Anomander Rake
Savant
- Joined
- May 4, 2017
- Messages
- 639
Okay thanks. Would have added into the installer it as an option and added your opinion on the info together with the dev one
Thanks for all the great work. Ash
I've been following the project for a while even before I came on this site back in v8, and you really didn't let up or disappoint with v9.
What's next for the project, if it will even continue since it's essentially perfect by now?
RoSoDude Is making an add-on that is basically continuing my work, fixing up some remaining bugs, addressing some things discussed during the beta which I never got around to, and adding his own (good) ideas. I'm considering making it official because I trust his design judgement for the most part and he is a bro. e.g see: Link to post for an idea of his design sense in relation to the type of game Deus Ex is. He's not doing or intending to do a great deal from what I understand, it would be comparable to a sub-version increment e.g v9.0.2 to v9.0.3. But it'd be enough to achieve a state the perfectionist in me is happy with.
His work will need testing when the time comes, if people want in on that.
Other than that nothing is going on.
-Added a "Info" button to the skills menu so you can see the level descriptions again without clicking on a new skill.
-When clicking on a new skill, the menu will remember if you were looking at info or perks and stay on that menu for the new skill
I honestly can't think of what can you add to gmdx besides graphics, plot branches (stay with unatco, for example) and melee combat (something like Matrix). It's pretty much perfect.
-Removed deranged gravity simulation from hitscan weapons, replaced with linear damage falloff beyond a weapon's accurate range to make range modification more meaningful
-Capped at 35% falloff-Removed hidden influence of weapon maximum range on accuracy -- every hitscan weapon will behave like the pistol did with respect to how your reticule communicates accuracy
-Only affects player's shots; AI have full damage at all ranges
-AI retain the old formula (tweaked for new ranges, see below) so they can still hit the broadside of a barn with an assault gun-Range mods now increase weapon max range (was just accurate range before)
-DONE: need to update inventory UI so it shows these changes-Hitscan weapon ranges reduced across the board
-Assault Rifle range reduced by 50% (300-600ft to 150-300ft)-AI GetWeaponRanges() function adjusted so they still attack at the original ranges (Assault Shotgun users will move a tad bit closer now before they start firing though)
-Pistols/shotguns range reduced by roughly 25-35%
-Pistol (125-250ft to 93.75-187.5ft)-Projectile weapons only adjusted to look consistent, should be unaffected
-Stealth pistol (150-300ft to 112.5-225ft)
-Sawed-off shotgun (150-300ft to 93.75-187.5ft)
-Assault shotgun (87.5-175ft to 62.5-125ft)
-Sniper Rifle only nerfed by 20% (312.5-625ft to 250-500ft) to preserve its long-range dominance
That's hilariously broken. Couldn't have been intended.
Your change sounds good (assuming that realistic, working bullet drop isn't easy to implement). I agree that most weapons are probably already deserving of a range decrease, with this accuracy change moreso.
Other = Pawn(Owner).TraceShot(HitLocation,HitNormal,EndTrace,StartTrace);
// check our range
dist = Abs(VSize(HitLocation - Owner.Location));
if (dist <= AccurateRange) // we hit just fine
ProcessTraceHit(Other, HitLocation, HitNormal, vector(AdjustedAim),Y,Z);else if (dist <= MaxRange)
{
// simulate gravity by lowering the bullet's hit point}
// based on the owner's distance from the ground
alpha = (dist - AccurateRange) / (MaxRange - AccurateRange);
degrade = 0.5 * Square(alpha);
HitLocation.Z += degrade * (Owner.Location.Z - Owner.CollisionHeight);
ProcessTraceHit(Other, HitLocation, HitNormal, vector(AdjustedAim),Y,Z);
// otherwise we don't hit the target at all
This sort of messiness in the codebase should give you a taste for what @Ash had put up with in making this mod.
-LASER MOD NERFED
-Now randomly wavers based on current accuracy. Similar to Shifter, except the laser dot has a 1st-order proportional decay back to the center so it doesn't feel awful
-Laser dot reinitializes in a random spot in your accuracy cone (er... box) when you turn on the laser or fire a shot. No more pinpoint accurate Assault Rifle bursts on Untrained Rifles
RoSoDude fixed the binocular FOV, something I repeatedly ignored (I was overloaded). As a bonus, he also added a range finder
Doesnt this mod feature graphics improvements? Lot of you say this is what its missing, but I thought it included some of that.
Doesnt this mod feature graphics improvements? Lot of you say this is what its missing, but I thought it included some of that.
Confirmed Changes for 9.0.4 (highlights):
- No more hidden influence of weapon max range on accuracy -- your reticule will communicate a consistent level of accuracy for all weapons
- Rework to the wearables system for convenience and to fix an exploit. Using, recharging, and discarding a wearable will always operate on the top one in the stack. When you pick up a new Ballistic Armor/Hazmat Suit/Thermoptic Camo/Tech Goggles/Rebreather, its charge is added to the top item, and any overflow over 100% is given to a new wearable on top, up to the 1/2/3/4 wearables as governed by the Evironmental Training skill. Activating a body armor will automatically deactivate any currently active armors, with no more annoying messages telling you to do it yourself. Also, biocell recharge rates for wearables have been updated (rebreather recharge nerfed to 10% per biocell) and now properly display on the inventory screen
- Added an Info button on the Skills/Perks screen as shown before. Will probably switch it to one button that dynamically swaps between Perks/Info in the future
- Rangefinder added to the binoculars as shown before
- Rework of secondary items to feature Tech Goggles, Binoculars, and (if you have the Combat Medic's Bag perk) medkits and biocells
- Miscellaneous fixes to weapon and AI behavior
- "Halve Ammo Capacity" menu option (unlocked after beating the game once) fixed
Here's the new Ammo Capacity augmentation:RoSoDude's GMDX Addon Changes (highlights):
- Full overhaul of hitscan range mechanics to make range modification meaningful as discussed before
- New laser mod behavior with simulated aim waver and recoil to make continued skill/mod investment worthwhile while still offering a clear and logical benefit to its use
- The Athletics skill now improves the player's reach when mantling
- The Stealth skill now makes the player hide 0/15/30/45% better in darkness when sneaking, in addition to sneaking and slow-walking faster (I will be moving its perk-like benefits to actual perks later)
- The Demolitions skill now allows you to carry 5/7/10/15 grenades of any particular type
- Minor skill rebalancing, including cost adjustments, changing Medicine scaling from 30/60/75/90 to 30/45/65/90, and adjusting the Lockpicking and Electronics skills' scaling on different difficulties (vanilla 10/25/40/75% on Easy; 10/15/25/50% on Realistic, Medium, and Hard; 5/10/20/45% on Hardcore)
- New Trained Lockpicking perk "Sleight of Hand" allows an agent to pick locks and commit acts of theft without arousing suspicion from onlookers
- Run Silent now offers half of Speed Enhancement's groundspeed bonus (5/10/15/20%), not while jumping. Should be more competitive with its complementary aug as well as with crouchwalking with the Stealth skill
- The Passive Ballistic Protection augmentation no longer drains energy when taking damage, but instead offers up to 20/25/30/35% protection proportional to the user's current bioenergy level
- New Ammo Capacity augmentation to replace Energy Transference. Buffs all maximum ammo capacities by 20/30/40/50%. Weapon skills now also buff ammo capacities by 0/10/25/50%. To compensate, all base ammo capacities have been roughly halved.
- Tranquilizer darts now break on contact on Hardcore mode to prevent farming via AI abuse
- The crossbow now loads one dart at a time, while the Assault Shotgun loads a clip at a time
Why was Energy Transference removed? Was it too OP/UP?O
- New Ammo Capacity augmentation to replace Energy Transference. Buffs all maximum ammo capacities by 20/30/40/50%. Weapon skills now also buff ammo capacities by 0/10/25/50%. To compensate, all base ammo capacities have been roughly halved.
Shame. Too OP in combo with the Dragon Tooth?
Why was Energy Transference removed? Was it too OP/UP?O
- New Ammo Capacity augmentation to replace Energy Transference. Buffs all maximum ammo capacities by 20/30/40/50%. Weapon skills now also buff ammo capacities by 0/10/25/50%. To compensate, all base ammo capacities have been roughly halved.
Played with it and found it pretty fun.
Shame. Too OP in combo with the Dragon Tooth?
Ammo cap aug doesn't feel like it fits in, and normally the only ammo types you are hitting cap on is for weapons you don't use. Is it possible to have it give more inventory squares or something?