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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

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CyberP

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Just a weapon test/demonstration with the new melee attack speed when using Combat Strength.



As for the gore above, it is still WIP and will look more realistic upon next release.
 
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CyberP

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Version 6.2 released: http://www.moddb.com/mods/gmdx/downloads/gmdx-v62/#4828674

A small update, and will likely be the last update for a while.

Bold= Significant.

Skills:
-Tech goggles can see through walls (albeit with short range) at advanced and master environ skill level.
-Demolitions increases blast radius & at master level gas grenades can K.O unaugmented pawns with the initial concussion-inducing blast.

Augs:

-Combat strength increases melee attack speed in addition to damage to balance out against Microfibral Muscle, and because fun.
-Speed Enhancement produces noise when crouched, therefore making silent running worth a damn.

-Restored Aggressive Defensive System's ability to detonate proximity mines for balancing reasons.
-Increased microfibral muscle throw velocity a touch.

Weaponry:

-Implemented Rate of Fire mods.
-Weapon mods are now stackable in the inventory.
-Improved ballistic impact effects further.
-Removed custom glock as rate of fire mods made it somewhat redundant and rebalanced pistol stats.
-Reduced grenade detonation time by 1 second and increased throw range a touch.
-Pepper gun & fire extinguishers are significantly more reliable.
-Minor recoil adjustments.
-GEP gun now accepts clip size weapon mods. Fire rockets in succession, compatible with the new guidance systems too.
-Buffed tranq dart damage so that every human NPC that does not have a helmet, is not augmented or invincible can be K.O'ed with one shot to the head.
-Renamed the assault gun to the name it is given in the blueprints found in-game.

AI:

-Increased running anim speed by 5% and melee attack speed by 10% to make them look a touch more convincing.
-AI notice when cameras are beeping at you and hunt in the direction they are looking in. (hardcore mode only).
-Increased running animation rate by 5% to make them look more convincing. Melee attack by 10% (this one also makes them more threatening).
-Nerfed vanilla mib & Wib
-Many changes to barks and pain/death/K.O sounds for realism.

Effects & Audio:

-Significant improvements to gore.
-Heavy EMP damage disables the HUD. Find a way to reboot it.
-throwing objects in water makes a splash effect.
-Added new footstep sounds for when landing from height (currently wood and carpet only, more to come).
-Slowed camera spinning speed upon player death and added screen flash upon death.
-Improved rocket & explosion effects further.
-Minor modification to electricity effects.
-Improved plasma effects further.
-Increased chance of containers spawning trash, less chance to spawn rat.
-Increased number of fragments spawned by deco when taking damage.
-Increased the speed of tracers a touch.
-Significantly increased chances to gib the player from explosives. Originally you could take rockets to the face, you'd die but just flop to the floor instead of becoming mince meat.

Maps:

-Significant improvements to NYC streets maps.
-Fixed crashing when hacking a terminal in NYC sewers.
-Fixed an AI issues when stealing from one of the triads.
-Distributed rate of fire mods across the game according to the approach in vanilla design.
-Added additional aesthetic detail to a small number of maps.
-Removed liberty island plants present in v6.1.

Bugs:

-Made non-swinging cameras reset view rotation after tagging player (vanila fix)
-Fixed bug that makes carcasses already in a map with a weapon in it's inventory just crap out as it has not got spawned ammotype (vanila fix).
-there was a small variation in the time you could pick up a body you just killed/K.O'ed. This is now removed. (vanilla fix).
-Removed haxor line from GMDX load path.

Note to players of GMDX v6.1 ONLY: this should be fine to install on top of a current playthrough and continue.
 
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CyberP

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I don't want to stop but there is only so much a lone modder can do, and I need money. Time to make mindless games for iOS...
 
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CyberP

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Updated the website to include these changes. I still haven't added all the many individual details per weapon in the weaponry category, I'll get round to it soon for the sake of completion.

Development has ceased. A lack of support killed it. I cannot even get testers despite universally shining reviews and feedback from those few who actually play.
I'm not getting any money for all this, it was all for the love, but now it's time to drop that shit and invest myself in something a little more rewarding, monetarily speaking.

What a fucking shame.

I may or may not pick it up again one day.
 

Kaucukovnik

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No wonder you don't have much motivation, and you aren't the first to get needlessly ridiculed here (Qwinn, Drog, Hiver when he was finally about to produce something worthwhile...)
No matter what you do and what :incline: you bring, thin skin is not to be forgiven.
And it's the way it works all over the internet. I have seen it many times - a creative individual gets repeatedly annoyed with stupid crap, finally snaps and gets banned for profanity. The only difference here is that nobody is banning anyone, so it's just a matter of endurance. And the side effect of loose moderation is that half of the community thrives on other people's butthurt.

I'm another one of those who don't have the time to try it out right now, but are looking forward to do so in the future. So thank you for what you've done so far. :salute:
 
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CyberP

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"No wonder you don't have much motivation, and you aren't the first to get needlessly ridiculed here (Qwinn, Drog, Hiver when he was finally about to produce something worthwhile...)"

Fun fact: there's next to no negative feedback for the mod, even on the Codex! There has been no ridicule here of all places. this makes it all the more confusing.
I'm just frustrated at a lack of support, I mean I need testers first and foremost for obvious reasons, but if I had a team? hell, you'd really see my true colors.
Not to downplay the two years of obsessive work I've done, and the exceptional efforts of my old programming friend who was once on the team but left for personal reasons.

"So thank you for what you've done so far. :salute:"

No worries. Enjoy it, it's free!
That's what pisses me off the most: if it were an "official" release by Eidos it'd get more attention, and ultimately more support that I deem vital to achieve further "advancement".
But hey, the love is still there and I don't regret it one bit. What other clown can say he took his favorite game of all time to the "next level" whilst remaining true to the original design principles? No matter what game-related project I work on from here on out, nothing will ever beat this, not without a budget of just a few million anyway.

But hey, it's futile to stress over a highly flawed but very complex 13 y/o game. It's an achievement in itself that I've handled that complexity lone wolf (or over half of it- I haven't touched writing or added new animations...unfortunately).

Anyway, there's plenty more that can be done for the game if I decide to return. I'm definitely going on a lengthy hiatus though, this is almost certain.

Anyway, if you go in, go in hard and expect mental stimulation, expect a challenge. Consider easy or normal difficulty if you're not big on challenge but want everything else the mod offers, which at this point is a lot.
 

Jaesun

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So.... basically what you are saying is you only want to do this for attention, and not out of love for the game? :M
 
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CyberP

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So.... basically what you are saying is you only want to do this for attention, and not out of love for the game? :M


Can you not read, or this a weak troll attempt?

it'd get more attention, and ultimately more support that I deem vital to achieve further "advancement".

Support= people willing to test, provide feedback, and join the team. All things I've had in the past, and this was absolutely invaluable.
 
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CyberP

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So...after announcing development had ceased, two things happened: I received a generous donation, and a (unrelated to the latter) programmer stepped forward asking to join the team. It appears there's more work to be done, and if anyone else would like to join the team or make donations, well don't be shy now ;)
 

agris

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Dude, do the work for the sake of the game. If it's good, people will play it. If you need to be ego-stroked to keep at it, your conviction was never there to start with.

That being said, this looks really promising (except I'm honestly worried about you as the project leader). If you mod it (and it's good), they will play. Keep focused on your goals and bug-fixing.
 
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CyberP

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Dude, do the work for the sake of the game. If it's good, people will play it. If you need to be ego-stroked to keep at it, your conviction was never there to start with.

That being said, this looks really promising (except I'm honestly worried about you as the project leader). If you mod it (and it's good), they will play. Keep focused on your goals and bug-fixing.

Yet another clown that fails to read clear statements. It's not about ego stroking, I know the mod is good. I know what I am doing in regards to design. It's about future advancements. What, you think I can program, design levels, create 3D models, animations, textures, new sounds, promote the mod, test it, create websites and such for it and so on? I already do most of this but I have my limits. More can be done with more specialists.

Don't question my nerdy love, it's all been love. Doesn't make my situation any less soul-crushing though. This is how unfortunate sellouts are made, understand?

Anyhow, I've made the claim that this mod advances the design of a PC Classic, one of the greatest.
People have named this the "next level", the definitive Deus Ex experience and such, but still no response from the Codex. Stop jerking each other & get working on a future of incline.
 
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CyberP

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Minor update for those interested: Movers (Doors) now display the minimum damage threshold, which is the minimum amount of damage required to be able to do damage to a door.


DeusEx_2014-10-23_09-45-25-973.jpg
 
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CyberP

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Changelog so far:

-Riot prod damage multiplier override fixed (vanilla bug)
-Ammo not so scarce if not hardcore mode
-Movers & hackable devices now display damage threshold
-Weapon info displays the correct damage bonus gained from weapon skills, as well as the damage bonus gained to melee weapons from the combat strength aug.
-Made alex jacobson & Boatperson NPCs look slightly less retarded when running.
-Minor refinements to the conditions in which the HUD is disabled by EMP attacks.
-Improved camera effect behaviour when shooting.
-New gore behaviour doesn't work underwater & added finishing touches.
-Auto Turret damage threshold raised to 55
-Added mild reverberation effect when underwater.
-Hitting walls with melee weapons alerts nearby AI.
-Destroying water coolers results in splash effects if it's not out of water.
-Destroying bottles of alcohol (Wine, Forty) results in splash effects.
-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...
-Significantly Improved greasel AI: enhanced offensive capability, maneuverability & visual improvements.
-Laser toggle Sound effects now apply to the pistol too.
-Gave Gunther some new augs ;)
-Increased the recoil of the stealth pistol a touch & enabled recoil mod compatibility for it.
-New camera effects when attacking with melee weapons: gives a sense of shifting weight.

Also, throwing the headbob formula out there. If someone wants to give improving it a shot then go ahead. I will be working on more AI stuff I think.

Code:
function CheckBob(float DeltaTime, float Speed2D, vector Y)
{
    local float OldBobTime;

    OldBobTime = BobTime;
    if ( Speed2D < 10 )
        BobTime += 0.2 * DeltaTime;
    else
        BobTime += DeltaTime * (0.3 + 0.7 * Speed2D/GroundSpeed);
    WalkBob = Y * 0.65 * Bob * Speed2D * sin(6 * BobTime);
    AppliedBob = AppliedBob * (1 - FMin(1, 16 * deltatime));
    if ( LandBob > 0.01 )
    {
        AppliedBob += FMin(1, 16 * deltatime) * LandBob;
        LandBob *= (1 - 8*Deltatime);
    }
    if ( Speed2D < 10 )
        WalkBob.Z = 0; // AppliedBob + Bob * 30 * sin(12 * BobTime);   // take out the "breathe" effect - DEUS_EX CNN
    else
        WalkBob.Z = AppliedBob + Bob * Speed2D * sin(12 * BobTime);
}
 
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CyberP

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Unexplained vars above:

Bob=0.016000
Speed2D = Sqrt(Velocity.X * Velocity.X + Velocity.Y * Velocity.Y);
GroundSpeed varies, but it ranges from 0-500 or so. (standing still & max speed enhancement respectively).

Oh, one more.

LandBob = FMin(50, 0.055 * Velocity.Z);
 
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Is it possible to choose what changes/tweaks/whatever to apply to the game or is it a wholesome mod?
 
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CyberP

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Is it possible to choose what changes/tweaks/whatever to apply to the game or is it a wholesome mod?

Wholesome. There's optional content but for the most part you succumb to my vision for a better Deus Ex. Speaking of, what type of player are you? Insane psychopath, perhaps?



The video could have been edited better to be more entertaining, but what the hell. I'd rather be spending my time improving the game than marketing.
 
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