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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

Ol' Willy

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To clarify, I do not advocate for any changes or something - just sharing my observations. I think the game was originally designed for only sporadic episodes of open combat in mind and thus such ammo balance

Nope. My personal playstyle preference is combat. But it is balanced around thoroughness, skill and good knowledge of the game on hardcore. With more lenience on all lower difficulties.

The original game was absurdly generous with ammo, I toned it down a bit but still kept it pretty abundant.
Ahh, I see

But the thing is, using ammo scarcity to limit the player works only if the alternatives are limited too or simply suck. This works well, for example, in Doom, especially in wads designed for pistol starts. Like in Hell Revealed, playing it on pistol starts feels really different and more engaging that on continuous, and there are various level design moves based around it.

Then, Deus Ex, and aforementioned System Shock 2, do have alternatives, but these alternatives are no less (even more) effective than guns and require no resources whatsoever. This really ruins muh precious balince

Thus, the obvious idea is to either pump up the guns, or nerf the melee

Speaking of which, why DTS doesn't use batteries? Prod does, but DTS doesn't? Hmm
 

Ash

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7,055
The alternatives (in your provided example, melee) is limited by its range. Ranged combat or ranged takedowns is almost always safer than getting in the enemies face deep in enemy territory, especially since they're more competent now. Demolitions limited by rarity. Environmental kills limited by location and other things. Stealth is godly, but the point of combat is to disregard it. Nothing can really be done about that, it's the rule for all games that hybridize stealth and combat in one game as always-present options.

The goal was to limit ammo enough to at least force other tactics and weapon usage than stealth pistoling everyone in the head the whole game. Too much ammo.
As-is, there is more than enough ammo to never have to resort to melee or stealth takedowns even on hardcore as long as you play it smart and skillful. Though this does involve investment in at least two of the five weapon skills. Generally that's the new rule for all-out gun combat, whereas vanilla only one. You could just master pistols only and go to town. Not exactly deep, varied and tactical for what should be obvious reasons. Anyways, headshots and more headshots. This was dictated by the vanilla game - x8 damage multiplier for head, x2 everywhere else. I changed the torso to x3 to make center of mass a bit more sensible, and sometimes it is, but otherwise mole popping still rules engagements.

Certainly an interesting idea there with the DTS batteries. Might be problematic in regards to breaking open containers and such, unless you make it only drain battery on contact with an enemy which could work well enough I suppose even if unrealistic and confusing (at first). Certainly a feature at risk of raising eyebrows though even if logical, and I tried to stay away from those as much as possible.
The DTS does have two notable nerfs already (though it doesn't really feel like it, especially if you invest in low-tech and combat strength), while many of the lesser melees given a slight buff. This was a must to make Low-tech and combat strength worth a damn beyond door-busting.
 
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Ol' Willy

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The alternatives (in your provided example, melee) is limited by its range.
Given that most of the levels in Deus Ex are fairly tightly spaced; plus the classic AI exploit of door camping - makes it a non issue

Certainly an interesting idea there with the DTS batteries. Might be problematic in regards to breaking open containers and such, unless you make it only drain battery on contact with an enemy which could work well enough I suppose even if unrealistic and confusing (at first). Certainly a feature at risk of raising eyebrows though even if logical, and I tried to stay away from those as much as possible.
DTS may use bio charge of JC instead of regular batteries, after all, both JC and DTS run on nanites

This will also explain why so few people use it - they simply lack the augs to do this
 

Lord_Trashcan

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Mar 29, 2023
Messages
39
For anyone curious, the new fork is a vRSD fork. The author is Sarge, and if it counts I'm also working on it every now and then though the vast majority of changes are his.
 
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Ash

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The alternatives (in your provided example, melee) is limited by its range.
Given that most of the levels in Deus Ex are fairly tightly spaced; plus the classic AI exploit of door camping - makes it a non issue

Have you tried it? AI are no longer absurdly cheeseable by door camping in this mod. Vanilla enemies opening any door while they were in the seeking state made them give up searching for you guaranteed (after which you just immediately follow them and stealth takedown as they return to their patrol), and they generally had many instances of "sleeping" during the door open process wherein they would not register sounds the player makes. There is also the new strafe around corner tactic they use which throws a spanner in the works. Furthermore they may even throw grenades even though you're hiding in wait, if they're in the combat state (have detected you, combat music playing). Some enemies will also just bust right through a door instantly destroying it, like robots. Enemies generally open doors a bit quicker, and are overall more competent across the board in detecting you and once combat starts. While door camping can still be abused to a small degree, in a few situations, it's far less exploitable than vanilla. I did a lot for the awful AI of this game. Made them from bumbling idiots into something somewhat resembling challenge and intelligence in stealth and combat, in addition to removing tons of immersion-breaking behavior, and retards that have never played it still scream about vanilla being the gold standard out of ignorance.
 
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Ol' Willy

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Have you tried it? AI are no longer absurdly cheeseable by door camping in this mod.
Yes, AI got noticeably sharper when dealing with player trying to be stealthy. The gas station level especially got me quite a lot of troubles, I don't remember it be so troublesome before.

But as my build wasn't generally about stealth, in combat mode AI still oftentimes rushed in on me through the open doors and got shanked real fast.

I guess you can't really fix it without getting AI on entirely new level, it would have to *know* how to move around the map, team up and sync their actions - and I haven't seen any game with AI like this

About grenades yes, I noticed that, very cool; I had grens thrown at me quite often
 

Lord_Trashcan

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Mar 29, 2023
Messages
39
We've made a lot of progress since vRSD beta 2.2, the mod is big enough to count as a 2.3 or even 2.4 update! Unlike my previous mod, however, this one is already in a playable state and you can play it right now if you're willing to test it - a lot like how v9.0.3 was being tested in this very thread. If you're interested, post here or DM me. Until then, here's a list of current changes:

Sarge's Changes since Beta 2.2:

- Moved DeusEx.Int to the mod's System folder, so as to not overwrite any vanilla files. The int file will be handled automatically when using Kentie's Deus Exe.
- Numerous Bug Fixes
- Fixed GMDX bug where Intro Cinematic didn't have subtitles bars, and fixed all cinematics to have a FOV of 75, making them always look accurate to the original game.
- Fixed a bug where the Nuke and Worm software buttons were completely white squares on the Hacking menu.
- Fixed GMDX vRSD bug where you could pick up and carry heavy objects while out of energy with the Muscle Augmentation
- Fixed GMDX vRSD bug allowing using Tech Goggles in the secondary slot for half a second or so when out of charge
- Fixed the Crosshair Visibility settings in the options getting constantly overridden by lasers etc. The outer crosshairs showing your accuracy are also now linked to the Crosshair visibility setting.
- Fixed GMDX Bug where EMP'd turrets and cameras will re-enable themselves after the EMP effect runs out, even if they were disabled during the EMP effect.
- Fixed GMDX/Vanilla issue where you could retain your standing accuracy bonus after moving if you stood still for a long time. Now accuracy decreases immediately.
- Quality of Life Improvements:
- Augmentation Wheel improvements
- While in the augmentation screen, use middle-click on an active augmentation to add or remove it from the augmentation wheel.
- By default all augmentations will appear on the wheel.
- The "Disable All" button can optionally be removed using the options menu.
- The augmentation wheel can be changed to work in Quick mode. In Quick mode, releasing the augmentation wheel key will select the currently highlighted augmentation. Use right click to cancel.
- In the Inventory screen, charged items will now show their charge level on their icon. Additionally, belt slots containing charged items will show their charge level.
- Lockpicks and Multitools will no longer be consumed if you look away from an object you're picking/bypassing. Instead, the action will be cancelled and any progress cancelled.
- Added an optional "Dynamic Crosshair" mode, which shows a small dot-crosshair when no weapons is equipped, and some items have no crosshairs at all.
- Also fixed many instances of crosshair weirdness.
- The hit marker no longer hides the crosshair when it appears.
- Augmentations that need to recharge after use (currently only the Spy Drone) will show a red icon in the Augmentations window while they are recharging.
- Default Right-Click action (holster/unholster) is no longer blocked by having non-highlighting decorative objects under your crosshair.
- The Crosshair and Selection Brackets will be hidden when a window or menu is open, as they would previously get in the way of notes and other text.
- The secondary ammo display for items (when assigned as secondary items) now shows inventory count, rather than always displaying N/A
- Reloading "One-shot-at-a-time" weapon (shotguns, crossbow, GEP gun) will show the ammo count in the ammo display, rather than `---`, because reloading can be cancelled part way through.
- "One-shot-at-a-time" weapons now have "RDS" instead of "MAGS" on the ammo HUD.
- "One-shot-at-a-time" weapons have a different formula for calculating reload speed (RDS/SEC).
- Different shotgun shells have different textures, and the boxes were reworked to have a different texture for easier identification.
- Shells also have different sounds when they hit the floor
- Pressing the Reload key will no longer reload weapons that have a full clip.
- Laser Attachments now re-enable themselves automatically if a weapon is holstered and reselected.
- Hardcore Mode difficulty selection and Gameplay Settings menu are no longer locked behind completing the game, however they strongly warn against changing them.
- Double-Click holstering now also works to enable Double Click Unholstering, rather than always unholstering with right-click (with IW toolbelt) or doing nothing (regular Toolbelt)
- The number of total Lockpicks or Multitools in your inventory is now listed on lockpicking/electronics information windows, allowing you to see how many lockpicks or multitools you have compared to how many are required to bypass a given device or lock.
- Belt Autofilling can now be disabled in the options.
- Save Points no longer use Autosave slots, which can be easily overridden by accident, and now create fresh hard-saves instead.
- The Dialog Screen has been significantly improved
- A display showing your current credits balance has been added to the upper panel of the Conversation window.
- The number keys can be used to select dialog topics (and numbered labels will appear beside each option).
- The Dialog Menu can now use the HUD Color theme, rather than always having blue text.
- Dialog Menu options can be configured in the option screen.
- The Nano Keyring now tells you which key was used when locking/unlocking a door.
- Complete overhaul of "Left-click frobbing", which happens when left-clicking certain items without an item equipped.
- Left-Clicking a datacube will pick it up and allow you to carry it.
- Left-Clicking a breakable box, window or wall will select a melee weapon from your inventory based on a priority list.
- The priority list is as follows: Chinese Sword, Crowbar, Combat Knife, Baton, Dragon Tooth Sword.
- If you don't have the weapon or the weapon deals less damage than the breakable object's DT, it'll go to the next one in the priority list.
- The DT check is disabled on hardcore, so it simply checks the weapon's priority and equips it even if it won't deal enough damage to break the container.
- Left-Clicking on a door will pull out the Nano Keyring if you have the correct key, otherwise it will pull out a lockpick.
- This behaviour is disabled in Hardcore mode
- In Hardcore, Left-Clicking on a door will always pull out a lockpick (or the keyring if the lock is unpickable or you have no lockpicks). Right-clicking will then swap between the keyring and lockpicks.
- Left-Clicking on a corpse will always pick it up regardless of inventory. Double-Rightclick still works.
- Right-Clicking with the Keyring equipped will select your last used weapon.
- The Pedometer can now be viewed in the Health screen when using the Addiction system.
- Subtitles are now enabled in third-person cutscenes regardless of Subtitles setting, allowing text to show instead of useless black bars while also not displaying in-game barks. This can be disabled using the `bSubtitlesCutscene` option in `DeusEx.ini`
- Added "Belt Memory". When belt memory is enabled, using the last item in a belt slot will keep a darkened version of the item's icon in the toolbelt
- Regardless of the Autofill setting, no other items will be added to the item's slot automatically.
- Regardless of the Autofill setting, all items of the remembered type will be automatically added to the belt slot when picked up.
- Belt memory can be overridden by manually adding an item to a given belt slot at any time.
- Items dropped from the inventory or via the drop key will not be remembered, to allow easily throwing away unwanted junk without affecting the belt.
- Infinity War Toolbelt improvements and bugfixes
- Fixed bug where selected icon in the belt was forgotten between game sessions.
- With Double Click Unholstering enabled, a single-rightclick will unholster a weapon if the selection was changed.
- Pressing a number key while a numbered slot is selected will set it as the primary selection.
- Added "Classic Mode". In Classic Mode, right-clicking while having a belt item selected which is not the primary selection will select the primary selection, similar to regular GMDX.
- Fixed GMDX bug where you could scroll to empty slots when using the IW toolbelt.
- "Smart Keyring" support added.
- When Smart Keyring is enabled, the keyring will no longer occupy belt slot 0, allowing it to be used for regular items.
- The keyring can be selected using Left-Click Frob on doors.
- Gameplay Changes:
- Hacking Overhaul
- Bypassing Turrets now requires Advanced hacking, as in Vanilla.
- Hacked Cameras and Turrets will "reboot" and become re-enabled again after 2 minutes (plus an additional 2 minutes for each level of the Hacking skill)
- Hacking a security computer terminal will disable it and show an access denied message instead, similar to ATMs (Optional, always enabled in Hardcore).
- The number of times a computer can be hacked is based on your Computers skill.
- Regular computers will never be locked out, so you can read email to your hearts content.
- Charged Objects no longer destroy themselves on use in Hardcore mode.
- Swapped Level 2 and 3 of the EUAS augmentation, because level 2 was arguably better than level 3. Now level 2 detects environmental hazards, level 3 shows visibility on the HUD.
- The rifle's grenade launcher doesn't require reloading to turn on, but you need to reload after each shot. It now works like a different weapon.
- Restricted Saving is now a Playthrough Modifier and is no longer restricted to Hardcore Mode. It's still enforced in Hardcore Mode.
- Added No Keypad Cheese Playthrough Modifier (called "Unknown Codes") which prevents using keypads or computer logins without having found them beforehand. Some codes which are hinted but never given are excepted.
- The Laser Sight weapon modification now confers a 15% bonus to moving inaccuracy reduction time.
- Added Door Locking mechanics
- You can now lock any door you have the nanokey for, plus any doors you have picked previously if you have the Locksport perk (this is retroactive).
- Enemies cannot open doors which you have locked (Enemies can still open doors that are initially locked in the map unless you lock them)
- When using Restricted Saving (and Hardcore Mode), Autosaves are now only created the first time upon entering a new level, or if no save has been performed in the last 15 minutes. This is designed to mitigate save-abuse by crossing between maps.
- Weapon Mod, Enemy Weapon and Container Randomisation gameplay modifiers now use a table of predetermined random numbers, generated at the start of the game, rather than randomising on map load. This means that you can no longer reroll randomisation for a given map by loading a save before a transition to a new map.
- Addiction System Rework
- Alcohol no longer heals for 5 points. Instead, it temporarily gives you 5 torso HP (along with it's usual 5 extra torso Max-HP) while in effect, which is removed afterwards. This health removal cannot kill the player.
- Alcohol no longer adds to fullness when the addiction system is enabled
- Zyme no longer removes 10HP if the addiction system is enabled.
- Miscellaneous Changes:
- Implemented optional Lay-D Denton support. If installed, Lay-D Denton support will be automatically activated.
- The Lay-D Denton colour scheme is included and can be selected from the Colors menu.
- When Lay-D Denton is installed, a new Gameplay Modifier is available, which will add the extra NPC's added by the LDDP mod.
- Without the Gameplay Modifier, only Chet, Russ and a few other NPC's are added where necessary to maintain immersion and gameplay balance for female characters. These characters do not appear for male JC.

There are many other ones that weren't posted here as they're still in development, like a WIP perk system overhaul that removes the hardcoded perk limit and adds unique icons for each perk. The icons are all Lupus' work, the voice actor for Lay D Denton, and we'd appreciate some feedback on them. Do they fit vanilla? Are they easy to read? Etc...


image.png

image.png
 

Ash

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Oct 16, 2015
Messages
7,055
Probably just heavy-handed content blocking I have then.
 

Raskens

Learned
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May 7, 2020
Messages
125
So how many forks does there exist after Ashs last update?

- RoSoDude
- Lord_Trashcan
- GMDX 10

Any more?
 

Lord_Trashcan

Novice
Joined
Mar 29, 2023
Messages
39
So how many forks does there exist after Ashs last update?

- RoSoDude
- Lord_Trashcan
- GMDX 10

Any more?

Actually, the fork I posted above is NOT Lord_Trashcan, I've since merged the mod's changes with vSarge, and vSarge is built on vRSD. Basically, vLordTrashcan is now vSarge.
 

Lord_Trashcan

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Messages
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Beans00

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Messages
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If anyone is interested there is a far superior fork to this mod.

https://www.moddb.com/mods/gmdx-v10...s/gmdx-v10-community-update-release-changelog

It has much better coding, better bug fixes, more balanced difficulty ect.

And, it has way less content as it removes from GMDX v9.0.3 instead of adding fun things. Please avoid purposely making someone else's mod look bad by omitting facts and spreading misinformation so people can check out mediocre forks.

It fixes several balance issues and bugs. I don't care who's alt you are, I'm looking to help people get the best deus ex experience they can.
 

Lord_Trashcan

Novice
Joined
Mar 29, 2023
Messages
39
If anyone is interested there is a far superior fork to this mod.

https://www.moddb.com/mods/gmdx-v10...s/gmdx-v10-community-update-release-changelog

It has much better coding, better bug fixes, more balanced difficulty ect.

And, it has way less content as it removes from GMDX v9.0.3 instead of adding fun things. Please avoid purposely making someone else's mod look bad by omitting facts and spreading misinformation so people can check out mediocre forks.

It fixes several balance issues and bugs. I don't care who's alt you are, I'm looking to help people get the best deus ex experience they can.
vRSD fixes bugs and balance issues without removing a lot of content
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
So how many forks does there exist after Ashs last update?

- RoSoDude
- Lord_Trashcan
- GMDX 10

Any more?

Yes.

-Jobesky's
-Hardcore Stealth

Jobesky's may be worth a look, though it is hardcore.

Hardcore stealth is similar in goals, but even more extreme. The idea is to make combat so deadly that stealth is the ONLY option. On some level, I can respect that. In my opinion after working on Deus Ex, and playing other games that offer stealth/combat as true options, no game should do this as unambitious as that may sound, as the two playstyles (and the design of them) are always in conflict. I mean yeah, it still "works", but sub-optimally. Pick one or the other to design your game around. Still include the other if desired, but as a minor element that takes a backseat, not a full playstyle always available (e.g Morrowind stealth is a lesser element, Thief combat is a lesser element).
 

Beans00

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Messages
1,712
This is a case study of how GMDX was made by FPS fans who don't understand the nuance of Deus Ex - a key factor in its philosophy and success.
Nah, just not a fan of the author's attitude and snake oil salesman advertising practices... Especially when the final product is riddled with flaws and inability to understand that actual philosophy of the game itself. Not a huge issue in a vacuum, but when he peddles it as "vanilla but better in every way", stuff like this makes me roll my eyes.


How much is or isn't is beside the point that, if you track GMDX's history, it's defined by adding silly things because the author wanted to, then deleting things all his beta testers complained about, then claiming he had an intentional direction the whole time. The dumb stuff is in there because he added it without caring, and the amount of problems symptomatic of that lack of care for the game's intentions is perhaps best topped off by the blatant violations of its philosophy of design.
Check out mission 08 some time without LAMS or a GEP gun in your pocket, and have the progression force you to go to smuggler's place before you can scuttle the freighter. You'll find that his 1 robot is replaced by 2, neither of which remember whether you've met smuggler, the lasers have been modified to be impossible to speed aug/stack over, and the electronics panel is now guarded by lasers in the doorway AND windows, lasers that are turned off only by hacking the panel.


This change was not made with Deus Ex in mind. It was made with "me want spend resources it FPS, ooga booga" mindset, intentionally negating most means of solutions. Hope you got wireless range upgrades for the multitool, or else it's 100% time to either get shot by turrets or mauled by robots.
Onto the actual meat of the matter: I can genuinely only think of 3 AI changes, two of which are dumb, and one of which is meaningless. Greasels now have a jump attack that, unlike a modern game would plan for, has no cooldown, and they will activate over and over and over again (depending on RNG, literally nonstop) when fighting you. In a hallway without speed aug on, even not running out of stamina, you WILL suffer damage from these guaranteed attacks, and there's nothing you can do about it. Great when paired with greasels not turning allied when you free them in versalife, and getting back into the hallway to the gray labs, or the greasel tunnels in paris in general.


There's flare throwing that I have never once see make a difference. Cool I guess.
There's AI strafing, but the AI is intentionally not meant to play the game like it's Unreal Gold, and this creates an immediate problem: The only thing stopping AI from shooting at you isn't a "reaction time", it's actually whether they're facing you enough. You'd think this would be something worth fixing if you make AI strafe at random, but apparently not. As a result, and because strafing makes them automatically always face directly at you, if any AI decide to strafe around a corner at you, they fire THE frame their collision box has cleared enough geometry to shoot. Very epic. Cool factor concept, bad understanding, bad execution.

Model improvements: Decent, but ultimately meaningless. It's got 2 custom models from a temp hired modeler, Clyzm (shotgun), 1 more from him using kitbashed CS grenade anims (the flare), and the rest are just ported from HDTP... Which is supposed to be configurable with an on/off switch globally, and in Revision, can be customized per each object (save for decos, which are still an all or none choice), but screw it, let's make the game incapable of launching without HDTP models by improperly referencing the assets. What could go wrong?Biggest problem is: HDTP never touched NPCs to any meaningful level, and when it did, it resulted in a number of (extra) questionable style choices and constant animation errors. It's great that now this crate has slight bevels in it and the desert eagle inspired, stamp sheet metal pistol is now just a polymer frame glock (more polys, I guess?), but every single NPC you will ever talk to has the same 256x256 pixel textures strewn across them and are under 1000 polygons. Mmm-mmm.. Sure glad those oven mitt hands weren't fixed.

Nobody from modern era gaming noticed those, I'm sure... And that's the point. Weapons and decos were arguably the least important thing to fix (being the last jarring in regard to fidelity), and they're all that's changed.
Sound improvements: Horse crap claim. DXOGG is actually a new sound device used to play music in deus ex, allowing for actually playing higher quality music, despite standard format restrictions. It does not extent to non-music. GMDX does not use a new sound device or format for sounds. The sounds have the EXACT same restrictions on quality Deus Ex's sounds have, and are the same constraint of 44.1KHZ, 16 bit, PCM, mono channel WAV type of file used.The difference is, being a simulacrum, GMDX employs edgier sound design to go along with the edgier NV 1.X textures forcibly bundled (and unlike Revision, not toggleable in the options) that even the creator admits was a bad design direction, as NV 2.0a explicitly steered itself back towards not making everything shades of grey with all the color heavily reduced.

This is not deus ex. This is what people expect when they hear "cyberpunk", and there's even Q&A's with the dev team about how Deus Ex wasn't intended to even be cyberpunk, but ended up being it at day's end due to how categories are decided. It's not from the mind of William Gibson. It's from Eidos.


The edgier sounds would be a matter of preference, regardless, except that the sounds are explicitly stolen from a variety of sources. the 2027 mod (Earlier versions of GMDX literally bundled 2027 music and overrode the soundtrack on certain levels. Modern GMDX still bundles model and texture assets from it as well). Wolfenstein enemy territory. Half life. SWAT 4. Notice how the pain noises and squeaks that come out of people when hit aren't even the same voice actors that voice the same NPC's actual dialogue. That is factually wrong to do.


There is no sound design direction, and in fact, if you have an ear for it, it's a frankenstein's monster, and paying mind to the sounds will 100% pull you out immersion every single gunshot or pain grunt you hear from an enemy. My playthrough of GMDX made me completely incapable of being immersed because of this royal shitshow of design. Calling it "improvement" is certifiably incorrect, as the actual consistency and style with which sounds were used is now a complete, scattered mess. Most people don't know sound design, though, so I guess it works out for many people purely by the nature of being ignorant.Don't believe me? Loadmap to the 747 and shoot anna a couple times and listen to her pain sounds. Then load up UNATCO HQ and shoot her again. Notice the complete disagreement in what sounds are even used, let alone their style.

Bonus round: The author is not a programmer, and spent literal months of extra time applying things to every instance of an actor in the map editor, instead of changing 1 or 2 variables on the backend and saving himself time, effort, and all those many, many times where variables don't line up. Here's another one, and one I'm 100% positive is in vRSD, as I saw a stream of it coming up: Start doing large amounts of damage to riot cops in front of the Ton hotel in M08. Not enough to kill. One of them has "MaleLaugh" his large pain noise, because it was right next to "MalePainLarge" in UED's sound browser. I shit you not. There's a guy that laughs from taking a 10mm to the chest. I know these come out as cherry picked examples, but I'd be hear for ages describing every single thing wrong. It's a brutal death by 10,000 cuts and 20 punches to the face. I rated it poorly because I have eye for these things and it was an endless horror show of every other little thing being done wrong, with some big, objectively counterintuitive changes topping it off.

Quality of life is cool on paper, but some of it is improperly produced. Protip: Eat a candy bar by left clicking on it in-world with an empty hand. It'll heal you for 3 points vs 2, because apparently calling the actual activation function was too hard. Moreover, everyone and their grandmother has QOL options available for modern playing of deus ex. Factor in the intentionally anti-newbie difficulty changes, naked solution deletions, and other design choices, and QOL is best gotten elsewhere if you're a new player.

Major mods? There's a handful of options with various tradeoffs. For just getting QOL and assloads of bugfixes, Deus Ex: Transcended does a really good job sticking to the base game while getting lots of the must-have features. Funny enough, the new solution for character appearances is starting to become one of the 3 variants of Helios overhaul, and those can be dropped into any mod, and as they are not canonically supported by any, are just as hard to put in any mod (or even vanilla) vs another, making it net no points to anyone in particular... Berzerker has done a good job encouraging harmony in how his mod is distributing with respect to other ways to play the game, just in general, in fact.

Revision is, much like GMDX, a remix mod with QOL, graphics, etc sprinkled in, but Revision is more a map geometry remix while GMDX is more of a functional remix, changing how you move through levels by changing actor positions and actor stat blocks rather than geometry shape. I would caution going into both Revision and GMDX with a big grain of salt, and would recommend the base experience (possibly DXT, given its extreme focus on not deviating from the game's original direction) for a first playthrough, then get around to trying prettymuch every mod at least once, and seeing what does or doesn't float your fancy based on tastes. To use a crude metaphor,don't have your first time be in a gangbang or a BDSM club, let it happen organically in a bedroom with someone you care about, and whatever you get into down the road is all up to you.

The AI things I kind of have gripes about, since many of them are mislabeled or misleading. Suppressing fire isn't about suppressing fire, it's about AI shooting places you used to be with AOE weapons, really just coming down to the plasma rifle in practical terms, but there's a lot of them added, so I guess it's common enough. Or AI shooting at decorations you're behind. The base game actually already did that, but didn't do it for decorations that were deemed too durable to be worth the effort. "Using grenades more often" AKA let me not even draw this grenade I don't have in my inventory , but instead magically manifest it mid-throw using a miniaturized, hacky grenade throw function with absurd levels of velocity, and have it land by virtue of being almost undodgable. Gun butting is a cool concept, but if you've played the mod on various difficulties, you know that a gunbutt hits a few fold harder than the fucking pistol does, which is just comical. Once again, bad execution, decent idea. Enemies do NOT use thermoptic camo. He used the exact same variables used on Anna, Paul, and Simons for cloaking and just applied them on MJ12 troops.

You can tell because unlike the short lived thermo camo, their cloak is bottomless in supply. At one point in development, in its early phases, the original author was, I shit you not, placing actual Anna Navarres and reskinning them to be MJ12 troops and editing every single variable by hand in the map editor... For every single "elite" there was. When questioned about the sanity of this design method, he said "don't underestimate me", and later caved and used an actual class for it anyways. This is 100% known to be nothing new.

I admit I fucking laughed rereading " Improved Gunther, Anna & Simons bossfights, and plenty more fine tuning. " Which is code talk for: "I deleted the ability for stealth players to handle these encounters", as Anna has troops with her that make a killswitch not the whole encounter after you strive to get it. Gunther is literally locked in a room with you by a gate that can't be lockpicked or blocked with invincible decorations, and whose switch sits directly behind him so there's no cheeky way to get access without going through him, and now he has more HP and his flamethrower has double range. Very epic. Walton simons is no longer off to one side for a cinematic approach so you can run if you hurry and take some plasma splash damage in the process. He is now crammed point blank against the door out to see him, so it's extremely impractical to try and slip past him, if even consistently possible given his beefed up stats and way higher damage plasma rifle.
The straight up downgrades are the part that really gets me about handling these things.

You can disagree about the practical value of the AI changes, but having played the game for ages, short of greasels jumping and AI strafing around corners, the experience is hardly changed to any real degree. If anything, shoving stat numbers around for weapons and enemy HP has had far more impact in GMDX than AI changes.

An example might be how gunshot noise is scaled way up in terms of volume and radius, so AI can hear from farther away, but is done in maps that are not scaled for this level of gunshot volume... The cons of refusing to change core geometry. The sawed off shotgun, consequently, is the best weapon for one shotting everything around a corner, and simultaneously the best way to bait people to coming around that corner from 50 miles away. Just take one shot and start picking people off one at a time. As BS as strafing making insta-reactions is, it's a broken mechanic that makes the AI get 1 or 2 shots in, regardless of whether you have supreme tactical advantage by doing cheesy shit like this. Two wrongs make 1 and 1/2 wrongs, I guess.
Yeah the rape scene was added in GMDX, it hasn't been removed in vRSD because that would requiring acknowledging GMDX has flaws. According to the original author it's to let people know "MJ12 are bad guys..." across the street from a vanilla convo humanizing individuals and encouraging you to think twice before murdering everyone nonstop, and this 2/3rds through the game, fresh after stopping them from infecting an entire continent with a manmade virus.


Oh, and I guess while depicting these things is fine in concept, it's not deus ex. If you check out a lot of the betas, they intentionally pulled away from going complete dystopia pretty fast, opting for a more articulate and careful approach to world building, and adding troops raping women adds edgy shock factor and tells us nothing we couldn't extrapolate on a mathematical level. Hell, even UN forces rolling into stop atrocities get accused of raping local citizens with the power given to them.

The rest of this is so ultimately trivial that I only mentioned what I can actually recall being different from moment to moment. In the worst of cases, turning can be kinda weird around corners, so the sane solution would be strafing with an actual reaction time. Instead of clunky, overly paced out RPG shooter mechanics, we have poorly shaped, early arena-style shooter mechanics. I don't particularly value one over the other, but reasonable persons may disagree.

That being said, I'm trying to avoid getting too deep into this one, but I admit you've brought up plenty I've forgotten, so I'll toss the rest to you and just re-iterate my select gripes and how it broke the parts of the experience for me that I actually value the most.

Funny enough, I was previously accused of giving a bad review to GMDX because I the creator is an idiot. As is obvious by its absurdly long and whimsical development period. Buuuut, coming this april, I'll have my own mod coming in the ACTUAL same category of Vanilla Overhaul. So, as a show of integrity, I'll be stopping my GMDX rants (and will avoid making comparisons with any works in the genre or violently cramming my work down people's throats) indefinitely come tomorrow, and I've edited all the colorful language out of my review retroactively, so thanks for letting me think of that while I was in the neighborhood. Effectively, this is the last GMDX rant I'll be writing. Take care.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
Ah, the insane deceitful rants of a butthurt idiot jealous his own Deus Ex mods (numerous jank shit, lol) are not even 1/10th the mod GMDX is, with not even 1/10th the popularity. Cool.
Jealousy, envy and deceit are very ugly traits.

Truth is, I know what I am doing in regards to design, and I understand the design nuance of Deus Ex very well thank you very much. That has already been proven, and to criticize the mod more than a minor inconsequential flaw here and there you have to literally fabricate lies about it as above. Sad.
 
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Beans00

Erudite
Shitposter
Joined
Aug 27, 2008
Messages
1,712
Ah, the insane deceitful rants of a butthurt idiot jealous his own Deus Ex mods (numerous jank shit, lol) are not even 1/10th the mod GMDX is, with not even 1/10th the popularity. Cool.
Jealousy, envy and deceit are very ugly traits.

Everything in my post was factual, which is why you have zero reply for it.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
I have zero reply for it because it is very long, insane & not worth my time. Then again, it's 7 years later and no longer the height of fever pitch popularity. I'll consider dismantling all the bullshit soon. Keeps my fine work in public eye even more, thanks!

Also, to the unsuspecting reader: Beans here is a total degenerate upset I called him names two months ago. Since then, he logs in every day to follow me around spam rating all my posts, interjecting in all conversation, and even making up shit about me on the codex discord of which I am not present. Essentially, he chooses to live his days obsessing over someone on the internet out of butthurt. He displays a very similar deranged beta psychology as the guy that wrote those posts. Sad thing is, I think it's a different person.

It's dangerous the internet allows this kind of degenerate to flourish, as well as find other like-minded individuals. In real life weirdos like you just get shunned, outcasted, or get your ass deservedly beat, of which a portion would at least learn a valuable lesson as a result.
Anyways, federal narcs if you're reading, keep an eye on this one. Definitely some skeletons under the floor boards, or the potential for there to be in the future.
 
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Lord_Trashcan

Novice
Joined
Mar 29, 2023
Messages
39
Ah, the insane deceitful rants of a butthurt idiot jealous his own Deus Ex mods (numerous jank shit, lol) are not even 1/10th the mod GMDX is, with not even 1/10th the popularity. Cool.
Jealousy, envy and deceit are very ugly traits.

Everything in my post was factual, which is why you have zero reply for it.
Not everyone has the time to reply to an essay about a modification for a 24 years old game, especially since many statements like yours were either debunked, shown to be a minor issue compared to the advantages GMDX brings, entirely incorrect, or outright not a thing. Whatever bit of criticism you have was fixed in vRSD and vSarge.
 

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