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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

Unwanted

CyberP

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V6.3 changelog in progress update:

-Movers & hackable devices now display damage threshold
-HEAL ALL button in the health interface always uses 1 medkit rather than them all so you can distribute your medkits more tactfully.
-Striking walls with melee weapons alerts nearby AI
-Significantly Improved greasel AI: enhanced offensive capability, manuevarability in water & visual improvements.
-New ammo type: 10mm AP ammo for pistols
-Riot prod damage multiplier override fixed (vanilla bug)
-Ammo not so scarce if not hardcore mode
-Weapon info displays the correct damage bonus from weapon skills, as well as the damage bonus gained to melee weapons from the combat strength aug
-Made alex jacobson, Hooker & Boatperson NPCs look slightly less retarded when running.
-Minor refinements to the conditions in which the HUD is disabled by EMP attacks.
-New gore behaviour doesn't work underwater & added finishing touches.
-Auto Turret damage threshold raised to 55.
-Destroying water coolers results in splash effects if it's not out of water.
-Said bottles/glasses can now be destroyed by shooting them, rather than throwing them only. Zyme & Ambrosia Vials also.
-Various other splash effects modified.
-In the battle with Walton Simons (should you choose to engage him) he cloaks immediately. One thing not mentioned in the notes of a previous
release is that EMP grenades disable an enemy's active cloak...
-Laser toggle Sound effects now apply to the pistol too.
-Gave Gunther some new augs.
-Fixed a bug that prevented turret activation alert from playing.
-Fixed an issue where control panels would play their bypassed SFX every multitool use.
-Added variation to emitted smoke of smoking objects.
-+25% Heavy weapon ammo per pickup at heavy weapon skill master level. Helps counteract further ammo reduction in hardcore mode and further rewards those that invest in the skill.
-Fixed a bug that prevented Medkits from nullifying poison at master or advanced medical skill level
-Fixed recoil system so that the last bullet in a magazine produces kick (vanilla bugfix).
-Fixed an player gibbing bug that caused slowdown.
-Fixed a lighting issue with metal crates.
-Tweaks to shotgun ranges.
-Rats, cats & pidgeons spawn gibs.
-Fixed headshot collision issues (vanilla bugfix).
-Improved various screen flash effects and added some new ones.
-Improved explosion effects further still.
-Fixed HDTP latest release reload issues for the sniper & pistol.
-Increased the recoil of the stealth pistol a touch & enabled recoil mod compatibility for it.
-Military Bot movement & attack speed increased.
-Disabled multiplayer as GMDX doesn't support it. This is arguably counter to the "Advancement" claim but Deus Ex never was about the multiplayer.
-Made plasma rifle a little more effective vs bots.
-Fixed the Assault rifle grenade launcher firesound bug (vanilla fix).
-Control panels can be broken, but doing so is a bad thing if you wanted to hack it.
-Improved Gray AI further.
-Removed vanilla functionality where unconscious carcasses that are gibbed, the gibs would pulsate. Looked odd in combination with the new gore.
-Set aqualung back to active.
-Created a new weapon for the new Military bot variant that is encountered late in the game.
-Possibility for two JOJO's to appear in the ton fixed (vanilla fix)
-Added the pick/hack values of multitools/lockpicks to the skill system descriptions.
-The USP no longer works underwater.
-Faster anim rate for security computer activation so you cannot open the computer and run and hide before the hacking interface comes up. (vanilla fix)
-Fixed hdtp lamp lighting problem
-Fixed a bug that caused the laser mod to deactivate if scope was toggled
-Security cameras no longer tag greasel and karkian carcasses
-Modified the attack range of all melee weapons a touch (aiming for realistic levels).
-Reset flare light radius back to vanilla.
-Enemies don't trigger their own laser beam alarms when passing through akin to Deus Ex: Human Revolution.
-Sabot rounds now give off unique impact sparks. Applies to the new 10mm AP rounds also.
-The UMP has a unique firing SFX when silenced.
-HUD text scaling: Enlarged the ammo counter text, Damage reduction display & augmentation binding display as vanilla was too small after the UI is scaled.
-Restored call to play bullet ricochet sounds, which mysteriously vanished.
-Minor changes to various decals.

-Camera-based simulated effects:

1. Improved shake effects when shooting.
2. Added new effects when swinging melee weapons.
3. Improved simulated landing effect.
4. Added minor flinching when shot.

-Further tweaks to microfibral Muscle augmentation:

1. Throwing objects at cameras, alarm units and turrets with microfibral muscle's power throw no longer breaks them.
2. Throwing corpes with microfibral muscle always results in gibbing as a means to hide primitive physics.
3. All thrown objects in general are more fragile.
4. Fixed a bug where thrown corpses would randomly disappear.

-Further changes to decoration behaviour:

1. more object types can be stood on (rather than throw you off)/have other objects placed on top (Van, Road Block, minisub, water fountain, Toilet, Toilet2, Phone, TAD).
2. More fragile decoration is easier to break if jumped on.
3. Added chances for containers to spawn a greater variation of useless crap when destroyed.
4. Player can push objects ever so slightly faster, but multiplied to a greater degree if they have the Microfibral muscle augmentation.
5. Deco that is blown up spawns smoking fragments.
6. Explosive decoration are less sensitive to being thrown (TNT crates etc).

-Pickups are now breakable with varying results:

-Destroying bottles of alcohol (Wine, Forty & Liquor Bottle) results in alcohol & glass splashing.
-Destroying fire extinguishers results in a pressurised explosion of halon gas which can be used as a somewhat useful tool.
-Destroying the various types of grenades results in their detonation as in Deus Ex: Invisible War.
-Destroying sodacans produces similar results to the alcohol.
-Flares ignite if shot or set on fire.
-Destroying candy bars, soy food, cigarettes, Binoculars, ambrosia & zyme vials simply results in their fragmentation.

-Maps:

I gave up logging map changes a long time ago as it is not a productive use of my time. Logging code-based changes is beneficial to me, doing the same for map-based changes is just a bloody hindrance. Since I am a one man "team" it's just not beneficial.

Immediate TODO list:

-Fix a minor issue with the new gore systems
-Melee behaviour: Hold down attack for power/charged melee strike
-Trace effect for Throwing knifes (maybe)
-Implement the incomplete ambrosia spill decal (maybe, not worth it considering there is only one ambrosia vial in the game & the big ambrosia containers need to remain unbreakable otherwise it'd be a plot conflict.
-Add mantling.
-Somehow find a 3D artist to contribute to the project. Further great things can be achieved.
 
Unwanted

CyberP

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Messages
1,711
If anyone is curious about certain systems, details, whatever, then request a screenshot or video. You will then be able to confidently criticize if criticism is needed.

For example, would you like a video of this:

"-Camera-based simulated effects:

1. Improved shake effects when shooting.
2. Added new effects when swinging melee weapons.
3. Improved simulated landing effect.
4. Added minor flinching when shot."
 

bert

Arcane
Joined
Jul 29, 2008
Messages
760
Just reinstalled DX to play this mod. What's the ETA on 6.3?

:greatjob:
 
Unwanted

CyberP

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Just reinstalled DX to play this mod. What's the ETA on 6.3?

:greatjob:

You can have the latest work right now if you report any potential issues. I just ran through the game (again) with the latest work plus I have another tester in progress, so it's pretty polished, but more testers is always good.
Also, there's now the option for faster weapon draw/holster speed:



Currently governed by Low-Tech skill but I'm undecided on which RPG element it shall be upon release.
 

bert

Arcane
Joined
Jul 29, 2008
Messages
760
Pistols might be a good choice as well if someone wants to be a pistolero.
 
Unwanted

CyberP

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Pistols might be a good choice as well if someone wants to be a pistolero.

I've already decided against making weapon skills upgrade the draw/holster speed of their respective class of weapons for a number of reasons, even though it's how the system worked vanilla. I've gone for combat strength.
 

Matalarata

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May 8, 2013
Messages
2,646
Location
The threshold line
I...just...can't...
Man what you did here is admirable. I've read the whole thread, each changelog and each update you posted...
You deserve much more kudos and visibility for the sheer amount of love. Also you endured KKKodex smugness like a monocled individual...

Wear that tag proudly around here, knowing you're NOT the "typical modder"

(maybe I will even find the time to replay the shit with your mod installed... fuck money)
 
Unwanted

CyberP

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Messages
1,711
-Somehow find a 3D artist to contribute to the project. Further great things can be achieved.

Still waiting on an artist. I'd be nice for held pickups to not be floating in mid air but rather be held by JC in FPP. It'd be great to implement mantling and have animations to go alongside it. It'd be swell to have better reload anims for those weapons that need it, and the...lackluster HDTP Sawed-off shotgun could use remodeling altogether.

Wear that tag proudly around here, knowing you're NOT the "typical modder"


The levels of incline are through the roof at this point. v6.3 release is imminent, and these pretty little tags are meaningless. The Codex needs to scale to my level and bring the incline.
 
Unwanted

CyberP

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WarningSteepInclineAhead.png
 
Unwanted

CyberP

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Messages
1,711
Here's the changelog for v6.3. The next level of for this mod and of course, Deus Ex. It will probably be released tomorrow.

v6.3 Changelog (Categorized):

Note: some things you may ponder given a lack of context. Just trust me. I am the one who brings you faggots passion-driven incline when so few else will.

----------------------------------------------------------------------------

AI:

-Significantly Improved greasel AI: enhanced offensive capability, manuevarability in water & visual improvements.
-Striking walls with melee weapons alerts nearby AI
-Created another new late-game Robot.
-Gave Gunther some new augs.
-In the battle with Walton Simons (should you choose to engage him) he cloaks immediately. One thing not mentioned in the notes of a previous
release is that EMP grenades disable an enemy's active cloak...
-Fixed headshot collision issues (vanilla bugfix).
-Military Bot further tuned-up.
-Improved Gray AI further.
-Made Alex Jacobson, Hooker & Boatperson NPCs look slightly less retarded when running.
-Created a new weapon for the new Military bot variant that is encountered late in the game.
-Enemies don't trigger their own laser beam alarms when passing through akin to Deus Ex: Human Revolution.
-Security cameras no longer tag greasel and karkian carcasses
-A number of minor tweaks to AI combat behavior to cut down on glaring issues.

---------------------------------------------------------------------------

WEAPONS:

-New ammo type: 10mm AP ammo for pistols
-Weapon info displays the correct damage bonus from weapon skills, as well as the damage bonus gained to melee weapons from the combat strength aug
-Laser toggle Sound effects now apply to the pistol too.
-Riot prod damage multiplier override fixed (vanilla bug)
-Ammo not so scarce if not hardcore mode
-Fixed recoil system so that the last bullet in a magazine produces kick (vanilla bugfix).
-The USP no longer works underwater.
-Increased the recoil of the stealth pistol & mini xbow a touch & enabled recoil mod compatibility for them.
-Sped up the base firing rate of the sawed-off & minicrossbow, and slowed the base firing rate of throwing knifes.
-Other pedantic tweaks to weapon stats.
-Fixed HDTP reload speed issues for the sniper & pistol.
-Made plasma rifle a little more effective vs bots.
-Fixed the Assault rifle grenade launcher firesound bug (vanilla fix).
-Improved impact sparks further still & made them not spawn if hitting grass, wood, glass or gravel.
-Sabot rounds now give off unique impact sparks. Applies to the new 10mm AP rounds also.
-The UMP has a unique firing SFX when silenced.
-Shotguns now fire 8 pellets as opposed to vanilla 5. Damage of each lowered to compensate.
-Restored call to play bullet ricochet sounds, which mysteriously vanished.
-Modified the attack range of all melee weapons a touch (aiming for realistic levels).
-Fixed a bug that caused the laser mod to deactivate if scope was toggled
-throwing knifes & darts can stick to a limited number of decorative objects. More will be done for this at a later date perhaps.
-Added unique dry fire (attempting to shoot when clip is empty) sounds for the Mini-crossbow, Plasma rifle and gep gun.
-Gave crowbar a more suitable land sound for when thrown.

-----------------------------------------------------------------------------------

SKILLS:

-Added the pick/hack values of multitools/lockpicks to the skill system descriptions.
-Fixed a bug that prevented Medkits from nullifying poison at master or advanced medical skill level.
-Level 3/Advanced level Environmental training skill grants you minor resistance to poison damage.
-Level 4/Master level Environmental Training skill improves the effectiveness of Medbots & repair bots.
-+25% Heavy weapon ammo per pickup at heavy weapon skill master level. Helps counteract further ammo reduction in hardcore mode and further rewards those that invest in the skill.
-Level 2/Trained of LowTech makes Throwing Knifes easier to see when in flight.
-Level 3/advanced of Low-Tech makes NPCs more likely to flinch to melee attacks.
-Level 4/Master lowtech increases melee attack range slightly.

----------------------------------------------------------------

AUGMENTATIONS:

-Weapon draw & holster speed is now influenced by combat strength augmentation.
-Set aqualung back to active.

-Further tweaks to microfibral Muscle augmentation:

1. Throwing objects at cameras, alarm units and turrets with microfibral muscle's power throw no longer breaks them.
2. Throwing corpes with microfibral muscle always results in gibbing as a means to hide primitive physics.
3. All thrown objects in general are more fragile.
4. Fixed a bug where thrown corpses would randomly disappear.
5. Player has chance to not drop held decoration when taking damage.

-------------------------------------------------------------

EFFECTS:

-Destroying water coolers results in splash effects if it's not out of water.
-Various other splash effects implemented in v6.2 modified.
-New gore behaviour doesn't work underwater & added finishing touches (such as cats, pidgeons and rats now spawn gibs).
-Minor refinements to the conditions in which the HUD is disabled by EMP attacks.
-Added variation to emitted smoke of smoking objects.
-Improved various screen flash effects and added some new ones where appropriate.
-Minor changes to various decals.
-Robots, cameras, turrets & alarm units spawn sparks when shot, if breaking their respective damage threshold or sabot/AP rounds are used.

-Camera && FPP View Model-based simulated effects:

1. Improved simulated recoil effects when shooting.
2. Added new effects when swinging melee weapons to give a sense of shifting weight.
3. Improved simulated landing effect.
4. Added simualted jumping effect.
5. Added minor flinching when shot

--------------------------------------------------------------

OTHER (SIGNIFICANT):

-Movers & hackable devices now display damage threshold
-HEAL ALL button in the health interface always uses 1 medkit rather than them all so you can distribute your medkits more tactfully.
-HUD text scaling: Enlarged the ammo counter text, Damage reduction display & augmentation binding display as vanilla was too small after the UI is scaled.
-Pickup counts are displayed when looting corpses

-Pickups are now breakable with varying results:

-Destroying bottles of alcohol (Wine, Forty & Liquor Bottle) results in alcohol & glass splashing.
-Destroying fire extinguishers results in a pressurised explosion of halon gas which can be used as a somewhat useful tool.
-Destroying the various types of grenades results in their detonation as in Deus Ex: Invisible War.
-Destroying sodacans produces similar results to the alcohol.
-Flares ignite if shot or set on fire.
-Destroying candy bars, soy food, cigarettes, Binoculars, ambrosia & zyme vials simply results in their fragmentation.

--------------------------------------------------------------

OTHER:

-Fixed an issue where control panels would play their bypassed SFX every multitool use.
-Auto Turret damage threshold raised to 55.
-Fixed a lighting issue with metal crates.
-Improved explosion effects further still.
-Disabled multiplayer as GMDX doesn't support it. This is arguably counter to the "Advancement" claim but Deus Ex never was about the multiplayer.
-Removed vanilla functionality where unconscious carcasses that are gibbed, the gibs would pulsate. Looked odd in combination with the new gore.
-Possibility for two JOJO's to appear in the ton fixed (vanilla fix)
-Faster anim rate for security computer activation so you cannot open the computer and run and hide before the hacking interface comes up. (vanilla fix)
-Fixed hdtp lamp lighting problem
-Reset flare light radius back to vanilla.
-Fixed a player gibbing bug that caused slowdown.
-Modified footstep sound behaviour so that Grass & certain other textures do not dampen sound produced quite so much.
-Raised the hackstrength of cameras and Turrets back closer to their vanilla values.
-Reset Biocell BE restore amount back to vanilla value.
-Bug where you'd still pickup grenades even though your inventory is full, and then make space for the nade and pick it up again (vanilla fix).

-Further changes to decoration behaviour:

1. more object types can be stood on (rather than throw you off)/have other objects placed on top (Van, Road Block, minisub, water fountain, Toilet, Toilet2, Phone, TAD).
2. More fragile decoration is easier to break if jumped on.
3. Added chances for containers to spawn a greater variation of useless crap when destroyed.
4. Player can push objects ever so slightly faster, but multiplied to a greater degree if they have the Microfibral muscle augmentation.
5. Deco that is blown up spawns smoking fragments.
6. Explosive decoration are less sensitive to being thrown (TNT crates etc).
7. Control panels can be broken, but doing so is a bad thing if you wanted to hack it.

------------------------------------------------------------------------

MAPS:

I gave up logging map changes a long time ago as it is not a productive use of my time. Logging code-based changes is beneficial to me, doing the same for
map-based changes is just a bloody hindrance.
The gist of things done is this: fixed a number of map errors and inconsistencies, distributed AP ammo, added some minor details, made some map-specific AI changes
and also made some enemies not appear in easy & normal difficulty modes in an effort to make those difficulties a little more reasonable, as they should be.
 

Jaesun

Fabulous Ex-Moderator
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Joined
May 14, 2004
Messages
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Location
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MCA
CyberP I may have missed this, but have you fixed the bug with Castle Clinton, where after you finish it WITHOUT KILLING ANYONE they will claim you massacred everyone?
 
Unwanted

CyberP

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Messages
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CyberP I may have missed this, but have you fixed the bug with Castle Clinton, where after you finish it WITHOUT KILLING ANYONE they will claim you massacred everyone?

All bugfixes implemented: http://genericname112.wix.com/gmdx#!bugs-exploits--inconsitencies/c1yfh

Castle Clinton event is in there, however it is not 100% fixed in that if Anna & co start shooting NSF you get the blame. I was meant to fix it for good a long time ago and you just reminded me. Pretty much everything else is fixed though, except for one or two conversions because they cannot be fixed.
 
Unwanted

CyberP

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Pretty much everything else is fixed though, except for one or two conversions because they cannot be fixed.


Well, there's some others too, mostly speed runner exploits, though I've clamped down on most of them also.
 
Unwanted

CyberP

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"GMDX feels more like the game the designers intended than the wonderful but flawed product that hit the shelves in 2000."
-Wildcat Phoenix

"A true, remastered edition of the original Deus Ex. From small things such as breakable, sensitive objects like in Human Revolution to significant, enhanced changes to the gameplay and graphics. Also, yes, lots of bugs and issues are fixed in this mod."
-Rob12772

"Feeling the sheer joy that I have played almost 7.5 hours so far is unbeatable."
-birdzoli
 
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jcd

Punished JCD
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Last edited:

bert

Arcane
Joined
Jul 29, 2008
Messages
760
Played through Liberty Island. Haven't noticed much changes yet, but this is probably more than due to me being in the first mission of the game. Can you tell me how knockouts work? I'm going to assume there's still a sweet spot you have to aim for because my knockout attempts have backfired on me a couple times (They turn around and then shoot me once in the head and I'm dead :lol:). I'm using a baton with Trained Low-tech.


CyberP
 
Unwanted

CyberP

Unwanted
Joined
Aug 2, 2013
Messages
1,711
Like the game itself, GMDX is deceptive. The more you play, the deeper it gets.

As for the sweet spot, just get up real close and aim for the torso for a silent instant non-lethal takedown. Tranquilizer darts are an instant non-lethal takedown to the head also.
 

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