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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

Shadowfang

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So how much easier does this game get game with this mod?

:nocountryforshitposters:
:D
I like what you did with the AI reacting better to sounds and to the beeping cameras when you are being spotted.
But if i go for a louder approach what can i expect from the ai? I know you improved their accuracy but did you also boosted their health?
I only played deus ex vanilla in realistic, and i liked the fact that enemies went down as quickly as you did. Is it still that way?
 
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CyberP

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I only played deus ex vanilla in realistic, and i liked the fact that enemies went down as quickly as you did. Is it still that way?

Yes. All humans go down in one shot to the head, unless they are augmented/armoured. Same as vanilla. The game is much harder, but through tweaking of all systems and adding new behavior.
 
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CyberP

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Yes. All humans go down in one shot to the head, unless they are augmented/armoured. Same as vanilla.

Well, this is not strictly true. Some weapons didn't one shot kill (at least without max skill), such as the assault gun & stealth pistol, and this is still true in GMDX. Why did they not one hit kill? Balance, and I agree with it.
I agree with nearly all the devs done, Deus Ex is my favorite game, it's what they didn't do that this mod focuses on.
 
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Shadowfang

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Yes. All humans go down in one shot to the head, unless they are augmented/armoured. Same as vanilla.

Well, this is not strictly true. Some weapons didn't one shot kill (at least without max skill), such as the assault gun & stealth pistol, and this is still true in GMDX. Why did they not one hit kill? Balance, and I agree with it.
I agree with nearly all the devs done, Deus Ex is my favorite game, it's what they didn't do that this mod focuses on.
Its true, weaker weapons like the assault rifle didn't.
I mostly played with the 10mm pistol, the crossbow and shotguns, so a headshot was usually a kill unless i was it was a M12 commando.

Going to give it a spin and then i will get back to you.
 
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CyberP

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But if i go for a louder approach what can i expect from the ai? ?


Well, here's three minor AI improvements I did just yesterday:



segment 1: AI now react to you smacking melee weapons against walls.
segment 2: Greasels have many improvements, but this only shows his new spit attack.
segment 3: Gunther has mechanical version of speed enhancement, which obviously plays into the battle you have against him.


Since this mod is two years into development, and these three things were done in one day (in addition to plenty other non-AI stuff), well you do the math.
 
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CyberP

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I've cut out the Prodigy parody bullshit & got straight to the point with the video that was intended for demonstrating v6.3 gore and GEP gun:

[media]lVGi6_zJW-s[/media]
 

Shadowfang

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Haven't played much but i am liking it so far.
My only issue is with the new vision 1.5 mod. I hate the 10mm pistol. A glock? Seriously? The most uninspiring pistol evermade.
By the way, is it me or it helps seeing in the dark? I swear those vents used to be pitch dark, but now i can navigate with ease.
My biocell supply says thanks.
 
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CyberP

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My only issue is with the new vision 1.5 mod. I hate the 10mm pistol. A glock? Seriously? The most uninspiring pistol evermade.

The vanilla pistol was inspired by/modeled after the glock.

By the way, is it me or it helps seeing in the dark? I swear those vents used to be pitch dark, but now i can navigate with ease.
My biocell supply says thanks.

Your light aug must be on or you have your brightness at a high level, as those vents should still be dark.
 

Shadowfang

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The vanilla pistol was inspired by/modeled after the glock.
Really? Thats actually a pretty cool trivia. Do you have any source to go wit that?
It is still hard to believe since it looks nothing like a glock, but more like the bastard child of a colt 1911 and a desert eagle.
165px-Pistol_1.png
10mmPistol.png

Maybe it is this one :troll:
1911glockaprilfools10001.jpg


Your light aug must be on or you have your brightness at a high level, as those vents should still be dark.
I think i would notice if i had my light aug on. The game looks pretty dark right now, 0.35 if i recall correctly.
 
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CyberP

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Code:
	if (actualDamage > 0)
	{
		if (offset.z > headOffsetZ)		// head
		{
			// narrow the head region
			if ((Abs(offset.x) < headOffsetY) || (Abs(offset.y) < headOffsetY))
			{
				// don't allow headshots with stunning weapons
				if ((damageType == 'Stunned') || (damageType == 'KnockedOut'))
					HealthHead -= actualDamage;
				else
					HealthHead -= actualDamage * 8;
				if (offset.x < 0.0)
					hitPos = HITLOC_HeadBack;
				else
					hitPos = HITLOC_HeadFront;
			}
			else  // sides of head treated as torso    //CyberP: What the fuck?
			{
				HealthTorso -= actualDamage * 2;     
				if (offset.x < 0.0)
					hitPos = HITLOC_TorsoBack;
				else
					hitPos = HITLOC_TorsoFront;
			}
		}

Lol, no wonder people have been reporting an inconsistency with the crossbow's ability to silently & non-lethally K.O Enemies with one shot to the head. I cannot fathom why the devs would have done such a thing, must have been a reason, right? Anyhow, I've "fixed" it. Let's hope nothing bad happens as a result...I could use some testers, you faggots. Shadowfang, want updating so you can play with the latest changes and report back any potential issues?
 
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CyberP

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See the video above. If anyone would like to help "perfect" the gore by making some new models: a mutilated foot, maybe some new bone types etc, that'd be great. I'm asking you guys for support because the Deus Ex modding scene is essentially dead. The only domain currently standing is Deus Ex Alpha, and there is fuck all activity there.
Anyway, much more incline is on the way, yet the things that could be achieved with some specialists...as one example I've drafted an interesting perk system, to make Deus Ex more RPG: more gameplay depth, more C&C (at the cost of simulation to some degree). It's ready to share for criticism but there's no point in sharing it when I cannot even implement it without specialists.
 
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CyberP

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Aren't augs essentially perks?

Yes & no. They were implemented in a simulated manner (very well done at that), significantly impact the gameplay & are a major plot device. Perks in every game I've seen them featured have no such glorious design.
I guess I really should follow suit; have perks be minor augmentations, however that would require even more specialists of which I don't have and the system I had in mind is tied to the skill system in a unique way.
 

agris

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What problem is solved / gameplay feature enhanced by adding perks to DX?
 
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CyberP

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What problem is solved / gameplay feature enhanced by adding perks to DX?

That would require sharing my draft. In short though much would be enhanced and the finishing touches to the balancing of the current RPG systems could be achieved. Not to mention it'd just add more depth, which is what I have been striving to do this whole time: take one of the deepest games and make it deeper AND more polished.

It's not going to happen anyway, I'd like to do it more faithfully to the philosophy of the original devs and implement the system in the form of software upgrades & nanoaugs, and this would require a number of specialists.
 

Shadowfang

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What happends if i play without the new vision mod? Really not a fan of how the light effects work. If you turn off a lamp the area around it actually goes brighter.
 
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CyberP

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What happends if i play without the new vision mod? Really not a fan of how the light effects work. If you turn off a lamp the area around it actually goes brighter.

Not New Vision, (and nor was the glock remodel) it's HDTP. You've got to be accepting of a flaw or two. It's a rule with any game/mod in my experience.
Throwing a whole (excellent) mod away because of one minor bug is a big mistake. But hey, it says good things about my mod since you haven't had any complaints yet :)
Anyway, the next version of HDTP is to be released soon which fixes the lamp problems, and once it is released I'll be adapting all it's code once again (GMDX is built upon HDTP for two-in-one compatibility).
 
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CyberP

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The "Pickup" category of items is now breakable. This results in opportunities to code some interesting new behavior, such as the fire extinguisher exploding and blinding enemies, and further simulated systems.
Fear not, as Augmentation upgrade canisters and select other pickups will remain invincible for obvious reasons.
 

Shadowfang

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Shadorwun: Hong Kong BattleTech
Throwing lams makes my screen go black except for the HUD. Leaving the game or/and loading a different save doesn't always fix this issue.
Tempted in going vanilla, again.
 
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CyberP

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List of further simulated interaction with pickups:


Object/s: Wine Bottle, Liquor 40oz, Liquor Bottle.
Effect when Destroyed: Glass smash, water splash.

Object/s: Ambrosia, Vial Crack, binoculars.
Effect when Destroyed: Glass smash.

Object/s: Fire Extinguisher.
Effect when Destroyed: Explodes, blinding enemies that walk into the halon gas.

Object/s: Flare.
Effect: Ignites if shot or set on fire.

Object/s: Cigarettes, soy food, candy bars.
Effect when Destroyed: N/A (it just breaks, spawning fragments that use the same skin).

Object/s: LAM, EMP, Scrambler & Gas grenades.
Effect when Destroyed: Boom! As in Invisible War you have to be careful with nade pickups.

Object/s: Sodacan
Effect When Destroyed: liquid spills and a little bit of splash.

More Decoration types are breakable now also.
 
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CyberP

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Throwing lams makes my screen go black except for the HUD. Leaving the game or/and loading a different save doesn't always fix this issue.
Tempted in going vanilla, again.

No much problem on my end, or on anybody else's for that matter. Try switching renderer, you little punk.
 
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CyberP

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*No such problem...
 

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