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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

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CyberP

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I think I know why the devs "treated the sides of the head as torso" when it comes to headshots...basically because primitive unreal collision cylinders. Definitely going to leave it as it is (sides of head treated as head) but experimenting with some stuff now to get the collision a little better, if possible.
 
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CyberP

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Can you see all the retardation going on this video @3:30 onward? GMDX fixes all that and so much more:



Perfected formula indeed.
 
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CyberP

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God I love this game but it certainly had its flaws. "Urgh Urgh Urgh Urgh YARRRGHHHH!"
 

ZagorTeNej

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When I take a scramble grenade from the storage in sewer MJ12 base all of my inventory items just vanish (inventory becomes empty), don't remember that happening in v7 so it's probably a new issue.

Other than that:


-Pool physics, fuck yeah!

-I like the inclusion of stamina, I was afraid you were gonna make it too intrusive and immersion breaking (like in HR were super mech Jensen can't sprint for more than 2 seconds or something) but the way it's implemented it adds to the sim part of the game and makes swimming skill more attractive without slowing down the pace of the game too much. I noticed stamina doesn't regenerate when I'm still but crouching, don't know if that's intended or not (I know Stealth Master skill is supposed to allow you to regenerate stamina when crouch moving)

-Whether it's done for gameplay or setting/sim purposes I very much like the boost in speed for the player (and feel it's balanced nicely by the inclusion of stamina system), it makes JC feel more like a nano-augmented super soldier (I felt like a predator hunting down those poor NSF at Liberty Island) and will definitely increase the usefulness of Run Silent* down the road.

*Important because I'm sure many feel it's a crap choice compared to Speed even with Speed crouch no longer being silent. I never did but I'm in the minority in that regard, I basically only choose Speed when I'm using Flamethrower heavily but other than that I feel that with Run Silent I nearly always gain the drop on the enemy without needing to crouch all the time (and no fall sound helps as well) which is even more helpful in GMDX because of improved enemy reaction time and hearing.

-Purely subjective, but I slightly preferred assault rifle sound in the previous version (not a big deal as both are miles better than in vanilla DX).

-A very minor issue but when looked in the mirror JC holds USP strangely and it lacks the hand skin color change (based on which JC avatar you choose) that is included in other weapons.

-Font improvements are nice.

-I didn't notice the improvement/change in the mantling system but I didn't have any issues with it in the previous version (I thought it was pretty reliable).


God I love this game but it certainly had its flaws. "Urgh Urgh Urgh Urgh YARRRGHHHH!"

:lol: Fights between groups of NPCs are a thing of beauty in vanilla, battle of headless chicken.
 
Last edited:

ZagorTeNej

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In the hopes that CyberP will get his posting privileges in this thread back at some point.


Some bugs:

-Synthetic Heart doesn't work with Spy Drone (didn't upgrade it to level 4), works with other augs I've tried out (Ballistic protection, Run Silent and Vision).

-Detention Area code in MJ12 secret facility is still 3 digits on the keypad outside (when I tried to go back after I turned off the camera and turret there).

-Tong got glitched at times and I wasn't able to initiate conversation with him, I had to smack with him with a baton and he resumed as normal once he stopped running around, only way I could proceed with the game.

-Forced walking (can't run no matter what I try) in level 2 VersaLife labs, I remember it happened in V7 as well.

-Code to Aquinas Router doesn't work, 6765.

-Forcefield to the right of Page doesn't go down when I destroy turrets with AP Pistol rounds, it does when I blow them with a GEP.

-Screen goes black and game crashes after I kill the MiB that spawns in that room with all clones in tubes in Area51. It doesn't happen right after I kill him but when I try to go back to the previous level after I killed him, if I just run past him it works fine.

-EMP grenade doesn't work on those blue lasers at the beginning of A51 sector 2, Spy Drone does so I assume it's a bug.


Other stuff:

-IMO stamina should regenerate much faster when you come up for air under the water, the way it is it makes many swimming sections a chore even with high skill. I can't imagine the patience needed for someone to escape that UC explosiong in VL with untrained in swimming and that's a main game section that can't be avoided. I also think it should regenerate while crouched as long as you're being still.

-Simons improvements are nice (and I like the new shield graphic effect) but he still seems slower than MiBs and he still won't shoot or switch to DTS if you get close enough.

-I like changes to biocells (20 limit and 20 energy restoring) and I found I'm using them more often now. I'd consider say making Master Medicine skill increase their effectiveness (Biomod did something similar).

-I approve of reduced trained Hacking skill cost (I didn't use it that much for it to be worth 3000 SP to me) balanced by not being able to hack ATMs at that skill level.

-Is that whole area with the giant fan in A51 sector 2 a work in progress? I messed with the security panel in that room with 3 guards and level 3 access key but nothing much happens.

-I like the many little aesthetic additions to the levels, some enemy repositioning, script improvements, melee camera effects and the new headshot gore sound.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
In the hopes that CyberP will get his posting privileges in this thread back at some point.

-Forcefield to the right of Page doesn't go down when I destroy turrets with AP Pistol rounds, it does when I blow them with a GEP.
I think this is because the GEP gun explosion phases through the wall and destroys the node on the other side. Turrets probably are not explosive enough.


As for CyberP returning, I should hope so, but he seems pretty mad about the codex in general so who knows. The best place for fast communication about this mod is probably here for now: http://www.offtopicproductions.com/forum/viewtopic.php?f=9&t=11951.
 

ZagorTeNej

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Dec 10, 2012
Messages
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I think this is because the GEP gun explosion phases through the wall and destroys the node on the other side. Turrets probably are not explosive enough.

Yeah, you're right, I just found that node.

As for CyberP returning, I should hope so, but he seems pretty mad about the codex in general so who knows. The best place for fast communication about this mod is probably here for now: http://www.offtopicproductions.com/forum/viewtopic.php?f=9&t=11951.

The birthplace of Nameless Mod? I lurked there in the past so sure, maybe I'll try to get an account there if I want to give more feedback. Modders and Codex just don't mix well.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
CyberP said:
v8 changelog in progress:

Bold= significant features. For people that just want the juicy info without having to read the whole changelog.
It is all significant in my eyes, but I don't want to bore the reader with "Fixed x in relation to obscure bug y" type listings. Plus Deus Ex fans seem to be hard to reach out to these days. What more greatness could I provide? There is little left. I guess only the sacrifice of a baby goat will appease the masses. This mod needs an award for "least popular mod to ever win a moddb award".
...again, not that I exactly desire popularity itself. It is support that I desire which would come as a result of popularity.

AI:

-When killing the enemy with high-powered weaponry they are knocked back by the force.
-AI sometimes drop thier weapon when killed by a knockback shot.
-If chasing the player, dogs (Doberman only) bark a ton and alert enemies. Doberman also have a new variation of attack sound and run & attack faster.
-Gave Simons a number of performance-related buffs.
-AI burn faster/dont run around on fire for too long.
-Scrapped MiB's holding two-handed weapons with one hand as the one-handed running animation looks goofy.
-Slowed down the augmented mibs by 11%
-Improved various Karkian stats.
-All AI that use projectile weapons (rockets, Greasel spit, grenades etc) have an element of randomization to whether or not they will use target leading to predict your future position when moving. In short, when you are moving sometimes they will fire straight at your position, other times they will attempt to predict where you will be when firing their projectiles. This change makes thier attacks a little less predictable & abusable (before you could strafe left/right repeatedly to abuse the AI calculations).
-When using ranged attacks, Grays alternate between focused attacks and wide spread attacks. Gray also always fire directly at your postion, no target leading.
-Turrets rotate faster.
-Increased the range at which AI can use the flamethrower.
-Gave some types of MiB 2052's answer to the Typhoon aug.
-Whilst AI death animation is playing there is no longer invisible collision that blocks bullets and enemy decision-making algorithms.

AI camping system improvements:

-Some campers no longer camp & instead advance on the player under certain conditions.
-All campers do not immediately forget about the player.

Effects & audio:

-Crossbow Dart effect can be seen when fired by enemies too, making them easier to dodge.
-Made plasma gibs glow and gave them a new texture.
-More explosion refinements.
-New sounds when in and floating on the surface of water.
-gave the assault shotgun a new dry fire sfx
-Added another metal landing sfx variant.
-Gave the assault gun a new firing sound
-Refined melee attack camera effects
-Added new camera effect for when landing into water from height.
-Made some minor tweaks to flamethrower effects.
-Thermoptic camo also provides visual cloaking effect.
Altered drug/poison effects: FOV isn't lowered and held weapons do not disappear.
-New electro-shock effect when zapped by spiderbots. Only happens if shocked in the head.
-Improved EMP grenade explosion effects.
-Improved enemy cloak activation effect.
-Improved simulated camera recoil effects.
-Added a new death sound exclusive to headshots by bullets.
-Improved the blood spurt effect when player and enemies are shot.
-Added gore splat sounds for when the gore falls off the wall/ceiling and hits the ground.
-Gave the sword a more suitable drop sound.
-Gave the Sawedoff shotgun new dry fire & normal fire sounds.
-Added new blood splat effect if a load of blood goes in your face.
-Added glass crack decal when attacking glass with melee weapons or guns.
-New Grenade launcher fire sound added & increased g.launcher rate of fire.
-Added head decapitation to high-damaging weapons.
-Augmentation canisters emit light.
-Improved the muzzle flash effects of both shotguns.
-Improved effects when attacking & destroying carcasses.
-Plenty Bubbles are spawned when landing in water from height.

Weapons:

-New weapon mods: damage.
-Added new ammo type: gamma-ionized plasma ammo for the plasma rifle. Reduced default plasma ammo pickup counts to compensate.
-Added weapon sway when running.
-Recoil system further improved: recoil is no longer bound by firing animation and the view interpolation is much faster.
-Weapons that fire multiple projectiles no longer display the damage value of all projectiles multiplied, but rather the value of a single projectile.
-Hipfiring with the sniper is now unreliable unless you mod it and/or are skilled in rifles.
-Lowered Assault gun range and restored its compatibility with range mods now that they are worthwhile.
-Adjusted the viewoffset & firing offset for various weapons (their positioning when held by JC and the exact point the projectile is spawned from).
-Rotated the held assault gun, sawed-off & the flamethrower models so they aim at a more realistic angle.
-GEP can have rate of fire mods and rifle can have range mods.
-The UMP no longer has a sight rail & red dot sight.
-Reduced the radius of AI-alerting sound produced by the darts & throwing knifes.
-Sped up LAW rocket.

Miscellaneous:

-Decoration & pickups have spoofed physics when taking damage as well as bumping into each other.
-Also improved pool ball physics.
-Improved mantling system to be 100% reliable as long as you can reach the ledge.
-Walking & running speed is faster, and less noise is produced when walking.
-Hardcore expansion: in Hardcore mode you are forced to walking and must use the sprint key (default shift) to run. Stamina also drains faster when running in hardcore mode.
-Changed some font styles to be less ugly.
-Improvements to the fragility of fragile objects such as being broken when stepped on or having another object dropped on top.
-Cigarette & vending machines display how many credits are required.
-Lowered biocell recharge amount to 20 and lowered max carry amount to 20.
-Added more new interactive decorations.
-Lowered the sound radius of alarms a little.
-Pickups break when thrown against walls.

New Stamina system:

-Aqualung reduces stamina drain & increases stamina regeneration.
-Swimming skill now named "Athletics" & increases total stamina in addition to the vanilla perks.
-Low-Tech reduces stamina drain from swinging melee weapons.
-Stealth skill enables stamina regeneration when crouch-walking.
-The oxygen meter text is now blue and always visible (as it doubles as stamina/breath & stamina bar are one and the same).

The stamina system has great impact on a number of systems and results in more tactical and in-depth gameplay.

Augmentations:

-Radar Transparency now has a visual effect unique to the visual effect cloak provides.
-Reduced speed gained by speed enhancement since base running speed is now faster. Jumping remains untouched.
-Lvl 4 of the Microfibral muscle aug makes you immune to dropping held decorative objects when shot.
-Updated various aug descriptions for clarity.

Spy drone:

-The Spy Drone now has cloaking.
-Use mouse right click to emit noise from the drone and distract enemies from their patrols.

Skills:

-Hacking into ATMs now requires advanced hacking skill. Re-balanced the skill costs.
-Increased the sound radius of the demolition skill advanced proximity mine beeping.
-Updated various skill descriptions for clarity.

Bugs:

-Flares no longer ignite when thrown at NPCs. (GMDX bugfix)
-Fixed Heavy weapon inventory size reduction quirk where the weapon's size was not reduced until they were in your inventory first. (GMDX bugfix)
-Fixed the spy drone malfunctioning if used in combination with synthetic heart. (GMDX)
-Fixed a bug where you could mantle onto thrown weapons. (GMDX)
-AI no longer get angered if they witness you kill a rat (GMDX).
-In v7 death sounds were prevented from playing when an NPC is blown up. Instead pain sounds decided to play in place of them, and this is now fixed.
-Fixed a bug where radar Transparency only let you pass through laser beams at lvl 1. (GMDX).
-Fixed stealth pistol rate of fire issues. (GMDX)
Made some additional performance optimizations.

Maps:

-UNATCO (All visits).
-Hotel (All visits).
-Smugglers (All visits).
-Airfield Helibase
-747
-Hangar
-Tongs base
-Paris Metro
-Oceanlab_lab

-Improved the scripting of the MJ12 ambush and UNATCO Troop events on NYC Streets 08
-Fixed an error with the prison cell door code during the UNATCO escape and various other tweaks to other maps.
-Restored friendly status of troops in the Hong Kong Versalife lvl 1 labs, but made them far more reactive to bad behavior they observe in the player.
 
Unwanted

CyberP

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I'm back! I see my absence wasn't mourned, nor my release from the depths fought for. Bunch of cold-blooded savages you lot are. :P

In collaboration with off the radar modder "silver1305" I bring you a new awesome weapon modification info screen:

5zgMuDq.png


Note that there will be damage mods too upon release of v8.
 

Jaedar

Arcane
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Joined
Aug 5, 2009
Messages
9,877
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I'm back! I see my absence wasn't mourned, nor my release from the depths fought for. Bunch of cold-blooded savages you lot are. :P

In collaboration with off the radar modder "silver1305" I bring you a new awesome weapon modification info screen:

5zgMuDq.png


Note that there will be damage mods too upon release of v8.
Oh, that's nice.

I mourned your prosperization, but I figured you'd find a way out on your own.

Do you have capacity to edit now too?
 

ZagorTeNej

Arcane
Joined
Dec 10, 2012
Messages
1,980
I'm back! I see my absence wasn't mourned, nor my release from the depths fought for. Bunch of cold-blooded savages you lot are. :P

In collaboration with off the radar modder "silver1305" I bring you a new awesome weapon modification info screen:

5zgMuDq.png


Note that there will be damage mods too upon release of v8.

Welcome back bro :bro:

That screen is indeed awesome, would make it easier to track how many weapon mods you used on a specific weapon.
 
Unwanted

CyberP

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Also, something I don't show too often as it is not my primary focus: some level design work:

Here's the Battery Park Bum Shanty Town (with HDTP & New Vision, of course):

DXShantyTown_zps6ywsxhe4.jpg


Vanilla:

yWG5P.jpg


Apologies that it is not the best vanilla image. It is all I could find.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Could do with some higher brightness on the new picture too.

But it looks very good
 
Unwanted

CyberP

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RPG Codex. Where the man-children gather and play. Where the sexually deprived trigger release. Where morality is like a compass in a magnetic field.

I need to overthrow DU's reign in a man-childish duel of UT and take command of you incline-denying fools. I would herd the sheep up the hill.
 

Jaedar

Arcane
Patron
Joined
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Messages
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
RPG Codex. Where the man-children gather and play. Where the sexually deprived trigger release. Where morality is like a compass in a magnetic field.

I need to overthrow DU's reign in a man-childish duel of UT and take command of you incline-denying fools. I would herd the sheep up the hill.
You really should stop bothering DU unless you want to get prosperized or worse. :M
 

Alfons

Prophet
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Jul 25, 2014
Messages
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You are fucking killing me! :lol:
Honestly, why do you care so much that your mod isn't getting the attention you think it deserves? Either do more advertising or just let it go. Bitching rarely does anything.
 
Unwanted

CyberP

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You do realize you very likely have mental health issues?

I do have some minor issues, yet if the average RPGCodex member such as yourself stands for the equivalent of normalcy then I am rather happy with myself despite any perceived issues.
This place is a fucking circus.

You are fucking killing me! :lol:
Honestly, why do you care so much that your mod isn't getting the attention you think it deserves? Either do more advertising or just let it go. Bitching rarely does anything

If you actually read instead of opening your dumb mouth, you'll learn I care because with a team/support I could take the game to yet another level...multiplied.
 
Unwanted

CyberP

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If this were a graphics mod consisting of equivalent quality I wouldn't even have to say a word, you'd all be sucking my dick. That makes me sad, as someone with a future producing this type of content. Probably one of many reasons why those within the industry universally sold-out.
Also. isn't it ironic being told that bitching does nothing by an RPGCodex member? This place is infamous for its bitching. About the good this place is for is donating to old school developers, who then shaft you of your money.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
In lieu of having the ability to edit posts, I should think you would be more careful about the structure of your posts.
 

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