealing to a lot of people, especially when it comes to AI improvements that are probably the most interesting and most needed aspect of the mod. To me the limited saving already makes the hardcore mode distinct enough to warrant its own difficulty level, and there's no need to attach even more unique stuff to it.

Conform to my vision.
Well, you did ask what I wanted...
 
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CyberP

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Checkpoint saving works in a certain type of game, and many of my favorite games limit saving in some way. My dislike of it has nothing to do with the difficulty level, it's just that to me Deus Ex doesn't seem like a game that would really benefit from such restrictions.

Like I said, saving anywhere an unlimited amount of times is anti-game rules and anti-consequence in many respects. If it were up to me, no game would have it. It is retarded in every game that has ever featured it in my eyes.

Well, you did ask what I wanted...

I did, and in this case I was choosing to decline your wants.

Deus Ex ticks some of those boxes, but it's still clearly a game that wasn't designed with such a system in mind

Deus Ex wasn't designed with anything this mod does in mind. It is irrelevant. Saving anywhere an unlimited amount of times is retarded design. It allows you to manipulate virtual space/time to some degree as many times as you please. NO. BAD. ANTI-GAME. The first step to decline.

I remember seeing the rewind time functionality in the xbox port of Duke Nukem 3D: https://www.youtube.com/watch?v=NExBO-QOdIU#t=00m37s and thinking how bad it was, but then shortly realising it is essentially quicksave/load anyways but just somewhat more convenient. Why even have game rules such as health, ammo and death with that crap?
 
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CyberP

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Story time: so I was fine-tuning the new item throw code (you can throw inventory items, most notably weapons, at NPCs to deal damage now) and I was throwing all my weapons at a NSF to test. Emergence happened with my new systems: the NSF shot the crowbar out of the air and it flew to the ground instead of in his face. He then put me down with some follow-up shots.
This was an emergent interaction of the new weapon throwing and expanded physics systems.
 
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New Vision & HDTP are requirements. HDTP comes bundled with GMDX. Follow the installation guide when the time comes: http://www.moddb.com/mods/gmdx/tutorials/gmdx-v6-installation-guide

Let me know if you want the latest unreleased work, which is rather a lot of stuff.

Ok, I followed that guide but with one caveat, I didn't check the Direct X10 option because this is on an older computer with Direct X 9. New Vision installed and ran fine after that, but your mod threw out an error message "d3d10.dll not found". The game launches after that but is really sluggish at the menu screen. Does your mod require DIrect X 10?
 
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CyberP

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No. You can change renderer to DX9 from the "configure" sub-menu (above "data directories") when launching the game.
 

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