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CyberP
18th Jul 2013, 03:37
Find the mod here: http://www.moddb.com/mods/gmdx

Enjoy!

Edit: removed redundant links.

SageSavage
18th Jul 2013, 04:42
I'm currently playing the last beta of GMDX and I am very close to the end now. I think everyone who has finished vanilla DX should give this mod a try. It works perfectly with other enhancement mods (like the alternative renderers, New Vision and HDTP) and in combination they are providing you with a fresh yet faithful DX experience - it renewed my love for this game. You may not have asked for this but you know you wanted it!

Casshern
18th Jul 2013, 11:25
will try that out this weekend :) good job

CyberP
19th Jul 2013, 09:03
Y'know, the possible ending Tong lays on you is a bit out of character for Tong, isn't it? He's a smart guy, wiping out global electronic communications would be ******* stupid....imo. Setting back human progress of the last x years and destroying global relations.

Instead maybe a computer virus to enforce unbiased restrictions on the Aquinas hub, or something along those lines?
I suppose the devs just wanted you to choose from the three opposite extremes, but I don't think Tong should have been the man to lay this one on you.

Lucifer
21st Jul 2013, 15:46
Amazing mod. Its big challenge and fun to play hardcore mode .But one thing I cant stand is the background main menu .

CyberP
21st Jul 2013, 16:54
Thanks for the feedback. Glad you are having fun. A detailed written review would be great when you are done ;)

Lucifer
21st Jul 2013, 17:09
With starlight color scheme (translucency on) its hard to see the main menu buttons.The background is good but doesnt fit with menu.An option to disable it would be nice.

CyberP
21st Jul 2013, 17:28
Yeah, could add an add on for people who want the default title. I'll upload shortly.

Lucifer
21st Jul 2013, 20:20
I have one problem when I am using DTS laser it disables crosshair in options to hidden and every time when I load the game I have to change it to visible .Its hard to get used to the laser on sword.Is there way to remove laser?

CyberP
21st Jul 2013, 20:29
I have one problem when I am using DTS laser it disables crosshair in options to hidden and every time when I load the game I have to change it to visible .Its hard to get used to the laser on sword.Is there way to remove laser?

If we decide to release a patch then the laser behaviour will be fixed. Right now we have had two bug reports (this includes yours) and they are both extremely minor.
But perfection is what we aim for, so it's likely :)

Snake04
23rd Jul 2013, 21:42
CyberP I just want to say thank you to you and everyone else who was involved with this mod. This is deus ex on a whole new level it brings back that game I love so much and best of all I can really enjoy it on my alienware. Thanks again.

CyberP
23rd Jul 2013, 23:39
Our Pleasure.

I've always wanted to make my own game. Improving the greatest was the next best thing. :)
...Well, I have made mini games before but they are just mini games, their purpose was giving me experience. At least that's how I see it.

Oh wow, I've just realised it's my birthday, happy birthday to me! :lmao:

Snake04
23rd Jul 2013, 23:53
Happy birthday man

CyberP
23rd Jul 2013, 23:58
:)

FrankCSIS
24th Jul 2013, 03:33
Hey happy birthday mang!

SageSavage
24th Jul 2013, 05:17
Hey... Happy Birthday, CyberP!

CyberP
24th Jul 2013, 10:20
Thanks guys.

JCpies
24th Jul 2013, 11:05
Why James Bond pistol?

New lean feature is cool tho.

CyberP
24th Jul 2013, 11:41
Why James Bond pistol?

New lean feature is cool tho.

James Bond's pistol is a Walther P99.

The pistol in DX is modelled after a Heckler & Koch Glock17 (I guess it's model 17):


Only named pistol in-game, the real name of this weapon is IMM Austin. It's shown on the slide of the pistol, clearly visible during the reloading.
The name IMM Austin is a reference to the 1997 science fiction action-comedy film Austin Powers: International Man of Mystery.
IMM Austin is also a reference to the Glock pistol since it have a similar design and its texture file is named "glock".


Not sure why they'd name it after Austin Powers though, those films suck imo.
Maybe it's all lies and they named it after Austin, Texas.

Anyway, the pistol you saw is the work of the HDTP guys and it's ******* sexy. They gave it a better reload animation too.

JCpies
24th Jul 2013, 14:16
I prefer the original stealth pistol.

Derp.

sonicsidewinder
24th Jul 2013, 20:31
*strokes chin*

Not bad, P...

Lucifer
25th Jul 2013, 21:03
I dont hear any music in Versalife labs lvl 2., maybe its a bug or you removed the music from this sector?

CyberP
25th Jul 2013, 21:32
I dont hear any music in Versalife labs lvl 2., maybe its a bug or you removed the music from this sector?

Edit: This is now fixed.

b1skit
26th Jul 2013, 15:12
Wow, awesome work! I'll give this a shout out on our Deus Ex channels over the weekend, thanks for sharing :)

CyberP
27th Jul 2013, 02:08
Wow, awesome work! I'll give this a shout out on our Deus Ex channels over the weekend, thanks for sharing :)

Thanks B1skit! That's very awesome of you. I don't know what to say.....we won't forget it.

CyberP
29th Jul 2013, 15:16
Bug?

EDIT: Ok, just released the patch on Moddb. http://www.moddb.com/mods/gmdx/downloads

This patch is intended for those who downloaded the mod before the 30th of July 2013 only as the mod itself is now updated to include these fixes.

Fixes:

DeusEx.u
-Console commands are enabled for all difficulty modes except hardcore.
-Saving the game with the dragons tooth in hand no longer sets the crosshair out of sync.

Map HongKong_Storage
Vanilla
-Fixed a vanilla bug with the music on this map.
-Some texture alignments and other minor alts.
GMDX
-Fixed a turrets behaviour to only attack when an alarm is active.
-Made the optional box moving puzzle a little more tricky.

And hopefully that's the one and only patch that is needed.

CyberP
30th Jul 2013, 14:03
Bump for the above edit.

CyberP
8th Aug 2013, 17:58
GMDX's first written review, finally, and it's positive! :)

http://www.moddb.com/mods/gmdx/reviews

Lucifer
16th Aug 2013, 09:52
Hey man can you tell me how to bring back crosshair on DTS?

CyberP
16th Aug 2013, 09:57
Hey man can you tell me how to bring back crosshair on DTS?

You cannot unless you are a programmer.

Or is the problem that you have no crosshair for all the weapons? If so, download the latest version of GMDX and copy & paste the DeusEx.u file found in the package into HDTP\System.

Lucifer
16th Aug 2013, 10:02
No its not the problem .Man I just can't get to used with it.Which file should be edited to change this?Laser on DTS without crosshair is annoying.

CyberP
16th Aug 2013, 10:11
Which file should be edited to change this?

WeaponNanosword.uc.

Or you could simply use the Dao. It has some positives over the Dragon's Tooth.

Lucifer
16th Aug 2013, 10:15
One more thing .I have no idea how to edit Deus ex.u.Man can you edit that just for me pls,its simple ?

SageSavage
16th Aug 2013, 10:49
@Lucifer: You'd need the DX SDK or at least the Unreal Editor for Deus Ex.
http://www.planetdeusex.com/dx1/help/editing/ion_sdk/

Lucifer
16th Aug 2013, 10:54
ok i have it but which line is conected to crooshair?

//=============================================================================
// WeaponNanoSword.
//=============================================================================
class WeaponNanoSword extends DeusExWeapon;

simulated function PreBeginPlay()
{
Super.PreBeginPlay();

// If this is a netgame, then override defaults
if ( Level.NetMode != NM_StandAlone )
{
HitDamage = mpHitDamage;
BaseAccuracy = mpBaseAccuracy;
ReloadTime = mpReloadTime;
AccurateRange = mpAccurateRange;
MaxRange = mpMaxRange;
}
}

state DownWeapon
{
function BeginState()
{
Super.BeginState();
LightType = LT_None;
}
}

state Idle
{
function BeginState()
{
Super.BeginState();
LightType = LT_Steady;
}
}

auto state Pickup
{
function EndState()
{
Super.EndState();
LightType = LT_None;
}
}

function bool TestCycleable()
{
return true;
}

defaultproperties
{
LowAmmoWaterMark=0
GoverningSkill=Class'DeusEx.SkillWeaponLowTech'
NoiseLevel=0.050000
reloadTime=0.000000
HitDamage=20
maxRange=96
AccurateRange=96
BaseAccuracy=1.000000
AreaOfEffect=AOE_Cone
bHasMuzzleFlash=False
bHandToHand=True
SwingOffset=(X=24.000000,Z=2.000000)
mpHitDamage=10
mpBaseAccuracy=1.000000
mpAccurateRange=150
mpMaxRange=150
AmmoName=Class'DeusEx.AmmoNone'
ReloadCount=0
bInstantHit=True
FireOffset=(X=-21.000000,Y=16.000000,Z=27.000000)
shakemag=20.000000
FireSound=Sound'DeusExSounds.Weapons.NanoSwordFire'
SelectSound=Sound'DeusExSounds.Weapons.NanoSwordSelect'
Misc1Sound=Sound'DeusExSounds.Weapons.NanoSwordHitFlesh'
Misc2Sound=Sound'DeusExSounds.Weapons.NanoSwordHitHard'
Misc3Sound=Sound'DeusExSounds.Weapons.NanoSwordHitSoft'
InventoryGroup=14
ItemName="Dragon's Tooth Sword"
ItemArticle="the"
PlayerViewOffset=(X=21.000000,Y=-16.000000,Z=-27.000000)
PlayerViewMesh=LodMesh'DeusExItems.NanoSword'
PickupViewMesh=LodMesh'DeusExItems.NanoSwordPickup'
ThirdPersonMesh=LodMesh'DeusExItems.NanoSword3rd'
LandSound=Sound'DeusExSounds.Generic.DropLargeWeapon'
Icon=Texture'DeusExUI.Icons.BeltIconDragonTooth'
largeIcon=Texture'DeusExUI.Icons.LargeIconDragonTooth'
largeIconWidth=205
largeIconHeight=46
invSlotsX=4
Description="The true weapon of a modern warrior, the Dragon's Tooth is not a sword in the traditional sense, but a nanotechnologically constructed blade that is dynamically 'forged' on command into a non-eutactic solid. Nanoscale whetting devices insure that the blade is both unbreakable and lethally sharp."
beltDescription="DRAGON"
Mesh=LodMesh'DeusExItems.NanoSwordPickup'
CollisionRadius=32.000000
CollisionHeight=2.400000
LightType=LT_Steady
LightEffect=LE_WateryShimmer
LightBrightness=224
LightHue=160
LightSaturation=64
LightRadius=4
Mass=20.000000
}

SageSavage
16th Aug 2013, 11:11
My random wild guess would be "bHandToHand".

Lucifer
16th Aug 2013, 12:47
How can I import WeaponNanosword.uc into Deus Ex.u ?

CyberP
16th Aug 2013, 12:48
That's the vanilla WeaponNanosword.uc you posted. You need to copy GMDX's DeusEx.u into DeusEx\System, then open up UED and extract the scripts. Once you make your edits you then need to recompile.


One more thing .I have no idea how to edit Deus ex.u.Man can you edit that just for me pls,its simple ?

Sorry, no can do, but you are free to modify it yourself under the respective copyright licenses. What issue are you having with it anyway?

Lucifer
16th Aug 2013, 13:02
I dont know which line should I edit to change laser into crosshair.

CyberP
16th Aug 2013, 13:10
I dont know which line should I edit to change laser into crosshair.

It's not just one line unfortunately. Have you extracted GMDX's DeusEx.u?

Lucifer
16th Aug 2013, 13:12
yes your code


//================================================================================
// WeaponNanoSword.
//================================================================================

class WeaponNanoSword extends DeusExWeapon;

simulated function PreBeginPlay ()
{
Super.PreBeginPlay();
if ( Level.NetMode != 0 )
{
HitDamage = mpHitDamage;
BaseAccuracy = mpBaseAccuracy;
reloadTime = mpReloadTime;
AccurateRange = mpAccurateRange;
maxRange = mpMaxRange;
}
}

state DownWeapon extends DownWeapon
{
function BeginState ()
{
Super.BeginState();
LightType = 0;
}

}

state Idle extends Idle
{
function BeginState ()
{
Super.BeginState();
LightType = 1;
}

}

auto state Pickup extends Pickup
{
function EndState ()
{
Super.EndState();
LightType = 0;
}

}

defaultproperties
{
LowAmmoWaterMark=0

GoverningSkill=Class'SkillWeaponLowTech'

NoiseLevel=0.05

reloadTime=0.00

HitDamage=20

maxRange=96

AccurateRange=96

BaseAccuracy=1.00

AreaOfEffect=1

bHasMuzzleFlash=False

bHandToHand=True

SwingOffset=(X=24.00,Y=0.00,Z=2.00),

mpHitDamage=10

mpBaseAccuracy=1.00

mpAccurateRange=150

mpMaxRange=150

AmmoName=Class'AmmoNone'

ReloadCount=0

bInstantHit=True

FireOffset=(X=-21.00,Y=16.00,Z=27.00),

shakemag=20.00

FireSound=Sound'DeusExSounds.Weapons.NanoSwordFire'

SelectSound=Sound'DeusExSounds.Weapons.NanoSwordSelect'

Misc1Sound=Sound'DeusExSounds.Weapons.NanoSwordHitFlesh'

Misc2Sound=Sound'DeusExSounds.Weapons.NanoSwordHitHard'

Misc3Sound=Sound'DeusExSounds.Weapons.NanoSwordHitSoft'

InventoryGroup=14

ItemName="Dragon's Tooth Sword"

ItemArticle="the"

PlayerViewOffset=(X=21.00,Y=-16.00,Z=-27.00),

PlayerViewMesh=LodMesh'DeusExItems.NanoSword'

PickupViewMesh=LodMesh'DeusExItems.NanoSwordPickup'

ThirdPersonMesh=LodMesh'DeusExItems.NanoSword3rd'

LandSound=Sound'DeusExSounds.Generic.DropLargeWeapon'

Icon=Texture'DeusExUI.Icons.BeltIconDragonTooth'

largeIcon=Texture'DeusExUI.Icons.LargeIconDragonTooth'

largeIconWidth=205

largeIconHeight=46

invSlotsX=4

Description="The true weapon of a modern warrior, the Dragon's Tooth is not a sword in the traditional sense, but a nanotechnologically constructed blade that is dynamically 'forged' on command into a non-eutactic solid. Nanoscale whetting devices insure that the blade is both unbreakable and lethally sharp."

beltDescription="DRAGON"

Mesh=LodMesh'DeusExItems.NanoSwordPickup'

CollisionRadius=32.00

CollisionHeight=2.40

LightType=1

LightEffect=3

LightBrightness=224

LightHue=160

LightSaturation=64

LightRadius=4

Mass=20.00

}

CyberP
16th Aug 2013, 13:29
Right





state Idle
{
function BeginState()
{
Super.BeginState();
LightType = LT_Steady;

// if (!bLasing&&(Owner!=none)&&(Owner.IsA('DeusExPlayer')))
// DeusExPlayer(Owner).ToggleLaser();
if (Owner.IsA('DeusExPlayer')) LaserOn();
}
}

The line "if (Owner.IsA('DeusExPlayer')) LaserOn();", comment that out by typing "//" (without quotes) at the start of the line like so:



// if (Owner.IsA('DeusExPlayer')) LaserOn();


That should do it, if all you are after is disabling the laser and keeping the crosshair anyway. The crosshair getting disabled is handled by LaserOn(), if it's not called then you keep your crosshair. No idea why you have having issues with it (the laser) though.

CyberP
16th Aug 2013, 14:05
yes your code



//================================================================================
// WeaponNanoSword.
//================================================================================

class WeaponNanoSword extends DeusExWeapon;

simulated function PreBeginPlay ()
{
Super.PreBeginPlay();
if ( Level.NetMode != 0 )
{
HitDamage = mpHitDamage;
BaseAccuracy = mpBaseAccuracy;
reloadTime = mpReloadTime;
AccurateRange = mpAccurateRange;
maxRange = mpMaxRange;
}
}

state DownWeapon extends DownWeapon
{
function BeginState ()
{
Super.BeginState();
LightType = 0;
}

}

state Idle extends Idle
{
function BeginState ()
{
Super.BeginState();
LightType = 1;
}

}

auto state Pickup extends Pickup
{
function EndState ()
{
Super.EndState();
LightType = 0;
}

}

defaultproperties
{
LowAmmoWaterMark=0

GoverningSkill=Class'SkillWeaponLowTech'

NoiseLevel=0.05

reloadTime=0.00

HitDamage=20

maxRange=96

AccurateRange=96

BaseAccuracy=1.00

AreaOfEffect=1

bHasMuzzleFlash=False

bHandToHand=True

SwingOffset=(X=24.00,Y=0.00,Z=2.00),

mpHitDamage=10

mpBaseAccuracy=1.00

mpAccurateRange=150

mpMaxRange=150

AmmoName=Class'AmmoNone'

ReloadCount=0

bInstantHit=True

FireOffset=(X=-21.00,Y=16.00,Z=27.00),

shakemag=20.00

FireSound=Sound'DeusExSounds.Weapons.NanoSwordFire'

SelectSound=Sound'DeusExSounds.Weapons.NanoSwordSelect'

Misc1Sound=Sound'DeusExSounds.Weapons.NanoSwordHitFlesh'

Misc2Sound=Sound'DeusExSounds.Weapons.NanoSwordHitHard'

Misc3Sound=Sound'DeusExSounds.Weapons.NanoSwordHitSoft'

InventoryGroup=14

ItemName="Dragon's Tooth Sword"

ItemArticle="the"

PlayerViewOffset=(X=21.00,Y=-16.00,Z=-27.00),

PlayerViewMesh=LodMesh'DeusExItems.NanoSword'

PickupViewMesh=LodMesh'DeusExItems.NanoSwordPickup'

ThirdPersonMesh=LodMesh'DeusExItems.NanoSword3rd'

LandSound=Sound'DeusExSounds.Generic.DropLargeWeapon'

Icon=Texture'DeusExUI.Icons.BeltIconDragonTooth'

largeIcon=Texture'DeusExUI.Icons.LargeIconDragonTooth'

largeIconWidth=205

largeIconHeight=46

invSlotsX=4

Description="The true weapon of a modern warrior, the Dragon's Tooth is not a sword in the traditional sense, but a nanotechnologically constructed blade that is dynamically 'forged' on command into a non-eutactic solid. Nanoscale whetting devices insure that the blade is both unbreakable and lethally sharp."

beltDescription="DRAGON"

Mesh=LodMesh'DeusExItems.NanoSwordPickup'

CollisionRadius=32.00

CollisionHeight=2.40

LightType=1

LightEffect=3

LightBrightness=224

LightHue=160

LightSaturation=64

LightRadius=4

Mass=20.00

}

That's the vanilla WeaponNanoSword.uc again. You need to copy GMDX's DeusEx.u into DeusEx\System, then open up UED found in the same folder (Deus Ex\System) and export the scripts. Once you make your edits you then need to recompile.

Lucifer
16th Aug 2013, 14:44
Its not working everytime i change weapon 1 time I have laser on ,or crosshair with lasser

CyberP
16th Aug 2013, 15:16
Its not working everytime i change weapon 1 time I have laser on ,or crosshair with lasser

I do not understand what is happening, you need to be clearer. Did you place the newly compiled DeusEx.u into DeusEx\HDTP\System? Lets take this to PM and try and get this sorted.

Lucifer
16th Aug 2013, 15:28
I didnt I forgot about second file Deus Ex.u in HDTP I have problem with compiler .When i make ucc ,nothing changed in deus ex.u

I use this tutorial http://www.planetdeusex.com/tack/HowToAddCustomPackages.html

and its not working

CyberP
16th Aug 2013, 16:41
I didnt I forgot about second file Deus Ex.u in HDTP I have problem with compiler .When i make ucc ,nothing changed in deus ex.u

I use this tutorial http://www.planetdeusex.com/tack/HowToAddCustomPackages.html

and its not working

You need to delete the DeusEx.u you have in DeusEx\System before recompiling.

Lucifer
16th Aug 2013, 20:34
THx man its working now . I wanted to ask about how to bring back old menu?

CyberP
16th Aug 2013, 20:46
Are you using New Vision? If so, simply look in DeusEx\Maps, find the map titled "DX.dx" and copy n paste it into DeusEx\NewVision\Maps.

Lucifer
16th Aug 2013, 20:47
Yes I am using New Vision. and I tried ,its not working.

CyberP
16th Aug 2013, 20:53
Yes I am using New Vision. and I tried ,its not working.

Well you only need the vanilla version of that map.

Lucifer
16th Aug 2013, 20:56
Thx man thats all I wanted.

CyberP
16th Aug 2013, 21:01
Be sure to give a review when you are done ;)

Lucifer
17th Aug 2013, 08:27
Eidos should hire you for Deus Ex 4 project,you are expert on DX game.You know everything about DX 1.

CyberP
17th Aug 2013, 09:28
Eidos should hire you for Deus Ex 4 project,you are expert on DX game.You know everything about DX 1.

I'm flattered, but I don't know everything....I'm not sure anybody does :)

CyberP
8th Sep 2013, 17:59
A guide for those struggling with non-lethal-only stealth: http://www.youtube.com/watch?v=2UwaHryLn-s&feature=youtu.be

Arach666
18th Sep 2013, 01:11
I´m really enjoying it,still not sure if I´m gonna stick with the hardcore mode because I like having the option to autosave but so far it´s not bugging me at all,though I´m still fairly early on(Lebedev´s Airfield).

It´s certainly a lot more tense and challenging than usual that´s for sure,congrats on a job well done CyberP. :thumb:

CyberP
18th Sep 2013, 01:20
I´m really enjoying it,still not sure if I´m gonna stick with the hardcore mode because I like having the option to autosave but so far it´s not bugging me at all,though I´m still fairly early on(Lebedev´s Airfield).

It´s certainly a lot more tense and challenging than usual that´s for sure,congrats on a job well done CyberP. :thumb:

:)

Stick with it. Hardcore mode's positives far outweigh it's negatives. The worst that can happen is you need to go out with no save point in sight but you'll only lose 5-10 mins progress at most if you are a decent enough player, and that is nothing. Anyway, the majority of us humans waste time everyday browsing social websites and the like ;)

CyberP
9th Dec 2013, 23:26
GMDX patch_02 released.

http://www.moddb.com/mods/gmdx/downloads/gmdx-patch-02

Long overdue, this very small patch addresses three bugs/oversights and adds a few nice little touches to level design in places.

Changelog:

01_Liberty Island: Changes to the patrol routes of two NSF, removed the UNATCO vs NSF battle due to emerged inconsistencies and allowed the player to take in the sights from the top of the statue by opening the shutter up there.

08_HK Helibase: Fixed BSP errors and much needed changes to AI behaviour as well as adding destructable cover for the ambush.

Duclare Chateau: Moved a trigger to play Jock's transmission a little earlier.

Minor changes to DeusEx.ini, an example being movers displaying different text:

before:
Lock Str: x%
Door Str: x%

Now:
Lock Complexity: x%
Door Durability: x%

CyberP
4th Jan 2014, 21:12
Been updating the mod with minor new features and fixes to provide an experience of optimal quality. Playing through the mod again I discovered more issues, and since I have updated the mod quite significantly I needed to get more playtesters on the case, which have in turn found even more:

CODING:

-Forced HDTP options to custom and removed MJ12 choice. This should avoid problems the many have who somehow miss clear instructions to disable MJ12 to avoid a HDTP bug. A temporary fix.
-Changed player death SFX. It was very immersion-breaking, for me, that JC had the same death SFX as every male NPC in the game.
-Reduced sniper ammo per pickup by 1.
-Lowered Turret damage threshold to 40.
-Improved Multitool and lockpick effectiveness when at master level and slightly decreased the skill costs for both.
-fixed vanilla bug where Jaime Reyes doesn't appear at Tongs base till the third visit. He's now there on the second when NPC's say he is.
-AI Faster time to react to new sound events, preventing easy exploitation of AI.
-Pain sounds clamp increased to 0.75 from 0.25. This improves combat behaviour. For example vanilla when using the assault rifle and emptying a clip on an enemy every 0.25 secs a pain sound will play "uh uh uh uh". Now the delay is perfect.
-Combat start up music check time increased by 1 second. This gives you longer to take down an enemy before the combat music starts up and if you kill/take him down in that time then the music does not start at all. This reduces the number of situations where combat music starts up as you've just took out an enemy with two successive darts or whatever, yet it is not guaranteed since it is always checking, it just increases the chance of it not happening.
-Pillow set to collide actors=false (or was it block player? Don't remember which). This means whenever JC steps on a pillow he will not bounce around erratically, rather nothing happens. When throwing the pillow still collides.
-NPC Yaw Rotation rate=90000. Speeds up pawns turning on the spot to a more realistic value.
-Flamethrower can have universal clip mods (was nerfed to 50, but with clip mods goes to 75)
-Assault Gun scope zoom reduced.
-GEP can have reload speed and accuracy mods. Reduced base accuracy slightly.
-Biocells now restore 30 points.
-Custom Glock rate of fire increase
-Assault shotgun is now semi-automatic.
-Slightly increased plasma ammo received per pickup. (vanilla=12, v.3= 8, now=10)
-Mini-Crossbow Dart damage increased slightly.
-Skill: Computers point costs are now 3000-2000-1000.
-Stealth Pistol slightly increased recoil.
-Nerfed Gray's health a little.
-Anna Navarre and Gunther slight increase of health.
-Skill menu screen displays "Total skill points to master=x" string. Shows the cumulative # of points needed to master a skill. Useful to help decide what to invest in, especially because GMDX alters skill point costs and skill functionality.

MAPS:

General:

Made NPC vision range scale with class type. NSF: Good vision. MJ12: Very good. Commandos, MJ12 Elite and MIB/WIBs: Excellent (augmentations/tools)

Removed/changed to male the majority of female NSF due to no appropriate female reaction barks.

MIB Mk2 now have a cool visual effect (aug defense).

Will also include maps I have been working on for the Deus Ex: Revision mod (7 maps in total), further modified for GMDX, which is all that is left to complete before this patch is released.

Some notable changes and fixes to maps (I don't even remember 1/4 of the total changes, didn't bother to log them all as a lot of them are too minute):

01_Liberty island: In the recent patch a mistake was made with the Thug class yaw rotation speed. Now Fixed.
Closed the shutter at the top of lady liberty due to slowdown (engine related).
02_UNATCO: Altered a UNATCO trooper's positioning to ensure he spawns correctly.
02_battery park: moved all the beer bottles in the subway so the NSF do not stand on them (happened all the time vanilla). Altered the NSF vs UNATCO scripted battle slightly.
02_NYC street: Altered the NSF vs UNATCO scripted battle slightly- made UNATCO troops hold their position.
04_Brooklyn Bridge Station: Gave Rock the Zyme Dealer a bodyguard.
04_Airfield Helibase: Lowered the hack strength of an important control panel and added 1 extra NSF.
04_Airfield: Added a jogging NSF.
04_Hotel: Made paul only leave the apartment after the player has cleared the way.
05_UNATCO_LAB: Fixed a lighting issue with the 'trap doors'.
06_HongKong Helibase: Ensured the camping MJ12 stayed put. Added extra cover on the rooftop. Added a key to enter the barracks. Fixed a lighting error.
06_Wanchai Market: Changed the Milbot's skin texture to Chinese as originally intended.
06_HongKong MJ12 Lab: fixed an error where a group of MJ12 would attack each other under certain circumstances.
06_Hong Kong Storage: Fixed an error with a mover and altered some damage trigger values.
06_HongKong_Streets: made a specific glass mover breakable with any weapon.
08_NYC_Smug: fixed a vanilla bug with the bot trap where the bot stays idle instead of attacking.
09_NYC_Graveyard: Plenty changes here. No bugfixes, rather additions that make the map better.
09_NYC_Ship: Removed a faulty bot that could cause crashing.
10_Paris_Cathedral: Added a hardcore mode-exclusive save point to the snipers nest.
11_OceanLab_Silo: Many improvements and also new music.

GMDX: Directors Cut. $60. Released within a week or two. ;)

Just screwing around it will just be released as a patch. Though again I'd charge you if I could.

Jito463
4th Jan 2014, 22:56
One thing I don't like, is forcing off the MJ12 models by default. Yes, they're buggy. Yes, they'll crash the game. Yes, I already have them off. Still, I'd like to be able to turn them on and off for testing. Especially if a new patch was released for HDTP to fix the buggy models, then I'd be forced to wait for an update from you before using them. Set them to off by default, sure. To disable them completely, however, is going overboard; and it's one reason I won't be installing this.

CyberP
4th Jan 2014, 23:02
But, but what if I told you you'll miss out on exclusive free DLC skin & mesh pack for JC that lets you play as a child? Comes with 100 candy bars added to your inventory at the start also. :thumb:

In all seriousness I disabled the buggy HDTP troops because I was tired of people reporting crashes due to it, or rather due to them not reading that they needed to be disabled. They cause crashing so I'm not sure why you'd want them and it's something I can update and release immediately when HDTP fixes it. Allowing the player to toggle them wasn't an option for various reasons.

Additionally it's a strange and minuscule reason to pass off free content that I've spent a considerable amount of effort designing for DX vets. You the HDTP re-skinner of the troops or something?

ColBashar
4th Jan 2014, 23:18
What, no NewGame+? Pass! <g>

I only got to play up to Battery Park with the previous version. One minor thing that puzzled me was that you moved the NSF thug at the docks further away from the stack of static crates that his back was to. That allowed me to creep past him easily and take out the patrolling guard with a stun baton. It seemed in this instance that the change made the game much easier than on the vanilla map, which would be counter to the intend of your mod's mission statement.

Also, are the guards more receptive to hearing footsteps when walking or is it just me? I know that they're supposed to be more perceptive overall, but the AI seemed a mite twitchier when I tried to walk up behind someone to knock them out. Crouching as a normal form of movement just feels unnatural to me. If I creeped around as much as JC Denton does I'd have abs of steel.

CyberP
4th Jan 2014, 23:27
What, no NewGame+? Pass! <g>

:p


I only got to play up to Battery Park with the previous version. One minor thing that puzzled me was that you moved the NSF thug at the docks further away from the stack of static crates that his back was to. That allowed me to creep past him easily and take out the patrolling guard with a stun baton. It seemed in this instance that the change made the game much easier than on the vanilla map, which would be counter to the intend of your mod's mission statement.

I'll have to compare to vanilla and change accordingly. I may have moved him by accident.


Also, are the guards more receptive to hearing footsteps when walking or is it just me? I know that they're supposed to be more perceptive overall, but the AI seemed a mite twitchier when I tried to walk up behind someone to knock them out. Crouching as a normal form of movement just feels unnatural to me. If I creeped around as much as JC Denton does I'd have abs of steel.

Yes they have slightly increased hearing ability. I forgot completely about walking, few people do it as crouching makes you smaller and completely silent so it sneaked past playtesting sessions also. My bad on that though, I'll reduce footstep sound when walking. Any more feedback? I would like it to be perfect (as possible) this time around.

ColBashar
5th Jan 2014, 22:10
Sorry. As I said I only got as far as Battery Park before Christmas kicked in. I'm out of town now so I'm not sure when I'll be able to get back to it. I didn't get an opportunity to try out the augs much. Skills seemed balanced, though.

I don't really like the chance factor when hacking computers, especially since from the sound of your readme that it activates an alarm if you fail the roll. It just seems like a death sentence if you fail to hack a security terminal when the gun turret it controls is sitting five feet away. I don't know if this is possible but could you manage it so that with the first rank of the Computer skill you can only hack computer terminals, but not security terminals? Can Deus Ex make the distinction in the script? I personally would rather there were a hard rule than a roll of the die. As it stands my inclination is to buy Computers in bulk to bypass the die roll, which was probably anticipated by your progressively diminished costs.

Before I tried out GMDX I played a mod called Deus Ex Human Renovation. It incorporated a number of changes anticipated by Shifter, but without most the stuff about Shifter I don't like (such as the XP scheme). Anyway, one of those changes was to have the laser sight display where your shots would hit in the reticule rather than give you 100% accuracy. Is there any chance of your implementing that in GMDX? Have you any thoughts on it? As it stands, using the laser sight feels like cheating since it bypasses most of the benefits of skill improvement and accuracy upgrades.

Oh, I appreciated that you added a door to the Castle Clinton gate. Made it easier to not be flagged as Anna Navarre's prom date.

CyberP
6th Jan 2014, 01:38
I don't really like the chance factor when hacking computers, especially since from the sound of your readme that it activates an alarm if you fail the roll. It just seems like a death sentence if you fail to hack a security terminal when the gun turret it controls is sitting five feet away. I don't know if this is possible but could you manage it so that with the first rank of the Computer skill you can only hack computer terminals, but not security terminals? Can Deus Ex make the distinction in the script? I personally would rather there were a hard rule than a roll of the die. As it stands my inclination is to buy Computers in bulk to bypass the die roll, which was probably anticipated by your progressively diminished costs.

There are three consequences of failing the die roll or letting the timer run down: Alarm, temporary lockout, bio electricity drain, it's not as bad as it sounds. Turrets rarely have line of sight of a security terminal if ever, temporary lockout is temporary so merely a minor annoyance- the only permanent consequence is the bio energy drain. Also it is now a mini mini-game. You have 0.5 secs to press ESC if detected. If you succeed, no consequence at all. I forgot to note this in the readme. Though this was a vanilla feature (when the timer ran out and "detected" was displayed you had 2 secs to press ESC. We simply decreased it to 0.5 secs there, but by having he "die roll" feature now implemented it kinda turns it into a little mini game.

As for the exclusion of the ability to hack security computers on trained: yeah should be able to. I'll consider that one for sure (and make turrets only accessible at master).


Before I tried out GMDX I played a mod called Deus Ex Human Renovation. It incorporated a number of changes anticipated by Shifter, but without most the stuff about Shifter I don't like (such as the XP scheme). Anyway, one of those changes was to have the laser sight display where your shots would hit in the reticule rather than give you 100% accuracy. Is there any chance of your implementing that in GMDX? Have you any thoughts on it? As it stands, using the laser sight feels like cheating since it bypasses most of the benefits of skill improvement and accuracy upgrades.

Vanilla laser has to be toggled and doesn't influence accurate range. This laser alteration you speak of does sound good though, I'll look into it.

ColBashar
7th Jan 2014, 15:55
Well it's a roleplaying thing for me. Even if there's no actual penalty for triggering an alarm, many games I try to be as stealthy as possible. The die roll seemed to take that out of my hands so that I preferred not to hack at all than to allow any chance of being detected. I didn't know about the escape key, though. I'll have to try failing a hack to try that out. I think one of the reasons Deus Ex is so easy today is because there's an inclination to make it a lot harder than it really is the first time you start playing.

As for skill progression, maybe:
Trained: Can hack computers and ATMs
Advanced: Can manipulate cameras
Master: Can manipulate turrets and doors

I figured that moving doors from Advanced to Master would help keep that skill tier be attractive to players doing a non-lethal run. It would help keep Computers as a skill point sink for players who probably aren't going to invest a lot in weapon skills. Also, I don't know if you can impact the rate at which the detection timer runs, but it might make sense to have the timer last longer but with a faster drain for lower skill levels. This way you still have a small window to do what you need to go at Trained, but at Master you have enough time to leisurely read e-mails. It always bugged me having to skim through some of the best bits of narrative.

Another feature I noticed in the Human Renovation mod that you might want to look in to was that locked containers and doors would display the minimum strength needed to break them, rather than just the ambiguous "health" stat. I'm not entirely sure it worked, though, because sometimes I wasn't able to break into containers even when my modified damage score exceeded the listed number.

CyberP
7th Jan 2014, 19:13
Well it's a roleplaying thing for me. Even if there's no actual penalty for triggering an alarm, many games I try to be as stealthy as possible. The die roll seemed to take that out of my hands so that I preferred not to hack at all than to allow any chance of being detected. I didn't know about the escape key, though. I'll have to try failing a hack to try that out. I think one of the reasons Deus Ex is so easy today is because there's an inclination to make it a lot harder than it really is the first time you start playing.

Yeah escape key is the solution. Alternatively using multitools on cameras and turrets which are both less costly to hack this way or simply upgrading the computer skill, which influences the die roll odds and at master gets rid of it entirely.


As for skill progression, maybe:
Trained: Can hack computers and ATMs
Advanced: Can manipulate cameras
Master: Can manipulate turrets and doors

Hmm, perhaps. At trained you'd be able to hack security consoles but wouldn't be able to do anything except access special options though...which doesn't sound too bad now I've typed it out since special options are extremely useful. Will probably implement this soon.


Also, I don't know if you can impact the rate at which the detection timer runs, but it might make sense to have the timer last longer but with a faster drain for lower skill levels. This way you still have a small window to do what you need to go at Trained, but at Master you have enough time to leisurely read e-mails. It always bugged me having to skim through some of the best bits of narrative.

At the very least I'll simply slow the drain significantly at master, which did suck, yes.


Another feature I noticed in the Human Renovation mod that you might want to look in to was that locked containers and doors would display the minimum strength needed to break them, rather than just the ambiguous "health" stat. I'm not entirely sure it worked, though, because sometimes I wasn't able to break into containers even when my modified damage score exceeded the listed number.

In the case of shotguns and the dragons tooth the display would have been inaccurate as those weapons use multiple projectiles/hittraces rather than 1 and the damage shown in the inventory is the cumulative value of those individual projectiles. I assume G-Flex would have made the necessary changes though but I cannot say. Anyway, it's a nice feature but GMDX has the health value better represent the damage threshold: Green/50% health and above = Explosive (50-70 damage threshold), Orange/25-50% health= High powered weapons (25-40 damage threshold). Red= can be destroyed with anything.

We have just implemented a new stealth skill to replace silent running: http://i1309.photobucket.com/albums/s640/CyberP1/GMDX/GMDXS_zps47ecd59a.png

SilentRun Aug will be changed to something else.

Jito463
8th Jan 2014, 06:00
Why does everyone hate silent running? I've always used it in all my playthroughs, and I've always found it extremely useful. Yet, everywhere I go, I see people saying it's completely worthless. I've also heard the same thing about the swimming skill, but I've found that useful, as well.

CyberP
8th Jan 2014, 06:33
Why does everyone hate silent running? I've always used it in all my playthroughs, and I've always found it extremely useful. Yet, everywhere I go, I see people saying it's completely worthless. I've also heard the same thing about the swimming skill, but I've found that useful, as well.

Because Speed Enhancement IS Silent Running...and Speed Enhancement. Crouch and activate speed enhance for fast sneaking, basically the same thing as Silent run, just a bit slower. Even if this was to be fixed, speed enhance still just wins all-round: Move faster, jump higher and recieve less falling damage, useful for any playstyle and very fun. Avoid environmental hazards and security systems, reach secret areas, avoid slower projectiles easily, run from cover to cover faster and those dumb AI us usually won't catch on (vanilla anyway),take shortcuts using the reduced falling damage, move in vents/crouching position faster, backtrack faster and so on. It is THE aug in vanilla DX, shame you've never used it.

Jito463
8th Jan 2014, 06:49
I'm a stealth player, why would I have chosen speed over silence? Maybe I'll play again and give it a try. It just always made sense to choose silent running.

CyberP
8th Jan 2014, 07:42
I'm a stealth player, why would I have chosen speed over silence? Maybe I'll play again and give it a try. It just always made sense to choose silent running.

Because you don't need silence, The AI are as thick as bricks and there is cloak. And you mentioned you have played multiple times, so you'd think you would have given it a try. And stealth or not, who turns down higher jumping? :p
Also, you can be a swift ninja with speed if you use it at the opportune times.

xaduha2
8th Jan 2014, 08:02
Because Speed Enhancement IS Silent Running...and Speed Enhancement. Crouch and activate speed enhance for fast sneaking, basically the same thing as Silent run, just a bit slower.
I thought so as well, but sometimes it's worth playing with less than optimal "builds", gives a new perspective and different challenges.

For example, picture this: Melee focused character, Cathedral level, MJ12 Commando patrolling the bridge. With usual troops you can stun them using baton or otherwise dispatch them while crouched. But not so with the commando, hitting him on the head while crouched is rather hard. So you'd have to glide after him and then stand up. But with Silent Running you just run up to him and chop his head off with DT, without alerting anyone (including him).

CyberP
8th Jan 2014, 08:07
I thought so as well, but sometimes it's worth playing with less than optimal "builds", gives a new perspective and different challenges.

For example, picture this: Melee focused character, Cathedral level, MJ12 Commando patrolling the bridge. With usual troops you can stun them using baton or otherwise dispatch them while crouched. But not so with the commando, hitting him on the head while crouched is rather hard. So you'd have to glide after him and then stand up. But with Silent Running you just run up to him and chop his head off with DT, without alerting anyone.

Another fact: the sweet spot is the torso. x12 multiplier for hitting them in the back when they are unaware of the player. 8x multiplier for hitting them in the head unaware or not. yep, it's retarded, should be 12x multiplier for the head if they are unaware of your presence as well at the very least, but it is what it is and works (sort of) and I'll take it over takedowns any day.

So yeah, run silent silent didn't really help you there either :p

Yeah, not taking certain augs helps with challenge. You should try the mod when the next version is released. If it doesn't impress then I'll go throw myself down a well.

xaduha2
8th Jan 2014, 08:54
Another fact: the sweet spot is the torso. x12 multiplier for hitting them in the back when they are unaware of the player. 8x multiplier for hitting them in the head unaware or not. yep, it's retarded, should be 12x multiplier for the head if they are unaware of your presence as well at the very least, but it is what it is and works (sort of) and I'll take it over takedowns any day.

I can only speak from my experience - Run Silent on Low Tech playthrough is viable, some things are somewhat easier with it, but you lose speed and inhuman jumps. Maybe I'm mixing it up with Move Silent from IW, come to think of it.
It was certainly useful in IW, because it was passive.

CyberP
8th Jan 2014, 09:20
oh yeah it's still useful as a standalone aug, at least for stealth playthroughs, it just doesn't even come close to the usefulness of speed enhance. it's like comparing regen aug to energy shield, another two augs with an insane ability difference. Surprises me sometimes just how unbalanced some (just a couple) of the RPG upgrades are because the rest of the game is some damn fine design (minor quirks such as the stealth kill multiplier previously mentioned notwithstanding).

Jito463
8th Jan 2014, 09:41
Because you don't need silence, The AI are as thick as bricks and there is cloak. And you mentioned you have played multiple times, so you'd think you would have given it a try. And stealth or not, who turns down higher jumping? :p
Also, you can be a swift ninja with speed if you use it at the opportune times.

That is true to an extent, but they do hear me if I run up behind them with silent running disabled. As I said, I never tried with speed enhancement (I always went for stealth-based builds), but that's the primary reason I selected silence over speed.

ColBashar
8th Jan 2014, 16:22
Aha, I wasn't aware of the colour coding of locks. That makes much more sense now. Though what would have made a lot more sense is if Ion Storm had made door health correspond with door strength. Whether you whack it once or five times is inconsequential next to whether or not you can whack it at all.

Anyway, regarding stealth versus speed, another one of the Renovation mod's features was to disable, or at least mitigate, the impact of speed enhancement when crouching. That meant the aug only functioned fully while running, so that the choice became much more stark; either go for loud super speed or quiet medium speed.

Moving on, I like how Environmental Training improves the stacking of armours. Inventory space is probably the most dear resource in the game so this alone makes the skill much more viable. I wondered if you had given any though to applying it to demolitions? Make skill level impact the number of grenades you can stack. Of course you'd need at least six LAMs to scuttle the Wall Cloud. Say, a capacity of 6, 7, 8, and 10 LAMs per skill tier and 2, 4, 6, and 10 for all other grenades?

While I like the decreased timer on mines, it felt just a little -too- harsh in that I simply couldn't disarm a mine at Untrained where with Trained I still had a chance if I was quick and precise. I feel like Denton should have at least some capacity to disarm mines even at Untrained so maybe scale back the timer by one skill tier while also implementing a skill based stacking cap?

CyberP
8th Jan 2014, 16:48
Aha, I wasn't aware of the colour coding of locks. That makes much more sense now. Though what would have made a lot more sense is if Ion Storm had made door health correspond with door strength.

They did for the most part, there was just inconsistencies here and there.
Edit: I misread this, no, they didn't at all, and neither did I. The colour coding is fine though.
Thing is if dam threshold is two so even assault gun can break it and health was the same too (2%) to represent this, anything with damage of 2 or higher would shatter the glass in one hit. It's good to be able to vary the two vars for certain things and a good example is the firing range I made for Deus Ex: Revision. The dam threshold of the targets is 2 so even assault gun can break it but the health is 50% so it can take a few shots before it destroys. There is no highlighting of them though so the player wouldn't even know the health etc.


Anyway, regarding stealth versus speed, another one of the Renovation mod's features was to disable, or at least mitigate, the impact of speed enhancement when crouching. That meant the aug only functioned fully while running, so that the choice became much more stark; either go for loud super speed or quiet medium speed.

Yep, a good fix, bridges the gap some but still silent doesn't stand up to speed this way, speed is omnipotent.


Moving on, I like how Environmental Training improves the stacking of armours. Inventory space is probably the most dear resource in the game so this alone makes the skill much more viable. I wondered if you had given any though to applying it to demolitions? Make skill level impact the number of grenades you can stack. Of course you'd need at least six LAMs to scuttle the Wall Cloud. Say, a capacity of 6, 7, 8, and 10 LAMs per skill tier and 2, 4, 6, and 10 for all other grenades?

Yep, already did this: 2-4-6-8...It caused multiple crazy ass bugs that we decided to revert it back rather quickly. Biomod does something for grenade capacity though so perhaps we should investigate.


While I like the decreased timer on mines, it felt just a little -too- harsh in that I simply couldn't disarm a mine at Untrained where with Trained I still had a chance if I was quick and precise. I feel like Denton should have at least some capacity to disarm mines even at Untrained so maybe scale back the timer by one skill tier while also implementing a skill based stacking cap?

I disagree, I think there should be no chance* as that is the one single worth demolition skill currently has. Once it is upgraded to trained (500 points) demo kinda loses it's worth, it's the only skill that's still rather crap and I would like to do more for (any ideas aside from capacity?) Btw it is still possible to disarm mines at untrained using, you guessed it, speed enhancement! :)

*Aside from speed, alternatives are to shoot it, avoid it or EMP 'nade it to disable and take it, a worthy trade if it's a LAM, or of course upgrade the skill to trained and beyond.

By the way we just made comp skill drain x4 slower at master so one can read emails at their leisure, thanks for the suggestion.

CyberP
10th Jan 2014, 18:15
The GMDX team is in need of a 3D modeller and animator proficient with 3DSMax to edit and animate one model.
It should be a simple task for someone with the skills, taking ~an hour or two of your time.

Please lend us your time and talent so we can implement something awesome and greatly beneficial to the mod. PM me for details.

CyberP
26th Feb 2014, 00:26
We are on the last stretch, but still it is taking time. Since we have been way off target with the release date I have decided to upload this little teaser of just the latest weapon modifications:

Og-zPsQbcG8

And yes bullets don't typically give off sparks on impact but DX uses tracer rounds, which do (and there was sparks already there vanilla, we just added the light and smoke).

With all the changes weapons feel more beefy, it's nice.

ColBashar
26th Feb 2014, 13:41
Very nice. Now I'm looking forward to doing a shotgun run. I always felt that those were underwhelming in DX and IW. And New Vegas. And VTMB, for that matter. Just about any game other than Human Revolution now that I think on it. Shotguns in that were satisfying.

CyberP
26th Feb 2014, 13:56
Very nice. Now I'm looking forward to doing a shotgun run. I always felt that those were underwhelming in DX and IW. And New Vegas. And VTMB, for that matter. Just about any game other than Human Revolution now that I think on it. Shotguns in that were satisfying.

I have to disagree with these two: Fallout:NV and DX:HR.

Fallout New Vegas has the HUNTING SHOTGUN. I love this gun, stick in some slugs, attach the wep mods, grab the shotgun related perks and skills (plus high luck) and you win the game. It's that good. It has insane range (realistic range, but insane for video games) also. The lever-action and riot shotguns are pretty good too, but yeah the others blow.

DX:HR? Eh, It's alright, but it has two major problems: Aiming down the sights increases spread. Also it does very little damage to anything except standard pawns. The double barrel is pretty good though but you cannot upgrade the reload speed or range, which would be awesome because it's range is pretty crappy and reload speed so slow. The other shotgun's range could be better too, though with damage drop-off/increased spread over distance. The bullets just disappear over a couple of meters, though all guns do this within their range var or whatever, noticeable easily on the pistol with a laser sight as the laser blob indicates range.

But yeah, the shotties in all those other games were pretty crap.


Now I'm looking forward to doing a shotgun run.

Why stick to just shotgun though, all the guns feel a lot better ;) Well you'll have to mix it up anyway, as ammo is scarce.

ColBashar
5th Mar 2014, 03:47
So I started up a new game of New Vegas. Yeah. So, anyway, I'm going to try out the hunting shotgun but it doesn't come in to play until about level 13. I've reached the 188 outpost and am still only level 8, so I've a little ways to go yet. But to have to wait this long to get a decent shotgun is discouraging. All of the other weapon classes have decent items before then. 10mm pistol and SMG, service rifle, cowboy repeater. With shotguns you have to wait for the right perk, which I think comes in at level six or eight, and scrounge for ammo before you can start using them as a main weapon. At this rate even the unique plasma rifle comes into play before the hunting shotgun.

Anyway, the special upgrade for the standard shotgun in DXHR give it double fire capability. So by the time you get to the mid-game enemies, you're given the added firepower to deal with them. Only the heavies are problematic, but that's what they invented grenades for, right? I only ask one thing of a shotgun, that it puts a soft target on the ground in one shot. DXHR generally delivered on that for me so I'm happy with it.

Anyway, getting back on topic. Something you should check out underneath Castle Clinton. The first guard you encounter if you take the secret passage behind the soda machine doesn't patrol for me. He just shuffles left and right, looking out the window by the camera. Makes him an easy target since he never looks back at me. Not sure if it's just my machine but figured you should check it out.

Also, you might want to reconsider the gas grenade on Liberty Island. You make a good point about the speed augmentation serving as a substitute for investing XP in demolitions. The problem is that this grenade comes into play before that augmentation is available and is otherwise unavoidable. So it forces any player who wants to ghost the map to invest in demolitions. Shooting it would attract attention and with the size of the hall, I'm not sure the player could get out of the area of effect without taking damage (I haven't tried it, only thought of this after the fact). Just saying, you might want to reconsider it.

CyberP
5th Mar 2014, 06:34
So I started up a new game of New Vegas. Yeah. So, anyway, I'm going to try out the hunting shotgun but it doesn't come in to play until about level 13. I've reached the 188 outpost and am still only level 8, so I've a little ways to go yet. But to have to wait this long to get a decent shotgun is discouraging. All of the other weapon classes have decent items before then. 10mm pistol and SMG, service rifle, cowboy repeater. With shotguns you have to wait for the right perk, which I think comes in at level six or eight, and scrounge for ammo before you can start using them as a main weapon. At this rate even the unique plasma rifle comes into play before the hunting shotgun.

Hunting shotgun is ideally a level 15+ weapon, I agree. What you want for now is the lever-action shotgun, a good shotgun for lower levels, and decent range too. It performs similarly to the hunting shotgun, like a lesser version of it.
Fast travel to the Mojave outpost (SW corner of the map), walk down the hill towards the radscorpion desert to the Nighstalker den and in here is a duffel bag with a Lever-Action shottie.



Anyway, the special upgrade for the standard shotgun in DXHR give it double fire capability. So by the time you get to the mid-game enemies, you're given the added firepower to deal with them. Only the heavies are problematic, but that's what they invented grenades for, right? I only ask one thing of a shotgun, that it puts a soft target on the ground in one shot. DXHR generally delivered on that for me so I'm happy with it.

All the weapons, pistol included, can put down heavies reasonably fast except the shotgun. Shotgun just doesn't perform well at all unless used on weak targets, while all the other weapons do perform well (except maybe the machine pistol). It's mostly due to not being able to effectively headshot though because of the botched sights coding. The damage per second difference vs the other guns on armoured targets is quite significant.


Anyway, getting back on topic. Something you should check out underneath Castle Clinton. The first guard you encounter if you take the secret passage behind the soda machine doesn't patrol for me. He just shuffles left and right, looking out the window by the camera. Makes him an easy target since he never looks back at me. Not sure if it's just my machine but figured you should check it out.

Oh, you are playing? I recommend waiting for the next version, it will be massively improved, 6 months or so of work since the last release. I'll look into this though, thanks.


Also, you might want to reconsider the gas grenade on Liberty Island. You make a good point about the speed augmentation serving as a substitute for investing XP in demolitions. The problem is that this grenade comes into play before that augmentation is available and is otherwise unavoidable. So it forces any player who wants to ghost the map to invest in demolitions. Shooting it would attract attention and with the size of the hall, I'm not sure the player could get out of the area of effect without taking damage (I haven't tried it, only thought of this after the fact). Just saying, you might want to reconsider it.

Darts can detonate mines. You have a point though, I'll move it. Thing is gas damage is so trivial (like -2 hp on the hardest difficulty) so I didn't really see a problem, but we increased gas damage just the other day so I'll definitely move it. Thanks again.

CyberP
20th Mar 2014, 00:25
A detailed look at the majority of weapon enhancements in GMDX:

YrAB-6vZpkY

I will be rolling out a succession of videos in the coming days leading up to v5's release, videos highlighting the majority of enhancements for each aspect of the mod.

To come:

AI
Level Design
Skills
Augmentations
Miscellaneous

CyberP
21st Mar 2014, 02:12
Next up, AI enhancements:

TgygSS6v_q4

Criticism is welcome, if any.

CyberP
21st Mar 2014, 23:15
redundant.

CyberP
22nd Mar 2014, 10:10
Augmented Augmentations:

1ZIeuy_ih68

CyberP
23rd Mar 2014, 21:08
Re-balanced Skill System:

6p8z4axsrIQ

A look at the changes made to achieve a balanced skill system where every investment is a worthwhile one.

CyberP
24th Mar 2014, 00:18
The critics of this forum have nothing to say? That's a first :p

CyberP
24th Mar 2014, 19:57
Miscellaneous, the last in the series:

_jOkBEPLSd0

ColBashar
25th Mar 2014, 00:31
I speel my drink!

So that's why I couldn't access the console! I was doing some research for my FNV mod the other day and I couldn't figure out why the chat box wasn't coming up even though the keybinding was correct.

Everything looks good. The only criticism I have (so far) is the skill point cost for hacking. I can understand why you want a high cost for the entry fee but I'm not sure why it should progressively decrease after that, especially if you scripted it as we talked about earlier with each rank unlocking new abilities. Unless you changed it from the previous version.

You might also want to think about demolitions. Now that the first rank is almost essential to disarm LAMs, it would be more meaningful for that capability to have a substantial entry fee but with a reduced upgrade cost to encourage further investment. Either the player -can- do it, or they cant. Essentially this and Computers are being treated like augs rather than skills, in that the initial investment unlocks the ability rather than improves the capability of something that Denton could already do.

CyberP
25th Mar 2014, 01:06
I speel my drink!

So that's why I couldn't access the console! I was doing some research for my FNV mod the other day and I couldn't figure out why the chat box wasn't coming up even though the keybinding was correct.

:p

Edit: When selecting hardcore mode no access to the console is now stated in the prompt. Was an oversight. Made that change a few months back.


Everything looks good. The only criticism I have (so far) is the skill point cost for hacking. I can understand why you want a high cost for the entry fee but I'm not sure why it should progressively decrease after that, especially if you scripted it as we talked about earlier with each rank unlocking new abilities. Unless you changed it from the previous version.

Untrained: nothing
Trained: can hack anything with a 50% chance of success
Advanced: access to turret settings and a 75% chance of success to hack.
Master: can hack systems without worry of time and chance detection.

...Didn't do everything you suggested unfortunately (tbh I forgot, despite them being good ideas), just the one at master where time is no longer an issue (unless you go make a sandwich or something).


You might also want to think about demolitions. Now that the first rank is almost essential to disarm LAMs, it would be more meaningful for that capability to have a substantial entry fee but with a reduced upgrade cost to encourage further investment. Either the player -can- do it, or they cant. Essentially this and Computers are being treated like augs rather than skills, in that the initial investment unlocks the ability rather than improves the capability of something that Denton could already do.

This...this is exactly what demolitions needs! Can't believe I didn't think of this. Recompiling...

Computers already had the requirement vanilla though, at untrained you can't do anything. I'm sure you remember though.

At least with Demolition you can still try to disarm (and succeed in some instances), and use grenades, but it pretty much is a requirement to disarm most nades, on hardcore mode anyway yeah (because without quicksave you cannot save before attempting to disarm. Fail=Reload and try again and again until success, bit like a QTE) . Descending costs will make investing past trained much more worthwhile, just like computers. Cheers for the good suggestion again. You and I on the same team could do great things. I had the crazy idea to make master level of demolitions make more explosive barrels n TNT boxes appear in the maps, but...yeah, quite an odd one that :) It doesn't sound like a bad idea at all really, but I don't remember my thought process and why I never went ahead.
For the descending costs I will state they descend in their skill descriptions, in addition to the descriptions already displaying how many skill points it takes to reach master.

I am still very much wanting to play your mod. As soon as I get NV for PC.

Apologies for the sloppy writing, I am very tired.

CyberP
25th Mar 2014, 02:18
Any votes in favour of removing the light effect for ballistics impact but keeping the smoke and spark effect? DX does use tracer rounds, which do give off light, but I'm having second thoughts. Perhaps changing the light brightness to a puny value of 8 would be better, so it only shows up in dark areas.

CyberP
25th Mar 2014, 15:46
Half an hour of re-arranging and here is the new Batt.Park skybox:

http://i1309.photobucket.com/albums/s640/CyberP1/BattSkybox_zps72fe2d71.jpg

ColBashar
25th Mar 2014, 19:05
Well, I didn't quite mean a sloping regressive skill point cost, though I see now that I kind of worded it that way. Let's say that the typical investment to bring a skill from untrained to mastery is about 9,000; 1k for trained, 3k for expert, and 5k for master. I don't believe that the investment for master should be lower than that for expert, though in the case of computers and what you're doing with demolitions, it makes sense to make the player pay premium to get to trained. So instead of the above scheme I was suggesting either 3k, 3k, 3k or 4k, 2.5k, 2.5k. Scaled of course to the total point investment you want to reach for a particular skill.

Another thought on Demolitions. I'm not sure if you are able to affect this in the engine but a thought I had to give this skill an additional benefit is to perhaps affect the duration electronics are disabled after being hit with an EMP grenade. The default time always seemed pretty short to me and I appreciated in DXIW that it took only a single EMP hit to knock out a laser tripwire. So maybe you could work it so that with higher ranks of the demolitions skill, EMP blasts disable electronics for a longer duration. Say, perhaps, 5, 20, 60, and 300 seconds respectively.

addendum:
Nearly forgot. I think that adding extra explosive items to a map is not a bad idea provided that it's only applied when a map is first loaded. It would break immersion if the player bumped his skill up and then a TNT crate materialized out of thin air. Otherwise, there's no IC reason that Denton would suspect that the crate wasn't there all along, even if the player does. It's no different, really, than how higher difficulties add guards that wouldn't appear for players on lower difficulties.

CyberP
25th Mar 2014, 21:34
Well, I didn't quite mean a sloping regressive skill point cost, though I see now that I kind of worded it that way. Let's say that the typical investment to bring a skill from untrained to mastery is about 9,000; 1k for trained, 3k for expert, and 5k for master. I don't believe that the investment for master should be lower than that for expert, though in the case of computers and what you're doing with demolitions, it makes sense to make the player pay premium to get to trained. So instead of the above scheme I was suggesting either 3k, 3k, 3k or 4k, 2.5k, 2.5k. Scaled of course to the total point investment you want to reach for a particular skill.

Here is what the skill description says: "Total skill points to master: 3000 (descending costs)", so descending costs is not a problem.

Yes the explosives spawning would have used the pre begin play function.
I'll look into that for a version 6, if there ever is one, and too the EMP nade usage (I remember coming across code that appeared to do exactly that already but for turrets; increases the disabled duration. But I know for sure it doesn't work on lasers, another thing to do next version). When those features are implemented perhaps I may reverse the costs, or stabilize them as you suggested but 1k 1k 1k.

For now it has to stay descending, because the skill isn't very useful despite the changes to proximity times and radius, and more 'nades in the maps, and the costs reflect that. Balance is achieved so I can rest easy, but it indeed does need further improvements.

CyberP
26th Mar 2014, 21:28
redundant

ColBashar
17th Apr 2014, 20:35
I had a dream last night that that I was playing GMDX + Revision. I remember being surprised by how much loot was scattered around the UNATCO map, particularly hidden behind potted plants. I later understood that this was to prepare me for the virtual reality zombie level. Basically, in order to be approved for duty UNATCO agents were required to complete a training exercise where they have to fight off zombies rendered in 8-bit graphics. It was kind of like having to complete Wolfenstein 3D before you can get issued a concealed carry license. Then I woke up.

Suffice to say, I have weird dreams. If EM adopts this as a plot for a future Deus Ex game. I'm reclassifying this as a nightmare. Panchaea doesn't count since they weren't actual zombies. It was pretty close, though, and just as annoying since I only had a pistol on me. Well, an assault rifle too but it wasn't much use without ammo.

CyberP
18th Apr 2014, 07:27
I had a dream last night that that I was playing GMDX + Revision. I remember being surprised by how much loot was scattered around the UNATCO map, particularly hidden behind potted plants. I later understood that this was to prepare me for the virtual reality zombie level. Basically, in order to be approved for duty UNATCO agents were required to complete a training exercise where they have to fight off zombies rendered in 8-bit graphics. It was kind of like having to complete Wolfenstein 3D before you can get issued a concealed carry license. Then I woke up.

Suffice to say, I have weird dreams. If EM adopts this as a plot for a future Deus Ex game. I'm reclassifying this as a nightmare. Panchaea doesn't count since they weren't actual zombies. It was pretty close, though, and just as annoying since I only had a pistol on me. Well, an assault rifle too but it wasn't much use without ammo.

Just so you know, GMDX is not and never will be compatible with Revision.

Dreams? Oh, those, it's been a while. When I do have one it's usually ****ed up, not even close to enjoyable like being inside DX would be I imagine! I used to have fun dreams as a kid though.
If I have a dream about scary ghosts (which I do not believe in in real life, but damn my dreams can be convincing in the moment), I consider that a "fun" dream, because others outright terrorize me and are closer to reality.

CyberP
25th May 2014, 02:48
The mod has a few written reviews from DX vets now: http://www.moddb.com/mods/gmdx/reviews

CyberP
5th Jun 2014, 18:34
Playtesters needed for GMDX v6. Not a huge update, but testers are needed primarily for the new user-friendly installer courtesy of ggrotz. If you plan to play GMDX soon and don't mind reporting any errors you find then post here or PM me.

CyberP
11th Jun 2014, 13:09
v6 public beta released: http://www.moddb.com/mods/gmdx/downloads

Feedback would be appreciated.

Includes a user-friendly installer courtesy of ggrotz which cuts the installation process in half.
And of course v6 contains further new features and refinements such as redesigned recoil systems, further balancing of overall gameplay, further map improvements (primarily a focus on adding aesthetic detail this time around) and bug fixes.

CyberP
12th Jun 2014, 17:43
Version 6 Trailer:

BLTwOoqw_sE

CyberP
21st Jun 2014, 03:31
A summary of notable weapon modifications in GMDX.

http://media.moddb.com/images/mods/1/23/22166/open_book_blank_T.png

And yes, the "book" is not the most well-written, I had to fit as much as possible in one image.
The "book" itself is not in the game of course.

ColBashar
3rd Jul 2014, 23:49
So, I've finally gotten some time free to try out the new installer. Unfortunately I'm having some difficulties. When I run the installer, I tell it to install to my Deus Ex directory. About halfway through, while the progress meter says its installing HDTP, I get an error warning me that "Deus Ex does not seem to be installed in that folder", even though that's definitely the right folder and I got the game, HDTP, and GMDX all working previously.

When I run GMDX.exe and start a new game, the "Previous Menu" option is partially obscuring the "Easy" button, by about half of its height. Then when I get to the skills I see that there's no stealth skill and all of the others are at their default costs. What was different was that Low Tech and Lockpicking were set to Trained by default, not just Pistols.

Should I be installing to a fresh installation of Deus Ex? I had installed over the previous version of GMDX. Also, would having the GOG version make a difference?

CyberP
4th Jul 2014, 00:24
So, I've finally gotten some time free to try out the new installer. Unfortunately I'm having some difficulties. When I run the installer, I tell it to install to my Deus Ex directory. About halfway through, while the progress meter says its installing HDTP, I get an error warning me that "Deus Ex does not seem to be installed in that folder", even though that's definitely the right folder and I got the game, HDTP, and GMDX all working previously.

When I run GMDX.exe and start a new game, the "Previous Menu" option is partially obscuring the "Easy" button, by about half of its height. Then when I get to the skills I see that there's no stealth skill and all of the others are at their default costs. What was different was that Low Tech and Lockpicking were set to Trained by default, not just Pistols.

Should I be installing to a fresh installation of Deus Ex? I had installed over the previous version of GMDX. Also, would having the GOG version make a difference?

Thanks for the feedback. I'll notify the guy who wrote the installer.

You have to install to your DeusEx directory and run GMDX from the desktop start menu or the shortcut that you can opt for in the installation process. GoG version shouldn't make a difference. You also have to make sure the GMDX folder has top load priority, which can be done via DeusEx.ini or Kenties Launcher's "data directories" tab, or any other launchers that feature mod management.

No idea why it's not recognising the path you set for installation. As long as it's straight in the DeusEx directory it should be fine.

ColBashar
4th Jul 2014, 01:22
I think I figured out what the problem was. I reinstalled Windows last month so my registry was wiped clean and the HDTP installer was probably looking for a registry key that wasn't there. I uninstalled and reinstalled and the GMDX installer didn't give me any problems. For some reason, though, when I set the configuration in Kentie's launcher after hitting the GMDX link, the settings aren't saved. I had to manually set my resolution and colour depth from within the game.

Up to the character creation screen looks right. Going to try playing now.

CyberP
18th Jul 2014, 18:23
Next update coming soon. I will probably go on hiatus for a while afterwards, but the mod will be in a state I am for the most part happy with, that being improves Deus Ex significantly whilst staying true to the original design and featuring a professional level of polish.

CyberP
19th Jul 2014, 21:08
For some reason, though, when I set the configuration in Kentie's launcher after hitting the GMDX link, the settings aren't saved. I had to manually set my resolution and colour depth from within the game.

Up to the character creation screen looks right. Going to try playing now.

You have to modify render settings and such from GMDX.ini found in MyDocuments/DeusEx, or alternatively point Kenties launcher to GMDX.ini. It's annoying indeed, currently looking for a solution.

CyberP
25th Jul 2014, 14:51
OK, GMDX v6.1 is in need of testing. It will likely be the last release for a while, perhaps even the last, and it is for the most part very wholesome and polished, but I am not going to release it unless I can get testers because it goes without saying that testers are a vital aspect of development. Whilst the mod has had significant testing of versions past, plenty has been added since and therefore more testing is needed, so please sign up.

Here is nearly everything the mod does to improve Deus Ex, all categorized:



New Player-controlled mechanics

NEW PLAYER-CONTROLLED MECHANICS THAT ARE NOT OBVIOUS/EXPLAINED IN-GAME:

1. If using the new & improved Microfibral Muscle augmentation & whilst holding an object, left mouse button= power throw, right mouse button= light throw.
2. Hold Q+E/lean left+lean right to lean up/peek over cover from crouch position, or to stand on tip toes from standing postion.
3. Double right click to pick up a corpse regardless of their inventory (originally you couldn't pick up a corpse unless you had taken all their inventory).
4. When hacking if detected due to low hacking skill you have 0.5 seconds to disconnect before an alarm is sounded and you are locked out. If you succeed there
are no consequences but it is tough to pull off.
5. In the inventory screen drag and drop an item out of the interface as an alternate means to drop the item to the floor.

Weapons


======================================

WEAPONS

======================================


GENERAL WEAPON ENHANCEMENTS:


Tactical Gameplay & choices:

-Recoil systems are redesigned. Weapon skills no longer influence recoil, recoil mods only. Each individual weapon modified to produce suitable kick.
Recoil plays a significant role in the shooter playstyle throughout the game as a result.
-Unsilenced weapons are noisier and will alert those in the immediate area.
-The player can also hear gunshots etc at further ranges. Originally enemies 40 or so meters away had silent weapons.
-Less ammo to be found for all weapons to encourage more tactical gameplay.
-More weapon modding options.
-Heavy weapons take up 6 inventory slots instead of 8, except for the GEP.


Simulated Effects:

-New sound effects for many weapons.
-Hittrace (ballistic) weaponry gives a smoke & spark effect when hitting a wall.
-Increased camera shake to give a visceral feeling of powerful recoil when shooting.
-Firing a semi-automatic weapon requires individual mouse clicks to simulate pulling the trigger each time and because it requires more skill. Originally if
you held down fire a pistol would fire like an automatic weapon for example.

Scope Mod:

-Scope toggle is no longer restricted by rate of fire.
-No longer automatically zooms back in after reloading whilst looking through the scope.
-New zoom toggle sound effect.
-Greater variation in scope FOV dependant on the weapon.


Laser Mod:

-Turning laser on disables crosshair, turning it off again enables crosshair.
-Increased Laser blob size to make it possible for player to see at distance.
-Also has sound effects when toggling on/off.


Silencer mod:

-Due to weapons being louder the silencer mod is more vital than ever.
-Four variations in sound effects when firing with a silencer. Originally there was just one.



INDIVIDUAL WEAPON CHANGES:

Note: doesn't mention a number of the universal modifications listed above such as recoil changes.

__PISTOLS__


Pistol/Glock:

-The starting firearm. Outclassed by all other pistols.
-Reduced damage to prevent instakills to player's torso on realistic & hardcore.
-Faster rate of fire.
-Now can have Silencer.
-The only redundant firearm. In-game inventory description advises against using weapon mods on it.
-Unique SFX for firing both silenced and unsilenced.


Custom Glock (extends Pistol/glock):

-A secret weapon. Unique variant of the starting pistol.
-Higher Damage than the standard pistol/Glock.
-Larger clip size
-Faster rate of fire.
-Lower accuracy.
-Lower accurate range.
-More recoil.
-Longer reload time.
-All it's downsides can be somewhat negated through heavy weapon modification.


Stealth Pistol:

-Increased rate of fire.
-Increased Damage.
-Increased clip size.
-Less accurate range.

USP.10:

-New Pistol. Rivals the custom glock and stealth pistol.
-Well rounded.
-The only pistol that cannot have a scope.


Mini Xbow:

-Increased damage. Can now silently take down enemies at range easier.
-Can have clip size mods but starts with 3 bolts per clip (default was 4).
-Lower base accuracy.
-Flare darts give off a touch more light.

PS20:

-Increased damage.
-More common.


__RIFLES__



Assault Gun:

-Can now have Scope mod.
-Can no longer have accurate range mods (they didn't do anything).
-Increased damage.
-Increased clip size.
-Unique sound effects for all actions.


UMP762c:

-New weapon. rivals the assault gun.
-Overall lesser than the assault gun, but is smaller in inventory size.
-Pistol skill governs the UMP's stats. (UMP stands for "Universale Maschinenpistole", German for "Universal Machine Pistol"). It fits nicely here for balancing
reasons also.


Assault Shotgun:

-Increased damage
-Can have range mods.
-Unique SFX for firing, equipping and reloading.
-Is no longer fully automatic. Press shoot for every satisfying blast.
-special tracer effects when wielded by an enemy.


Sawn-off shotgun:

-Increased damage.
-Can have range mods.
-Special tracer effects when weilded by an enemy.


Sniper Rifle:

-Lower base accuracy.
-Faster rate of fire.
-Unique sound effects for firing both silenced and unsilenced, as well as toggling the scope.


Custom Sniper Rifle (extends sniper rifle):

-Secret weapon. Unique variant of the sniper rifle.
-Faster rate of fire
-More recoil.
-Larger magazine size.
-Greater accuracy.
-Due to heavy barrel modification cannot be silenced.
-Has a custom skin.


__HEAVY WEAPONS__



Plasma Rifle:

-Increased damage.
-Using range mods increases projectile speed.
-Slightly improved plasma effects.
-Fixed fire sound bug.
-Unique sFX when toggling the scope.


GEP gun:

-No lock-on targeting.
-Laser-guided targeting. Attach a laser to the GEP and enable it to guide a rocket to the designated location. Responsiveness based on skill level.
-Remote-guided. Attach a scope to the GEP and enable it to steer a rocket remotely. Responsiveness based on skill level.
-Damage lowered.
-Base accuracy lowered.
-Can have accuracy mods.
-Normal rockets are less common. WP rockets are more common. (less door blasters is the intention).
-Using range mods increases rocket speed.


Flamethrower:

-Upgrading with range mods actually increases the range of the flamethrower now.
-Halved cannister size.
-Can have clip mods.
-Slightly improved flame effects.


LAW:

-It's scope is now usable
-Rare to find.


__MELEE WEAPONS/LOW-TECH__



Throwing Knifes:

-Increased damage
-Increased air speed
-Increased carrying capacity
-Much more common to find.


Riot Prod:

-Slightly increased damage and range.
-Clip Size=2, but can have reload speed and clip size mods.


Baton:

-Increased damage.
-Slightly increased range. (range of all melee weapons increased ever so slightly primarily to help NPCs connect).


Crowbar, Combat Knife & Sword:

-Increased damage
-Slightly Increased range.


Dragons tooth Sword:

-Lowered damage significantly.
-Increased ability to break objects/doors etc (matches it's damage value in the in-game description like all the other weapons).
-Increased light radius.
-Increased range.


Note damage increases and some other stats apply to weapons enemies use too.


Artificial Intelligence


============================================

AI

============================================


__Universal AI alterations__


-Certain AI react to stealing.
-AI can shift objects blocking their path.
-Shotgun wielding enemies are far more threatening and have a tracer effect.
-More varied pain & death sound effects.
-AI react to sound events more realistically and are no longer open to exploitation when seeking the source of a sound.
-Faster Reload Speed.
-Further view & hearing range as well as larger FOV (all still not even close to a real humans senses,
peripheral etc, but more challenging and give the enemy a fighting chance).
-Greater variation in the facial looks of some types (UNATCO Troops and HK Police primarily).
-Longer Cooldown times. (Cooldown times are how long it takes to give up and return to patrolling).
-Faster Yaw Rotation Speed (makes pawns turning on the spot more convincing).
-Slightly better accuracy.
-Max # of provocations lowered across the board. Shoot them they actually react immediately, commit a crime they see they actually react and so on.
-Many other miscellaneous changes in behaviour and reactions.
-Increased range at which they can open fire.
-Lowered the chances of an enemy running off scared when damaged.
-Certain AI run when patrolling rather than walk.
-Pain sounds clamp increased to 0.5 from 0.25.
-Surprise period increased (surprise period is the time period in which an enemy spots you but doesn't start attacking/confirmed you to be a threat).
-More of them to kill, KO, avoid, trick or destroy where appropriate.
-AI standing next to each other but not facing one another notice if their buddy is killed/K.O'ed (sound of body hitting the floor makes them turn around).
-Map issues relating to AI fixed (pathfinding issues most notably).


__AI Changes Unique to a Class__


Security Bot 3:

-Faster Movement Speed.
-Fire rockets.
-Utilize stealth tech.
-Unique SFX for it's machine gun.
-Increased sound radius so you can hear them if nearby.

Security Bot 2:

-Have flamethrower for close range. Gives greater purpose to fire extinguishers and Energy shield aug, and makes them a greater threat up close in general.


Doberman:

-Faster Movement speed.
-Greater attack damage.
-Slightly more health.


MilitaryBot:

-Rockets are more powerful, have a larger blast radius and new SFX.
-Slightly faster Movement Speed.
-HDTP-related bugs fixed.
-Can hear them moving and scanning from a greater distance.


MJ12 Commando:

-New Death and footstep sounds.
-Increased health
-Increased rocket blast radius
-Lowered machine gun attack damage and close range multiplier (no instant death to player on harder difficulties at close range).


Scuba Diver:

-Swims slightly faster.


Simons, Anna & Gunther:

-Increased health.


Turrets:

-Increased attack range.
-15% hackstrength (multitools) for all turrets.


Cameras:

-Increased view range.
-10% hackstrength for all cameras.
-Cameras spot corpses and sound a unique alarm. !BEWARE!


Greasels:

-Increased spit range.


Karkians & baby Karkians:

-Increased health and movement speed.


Gray:

-Increased health.
-Increased movement speed.
-Increased Attack range.
-Cannot be set on fire.


Civilians:

-Many minor changes for believability/simulation.



__NEW AI TYPES__


MJ12 Elite:

-Use Thermoptic camo.
-Have increased health.
-Unique look.

Military Bot:

-Unique look.
-Very durable.

MiB Mk.II:

-speed enhancement aug.
-Energy shield aug
-Ballistic protection augs.
-Holds two-handed weapons one-handed
-Never drop their weapon
-Cannot be set on fire, though fire still hurts them.
-Toughest enemy in the game, under Page's mind control and in his desperation he orders the remaining MiB's to be augmented, even though
it will kill them eventually (Gray Death).


All new AI types are only encountered late in the game.

Skill System


======================================

SKILL SYSTEM

======================================


-Anything not mentioned regarding the skill system remains as per in the original game.
-All changes to the skill system was primarily to achieve balance.
-All skills have skill point cost modifications
-All skills have clearer descriptions.
-All skills display how many skill points it takes to achieve master level.


New Skill (Stealth):

-New stealth skill to counter GMDX's AI improvements.
-Lvl1= reduced sound made when landing from height (-50%).
-Lvl2= reduced footstep sounds. (-40%).
-Lvl4= reduced enemy vision range (-30%).


Lockpicking:

-Less lockpicks to be found.
-Lowered effectiveness per pick. (Lvl1=5%, Lvl2=10%, Lvl3=15%, Lvl4=50%). Note the significantly large final jump at master level, this is an investment bonus just
like the weapons skills have vanilla.
-Altered mover values and new locked movers (movers are doors).


Tech:

-Same as lockpicking above. You WILL need to upgrade these if you want to loot/hack/explore everything.


Demolitions:

-Lowered detonation time for enemy-placed mines (Lvl1=0.5 seconds, Lvl2=1 second, Lvl 3=1.5, Lvl4=7 seconds (significant jump/investment bonus at Lvl 4 as above)).
-Increased proximity radius for enemy-placed mines by 50%.
-More enemy-placed mines in the map.
-Gas grenades are more deadly.
-LAMs are slightly less deadly.


Environmental Training:

-Upgrade the skill to stack suits in inventory (+1 per upgrade).
-Ballistic vest lasts longer but provides reduced protection (50%, constant no matter the skill level).
-Hazmats too provide lesser protection unless environmental training is upgraded (Lvl1=20%, Lvl2=40%, Lvl3=60%, Lvl4=80%).
-Hazmats protect you against electricity damage (bug fix).
-More dangerous hazards to encounter in the game.
-A modification with a negative impact on Environmental Training skill is that rebreathers are no longer in the game (to give the swimming skill more weight),
but the above more than counters this and rebreathers were hardly influenced by the skill anyhow, they were extremely good at untrained level.


Medical:

-Small max health bonus to head and torso per upgrade (+10).
-Use a medkit at advanced and master to nullify poisoned effect.


All Weapon Skills:

-N/A (see weapons section above for stuff related to weapons skills).


Computers:

-Now named 'Hacking'. The skill didn't make you excel in excel, it was for hacking/cracking only. Mind you logic and realism is for the most part exempt from the
skill system but every little detail helps.
-Implemented an initial chance of detection: Trained= 50% chance of initial detection. Advanced= 25% chance. Master= 0%.
-You can only reconfigure turrets at Master level.
-At master level the bar drains extremely slowly so you can read emails and such at your leisure.
-20% less money can be syphoned out of ATMs. Encourages upgrading the skill further to get more money/credits.
-!You are no longer invisible and can be killed whilst hacking!


Swimming:

-The Swimming skill is almost a requirement to swim in most instances if you do not choose aqualung aug and because of this actually has some worth now.
-Drowning damage increased
-Blurry vision effect whilst drowning.
-Very few rebreathers in the game.
-Minor Level design alterations with swimming in mind.
-Regeneration aug doesn't counter drowning damage.
-Untrained swimming skill value lowered: 0.7, 1, 1.5, 2.5 (significant jump/investment bonus at master level).


Of course as per the default design you cannot have all the skills in one playthrough, not even half of them. Choose your skills wisely.


Augmentations:


======================================

AUGMENTATIONS

======================================


note: Some augs made passive/always active, mostly in the name of a balanced aug system.
5 passive in total.

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

Microfibral Muscle (Passive):

-Deal damage to enemies by throwing objects. damage based on mass, velocity, aug level & hit location. A very fun aug.
-At max aug level you can jump whilst carrying heavy objects.
-Right click to drop carried object, left click to power throw.
-If you K.O a MIB/WIB you can use their corpse as a explosive grenade by throwing them at higher aug levels.
-Everything in the environment becomes a deadly weapon.


Combat Strength (Passive):

-Passive to balance out against new & improved Microfibral muscle.

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

Regeneration:

-Faster energy drain
-!Less health gained per 2 seconds (it cycled every 1 second vanilla)! Significant reduction of effectiveness as regen overrode many aspects of the RPG systems'
worth (e.g you could counter drowning damage, radiation damage etc with it, but no longer).


Energy Shield:

-Made passive to be a worthy choice over regeneration.
-Also protects you against EMP attacks (EMP shield + Energy Shield merged).

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

Ballistic Protection:

-Reduced protection values to 35% 45% 55% 65%
-Reduced bioelectricity drain significantly.


Ballistic protection (passive):

-A new aug. Same as ballistic protection but half as effective (20%, 25%, 30%, 35%) yet always active with no energy drain.
-Replaces EMP shield (EMP merged with Energy shield as stated above).


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

Spy Drone:

-Reduced Bioenergy costs.


Aggressive Defense System:

-No longer detonates Plasma Bolts & Proximity mines.
-New SFX when activated


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

Cloak:

-Player can visually see JC's hands/guns turning invisible/transparent.


Radar Transparency:

-Lowered Bioelectricity costs by 30% as cloak is somewhat more useful.

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

Run Silent: Lowered BE costs. Do not ever take this aug it's completely worthless (even for stealth playthroughs as speed enhancement + crouch= silent running)
as many are aware. I intend to replace this aug eventually but I need an animator to help implement it's substitute.


Speed Enhancement:

N/A

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

Aqualung:

-Aqualung is now passive, always active.
-Many changes related to swimming (see swimming skill listed above).


Environmental Resistance:

-ER protects you against shock/electricity damage in addition to it's default resistances.
-Many changes related to Environmental hazards (see environmental resistance skill listed above).
-Added new activation SFX.

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

Synthetic heart:

-Lowered Bioelectric energy costs.


Power Recirculator:

N/A

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

Vision Enhancement:

-added new activation SFX


Targeting:

N/A

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

Light: Lowered bioelectricity drain slightly.

Optional Hardcore Mode:


=========================================

OPTIONAL HARDCORE MODE

=========================================


-Disables manual saving, enables save points and map transition autosave.
-Cycles through 20 save slots (# of slots can be increased or decreased via user.ini).
-Disables weapon auto reloading.
-Disables console commands/cheats.
-Choose the hardcore option from the new game screen.
-If hardcore is not chosen save points will not appear and quicksave/save anywhere is enabled.
-Not recommended for all but the most hardcore fans.

This system unlocks Deus Ex's true potential in terms of choice and consequence, challenge and balance.

Miscellaneous:


=========================================

MISCELLANEOUS:

=========================================


-Medbots and repairbots can only be used twice each (not including installing augs).
-JC Grunts less frequently when jumping and also has a unique grunt for throwing with microfibral Muscle.
-Added simulated effect for landing from height/bending of the knees. Only happens if landed from moderate height, and scales in magnitude based on velocity.
-Changed player death SFX. JC no longer shares the same death SFX as every male NPC in the game (and all other males have varied sounds now too as stated before).
-Option to bypass loading the new game intro scene. Toggle in main menu. Useful for old machines.
-Various effects modified such as Explosion effects and gore.
-Expanded inventory item descriptions.
-Autosave after a loading screen. Implemented for hardcore mode, but is convenient for the other difficulties too.
-Refined object descriptions, for example locked doors display "Lock Complexity" rather than "Lock Str".
-Many changes to sound design. For example All weapons fired can be heard at longer ranges & all alarm types are quieter but have a larger radius,
which is good because a playthrough of Deus Ex usually consists of loud alarm after loud alarm BEEP! BEEP! BEEP!
-The small and medium-sized generic green shipping crates are no longer invincible primarily so they break when thrown with Microfibral muscle.
-Fire extinguishers are slightly more effective at blinding enemies.
-Using lockpicks/multitools is 25% faster.
-Water coolers heal two points.
-Biocells now restore 30 points.
-Combat start up music check time increased by 1 second. Reduces the chances of combat music playing when taking down an enemy in a quick time frame.
-Forced HDTP scope view colour to default as it is more realistic this way. Default looks far more pleasing to the eye anyhow.
-Reduced intensity of view blinding effect when damaged by burnt type damage (plasma rifle most notably).
-Damaging breakable objects spawns fragments each individual shot/hit.
-TNT crates are no longer super powerful.
-Minor improvements to rocket behavior.
-When poisoned damage occurs in three second intervals as opposed to the default two.
-Flares last longer.




Maps:


========================================

MAPS:

========================================


Maps have been worked over on a large scale, yet with a very conservative approach. The focus is primarily on gameplay-related changes: ammo redistribution, AI behaviour, balance of paths, better events,
many changes related to the skill system, small map expansions, all notable bugs & inconsistencies fixed, small changes in the interest of realism and much more.
Predominantly gameplay-focused, yet still a notable focus on visuals: proper texture alignments (designed with New Vision and the DX10 renderer in mind), extra
decorative detail for the most lacking of maps as well as many skybox improvements.

Designed with the DX10 renderer and New Vision for best effect, not using these two mods certain things will not look right, such as the Battery park Skybox.
You can download these two mods by following the detailed installation guide.

The intention/appraoch is as if the developers themselves took longer refining the maps. A very conservative approach, and for good reason - Deus Ex's level design
is exceptional.
This is my approach taken with the mod in general, yet no holds barred. It's not a product so it can be as hardcore as I want it to be, which is very yet reasonable.


Bugs/Exploits/Inconsistencies:


=========================================

BUGS/EXPLOITS/INCONSISTENCIES

=========================================


Maps:

-!All known map bugs fixed, and then some!

Code:

-Multitool & Lockpick glitch fixed, you can no longer open anything with one tool/pick.
-Skillpoint glitches fixed: vandenberg and sub base as well as the pistol downgrade trick.
-New game inventory bug fixed.
-Inventory 'stacking behind' glitch fixed.
-Fixed a number of HDTP issues.
-Paul disappearing from the ton glitch fixed.
-Plasma rifle fire sound bug fixed.
-AI sound event exploit.
-Lamps now emit light properly.
-Ford Schick appears at Smugglers if you rescue him.
-Jaime Reyes appears at Tong's base at the correct part of the story if you request he join you.
-Standing on a pillow doesn't throw you around erratically.
-Paul won't disappear from the 'Ton hotel.
-You can no longer kill yourself during loading screen transitions and pick up items of your own corpse (exploit for duplicating items).
-Manderly will recognise non-lethal efforts at battery park.
-Hazmats protect you against electricity damage.
-Fixed an issue where throwing knifes found on corpses displayed a blank icon.

SageSavage
29th Jul 2014, 23:48
It's offtopic but I thought you might be interested, CyberP (mainly because of the FO:NV tidbits):
http://www.rockpapershotgun.com/2014/07/29/expert-speech-skill-pillars-of-eternity-interview-part-2/

CyberP
29th Jul 2014, 23:56
Thanks. I do enjoy reading what Sawyer has to say regarding game design. Looking forward to Pillars of Eternity.

WildcatPhoenix
30th Jul 2014, 15:12
Staring a playthrough with v.6 now. Will report back with any bugs/errors and impressions later on.

CyberP
30th Jul 2014, 15:34
v6.1 you mean?

WildcatPhoenix
30th Jul 2014, 18:23
v6.1 you mean?

Yes. Sorry. The last version I'd played was v.4 anyway.

CyberP
30th Jul 2014, 20:36
Excellent. I hope in your eyes I have been fixing what is broken since 2012 ;) ...and just generally adding content that improves the game.
Anything you can think of to improve the game, post it, and if agreeable hopefully I can sort it.

WildcatPhoenix
31st Jul 2014, 01:06
Alright, Cyber, I'll post my ongoing commentary in this thread, if there are no objections. I'll break it down into Positives (new additions/changes I like), Negatives (new additions/changes I don't like), and Bugs/Glitches.

Thus far I've played through the Training, Liberty Island, and UNATCO HQ Pt. I sections. New Vision and HDTP (with all characters) are enabled. Difficulty: Medium (I'm a wuss, I apologize).

Positives
Oh man, there are a bunch. Absolutely love the new textures and map architecture additions throughout this segment. Example: Alex Jacobson's office looks much less barren and far more interesting. UNATCO HQ in general had some lovely additions.

Very glad to see you removed the bot patrolling in front of the docks with Filben (way too easy to exploit in the original game) and moved the bot on the dock at the beginning to a more sensible location in front of UNATCO HQ. Very nice.

+1 for giving Paul a non-lethal weapon. Nice touch.

Really enjoyed the re-arranged Statue lobby and adjusted placement of NPCs throughout the map.

Removing the tracking on GEP rockets (or maybe they only work on higher skill levels? haven't upgraded yet) makes them much more challenging, and this is a very good thing. The GEP gun was waaay too overpowered in vanilla, IMO.

Very fond of the re-arranged skill system (although see Hacking below). Stealth in particular is a wonderful addition.

You tricky devil! You got me with some grenades stuck to the wall in places they weren't before! I'll have to pay attention, and I love how disarming a grenade at Untrained is extremely difficult (as it should be!).

--EDIT--
Making the Microfibral Muscle/Combat Strength augs passive....thank goodness! Very nice touch.

--EDIT 2--
Also highly approve of not making the sniper rifle available on Liberty Island unless you get it from Paul. I may have missed it, but I don't think so (the NSF trooper who usually carries it had a USP instead).

Negatives
Nothing major here yet. I'm not the biggest fan of the faster moving security bots. It'd be fine if it was only while in Attack mode, but the patrol speed seems...I dunno, a bit silly. I laughed out loud the first time I saw one zip by me.

Another mild complaint: there are still too damn many Combat Knives. This annoyed the crap out of me in the original game. Every single NSF trooper seems to carry one, and if you don't want to use the knife and don't want to waste inventory space, you have to continually drop them and leave trails of knives all around the map.

Also, I have a question about the AutoSave. Does it always create a new AutoSave file every time you use it (rather than re-write a single autosave like in the original?) Does this take up a bunch of space, or am I missing something?

Making Hacking at Trained be a 50% chance of detection simply isn't worth it. This is a must upgrade to Advanced, and I'm not sure if I care for that change.

Bugs/Glitches

Okay, a few errors detected so far. On my first playthrough the UNATCO milbot killed Tech Sgt. Kaplan, so I restarted at the beginning. JC had two Glock pistols, one in toolbar slot 1 and one in slot 4.

Also, when I deleted a few of my AutoSaves, they immediately reappeared the next time I loaded. Is this intentional?

There is an empty crate behind the com van next to UNATCO HQ.

The GEP gun scope seems to have some glitches. A lot of the text overlaps and blinks sporadically.

I also encountered some textual glitches in the conversation with Paul and Manderley in Manderley's office. Paul's dialogue kept blinking or changing to bizarre, illegible characters. Not sure if this is an HDTP or New Vision related glitch, but I thought I should report it.



Overall, this mod has been fantastic so far. It's like playing a brand new game, and it really does make a ton of improvements to the core Deus Ex experience. I highly highly recommend it to any and all fans of DX1. I'll report back periodically with new impressions/bugs/etc.

CyberP
31st Jul 2014, 02:01
--EDIT--
Making the Microfibral Muscle/Combat Strength augs passive....thank goodness! Very nice touch.

If you take microfibral muscle be sure to remember that it works very similar to Human Revolution and Invisible War.
Left Mouse= power throw, Right Mouse= Light throw. You can throw boxes and such at people to deal lethal damage.
It is so. damn. fun.


Difficulty: Medium (I'm a wuss, I apologize).

Good choice for replayability, the higher modes will be there as incentive to play yet more Deus Ex :).


--EDIT 2--
Also highly approve of not making the sniper rifle available on Liberty Island unless you get it from Paul. I may have missed it, but I don't think so (the NSF trooper who usually carries it had a USP instead).

Correct. Changed for better balancing/choice & consequence.


Negatives
Nothing major here yet. I'm not the biggest fan of the faster moving security bots. It'd be fine if it was only while in Attack mode, but the patrol speed seems...I dunno, a bit silly. I laughed out loud the first time I saw one zip by me.

For what reason should they not move 25% faster than vanilla? Either way this makes their usual patrols that we are all used to harder to predict. So from a gameplay standpoint= good. From a simulation standpoint= . It made you lol, so that's not a good thing, but it's just caught you by surprise.


Another mild complaint: there are still too damn many Combat Knives. This annoyed the crap out of me in the original game. Every single NSF trooper seems to carry one, and if you don't want to use the knife and don't want to waste inventory space, you have to continually drop them and leave trails of knives all around the map.

Combat knifes are annoying as ****, but it's best to just keep one on you at all times until your inventory becomes full, then drop it in exchange for something else. With this approach you don't have to drop as many knifes in a playthrough. I'm still considering a suitable solution to combat knife auto pick-up annoyance. It may have to be what the Shifter mod did, which I don't find to be adequate but it's better than nothing.


Also, I have a question about the AutoSave. Does it always create a new AutoSave file every time you use it (rather than re-write a single autosave like in the original?) Does this take up a bunch of space, or am I missing something?

It cycles through 20 save slots separate from your manual saves. Kinda similar to a lot of games (DX:HR, System Shock 2, VTM:B and so on).
You can also increase/decrease the number of slots it cycles through in GMDX.ini.


Making Hacking at Trained be a 50% chance of detection simply isn't worth it. This is a must upgrade to Advanced, and I'm not sure if I care for that change.

Your mind may be changed: the initial chance-based detection can be overriden by player skill. You have just 0.5 seconds to react if detected by pressing Esc key to back out and try again without consequence. Tough to pull off though. Even if you are detected and fail to react in time, you only have to wait for the lockout timer to reach 0 before you can try and hack again. There's been many changes to hacking (double check the categorized feature list above), We'll see how you feel after more time with it.


Okay, a few errors detected so far. On my first playthrough the UNATCO milbot killed Tech Sgt. Kaplan, so I restarted at the beginning. JC had two Glock pistols, one in toolbar slot 1 and one in slot 4.

Vanilla bug. I thought this was fixed tbh. Must be an error somewhere.


Also, when I deleted a few of my AutoSaves, they immediately reappeared the next time I loaded. Is this intentional?

I'm...not sure. :nut: My excuse: game development/modding is complex. I could look into but I don't feel like getting lost in code right now.


There is an empty crate behind the com van next to UNATCO HQ.

Intentional for both gameplay and simulational reasons.


The GEP gun scope seems to have some glitches. A lot of the text overlaps and blinks sporadically.

The GEP, using the new scope, allows the player to steer rockets like in invisible war. If you put a laser on it, you can also steer rockets as in Half-life. How responsive the guidance is is based on skill level. and yes, glitch, I could have been fixing this the last couple of days but forgot :/
The reason for these new features is because the noob lock-on was removed but we needed new guidance systems as the gun is called Guided Explosive Projectile. Seems a bit silly really that these somewhat complex features were coded up just because simulation, though not really because they make for fun gameplay too. Could have just changed the name of the GEP but that would be taking the easy route.


I also encountered some textual glitches in the conversation with Paul and Manderley in Manderley's office. Paul's dialogue kept blinking or changing to bizarre, illegible characters. Not sure if this is an HDTP or New Vision related glitch, but I thought I should report it.

Strange mysterious bug, seen it before, it's rare and minor, and may actually be caused by GMDX. It's the lowest priority in the list of todo though. Thanks for the report regardless.


Overall, this mod has been fantastic so far. It's like playing a brand new game, and it really does make a [I]ton of improvements to the core Deus Ex experience. I highly highly recommend it to any and all fans of DX1. I'll report back periodically with new impressions/bugs/etc.

And there's much more to come still. Glad you approve.

CyberP
31st Jul 2014, 06:25
By the way you may want to disable the HDTP character models. Reasoning: firstly some of them have dodgy animations and bugs, secondly the models are a mixed bag in visual quality, lastly they create an inconsistency due to not all of the models being HDTP-ified in addition to the aforementioned visual quality inconsistencies. GMDX also makes changes to some NPCs looks (UNATCO Troops in HQ working in the offices have their masks and helmets off sometimes for variety and simulation for example) that you cannot see with HDTP models on. Up to you of course. I love HDTP for the work they did on weapons and objects but with the character models they unfortunately bit off more than they can chew. Still, I appreciate they tried. It's one of the best DX mods that for the most part stays true to the original design and I am very happy I could use it as a base to build upon to ensure compatibility, but the character models were made optional for a reason.

WildcatPhoenix
31st Jul 2014, 15:08
By the way you may want to disable the HDTP character models. Reasoning: firstly some of them have dodgy animations and bugs, secondly the models are a mixed bag in visual quality, lastly they create an inconsistency due to not all of the models being HDTP-ified in addition to the aforementioned visual quality inconsistencies.

The character models are certainly, as you said, a "mixed bag." On the one hand, I love the UNATCO trooper and NSF models. These two look outstanding, IMO.

But most of the major characters look...pretty terrible, to be honest. Paul, in particular, is borderline terrifying in conversation close-ups. JC looks way too old and shriveled, Anna's mouth doesn't seem to move anymore, and I'm not really a fan of Gunther either.



GMDX also makes changes to some NPCs looks (UNATCO Troops in HQ working in the offices have their masks and helmets off sometimes for variety and simulation for example) that you cannot see with HDTP models on. Up to you of course.

I definitely want to check out the changes you made with the UNATCO troops, so my second playthrough (probably gonna check out this infamous "hardcore" mode of yours on Run #2) will most likely have HDTP character models disabled.

WildcatPhoenix
1st Aug 2014, 04:56
Okay, I encountered my first game-breaking bug. In UNATCO HQ Pt. II (after Manderley tells you Paul is being fired and gives you the assignment to track the shipment through the Mole People tunnels), as I was leaving the base the load zone occurred in a strange place. Rather than in the hallway down the stairs from Pvt. Lloyd and the lobby, the load zone occurred just past the water fountain and the retinal scanner.

And then it loaded a strange version of the UNATCO HQ entrance, what I assume is the rest of the map beyond the load point (which the player should never see because he hits the transition load zone before he gets there). If I turned around I could see the stairs leading back up to the entrance, but if I walked that way I hit the load zone and wind up next to the water fountain and retinal scanner again.

So I appear to be somewhat stuck.

CyberP
1st Aug 2014, 04:57
I'll fix it up for you right away. Must have made a mistake when I redesigned that bit to no longer have that weird curved corridor. Thoughts on New York etc in the meantime?

WildcatPhoenix
1st Aug 2014, 05:11
All positives so far, except for the aforementioned bug.

I laughed pretty hard when Jordan Shea blew my head off with a shotgun when I picked up some soy food on the counter.

Improvements to Smuggler's hideout were very nice. I especially enjoyed the custom Glock in the weapons case upstairs, and the fact that it now requires at least 2 multitools to hack his bot security system outside.

I also like that adding skills to environmental training appears to heal more points from water fountains.

The rooftops were much tougher with the improved NPC AI and more snipers. Always a good thing.

I did scratch my head a little bit after getting back to UNATCO and hearing Anna brag about me turning Castle Clinton into a graveyard. Pretty sure I didn't kill a single enemy other than those MJ12 jerks down in the sewers. I made sure to keep the UNATCO troopers and Navarre from getting drawn into the Castle as well, so nobody should've been killed inadvertently. Oh well.

One other minor thing- I like that NPCs can bump objects out of their way (chairs, potted plants, etc), but when they do so the grinding/sliding sound effect tends to get stuck until you (the player) bump it yourself.

CyberP
1st Aug 2014, 05:23
Fixed the issue. Simple mistake with the level transition teleporters.



I laughed pretty hard when Jordan Shea blew my head off with a shotgun when I picked up some soy food on the counter.

May be a mistake of mine, she should only do that if you rob her shotgun shells and medkit under the counter IIRC.
Edit: yep, just made some changes to this.


I also like that adding skills to environmental training appears to heal more points from water fountains.

Nah Water coolers just heal 2 points by default now. Could make Environmental training heal even more though, that skill does need a little something extra.


I did scratch my head a little bit after getting back to UNATCO and hearing Anna brag about me turning Castle Clinton into a graveyard. Pretty sure I didn't kill a single enemy other than those MJ12 jerks down in the sewers. I made sure to keep the UNATCO troopers and Navarre from getting drawn into the Castle as well, so nobody should've been killed inadvertently. Oh well.

Vanilla bug, though it should be fixed. Will look into it.


One other minor thing- I like that NPCs can bump objects out of their way (chairs, potted plants, etc), but when they do so the grinding/sliding sound effect tends to get stuck until you (the player) bump it yourself.

Oh yes, another thing to fix.

CyberP
2nd Aug 2014, 02:45
Right, fixed the majority of this all up. Very valuable feedback.

WildcatPhoenix
2nd Aug 2014, 17:19
Fixed the issue. Simple mistake with the level transition teleporters.

Good deal. I had to start completely over (no worries, gave me a chance to choose some different options) and finally just caught back up. Teleporter worked fine this time.



Nah Water coolers just heal 2 points by default now. Could make Environmental training heal even more though, that skill does need a little something extra.

Might be an interesting idea. It was always pretty silly that JC healed through eating food or drinking fluids, but if you assume that the nanites are converting the calories or carbs or whatever to cellular or tissue repair, I guess it makes sense. So if the player has improved skill here, maybe he can operate this system more efficiently? Therefore getting more healing out of candy bars, soda, water coolers, etc.



Vanilla bug, though it should be fixed. Will look into it.

Yeah, these triggers were always kinda wonky. Same thing happened on my second playthrough. The UNATCO guys are getting on my case about throwing tear gas and using a prod, and then Carter is getting on my case for being a mass-murderer. Lol.

Just can't please anyone, apparently.


Right, fixed the majority of this all up. Very valuable feedback.

Glad to be of service. :thumb:

CyberP
2nd Aug 2014, 18:39
Might be an interesting idea. It was always pretty silly that JC healed through eating food or drinking fluids, but if you assume that the nanites are converting the calories or carbs or whatever to cellular or tissue repair, I guess it makes sense. So if the player has improved skill here, maybe he can operate this system more efficiently? Therefore getting more healing out of candy bars, soda, water coolers, etc.

When it comes to the skill system simulation design was often disregarded, unlike all the other systems. They tried to make it logical but ultimately gameplay took precedence, for example weapon skills somehow alter damage of bullets and Environmental training means JC can wear suits for longer before having to throw them away regardless if wear & tear occurred or not. Also skill pop-ups/points are anti-simulation. Skill system certainly stands out because all the other gameplay systems are close to 100% feasible/simulated, but the impact skills had on the gameplay is too significant to ignore.

Anyway, my approach when expanding upon & rebalancing the skill system was the same as DX1 devs: try to make it simulated and logical, but ultimately gameplay takes precedence. This is why medicine skill gives you +10hp per level for example. Not really logical, but we could say that since JC is a more skilled medic he has a higher chance of survival...he can take more bullets to the face, lol. The impact it has on the gameplay is far more important (makes the skill worthy of investment and helps attain balance).

//Cut rant

CyberP
3rd Aug 2014, 06:10
Here's the Gep remote guidance without the text overlapping, and also shows improved rocket effects and other minor improvements I've just made:

ebSZnMIpUkY

One last thing to do is get JC to explode into a load of giblets if blown up by explosives and health <-30 or so. The conditions for JC gibbing are rarely met as is as you can see when he took a rocket direct to the face and didn't gib.

WildcatPhoenix
3rd Aug 2014, 19:21
Okay, continuing with playthrough:

Impressions

The new airfield segment was tough! Granted, I've been playing strictly non-lethal against NSF opposition, so some of this might've been easier if I was sniping everyone or using heavy weapons.

Nice addition having the helicopter on the first section of the airfield take off and fly away. It was always kind of awkward with it just sitting there on the helipad while you walk around.

Swimming skill or Aqualung is now essential in order to use some sections of the map. Awesome. Much, much better than vanilla, which barely required anything more than Trained in Swimming at any point.

Okay, now some bugs:

Bugs

I encountered an inventory glitch that stacked 5 forties over my crossbow. The crossbow was keyed to toolbelt slot 9, fwiw.

When I loaded a previous save on the first section of the airfield (the part immediately after the tunnels), a crate of TNT or an explosive barrel would immediately detonate. It was probably due to being placed too high above the ground, so when the map loads it drops down and explodes.

The main lobby camera appears to detect me through a wall. I ran over toward the bathrooms on the right, and at first I thought maybe my shoulder was poking out around the corner, but after thorough testing, this camera seems to see me through the wall (or perhaps I was clipping through the wall).

Also, when the helicopter took off, the sound of the doors closing got stuck until I loaded a new save.

At the airfield proper (w/ the 747), there was a stack of crates that I clipped completely through (I was trying to place an EMP grenade on them to take out a security bot, but the grenade wouldn't detect a wall surface and I went straight through to the other side). This was around the corner from the stack with the chainlink gate with a keypad on it and several cardboard boxes inside.

CyberP
3rd Aug 2014, 20:16
The new airfield segment was tough! Granted, I've been playing strictly non-lethal against NSF opposition, so some of this might've been easier if I was sniping everyone or using heavy weapons.

Yeah everything is a lot tougher, Deus Ex vanilla was way too easy even on realistic imo, once you get used to the games' systems anyway.
You have a vital empowering tool as a stealth player: aim for the head with tranq darts to instantly and silently non-lethal K.O NSF. Only works on NSF because UNATCO and MJ12 have helmets, plus it's something to give stealth a boost early in the game before you have greater power (cloak, stealth skill etc). Aim for the head and you can consistently silently take down enemies at range, if you have tranq darts. Mind you you are done with NSF now, past the airfield they do not show up again. Use normal darts (or silenced custom glock, silenced snipe etc) instead to silently kill stronger enemies at range, unless you are adamant in playing non-lethal.


I encountered an inventory glitch that stacked 5 forties over my crossbow. The crossbow was keyed to toolbelt slot 9, fwiw.

This may be the vanilla inventory glitch/exploit. I just copied shifters' code which disables this exploit unless cheats are enabled. Do you have cheats enabled?


When I loaded a previous save on the first section of the airfield (the part immediately after the tunnels), a crate of TNT or an explosive barrel would immediately detonate. It was probably due to being placed too high above the ground, so when the map loads it drops down and explodes.

Where exactly were you?


The main lobby camera appears to detect me through a wall. I ran over toward the bathrooms on the right, and at first I thought maybe my shoulder was poking out around the corner, but after thorough testing, this camera seems to see me through the wall (or perhaps I was clipping through the wall).

Will look into it.


Also, when the helicopter took off, the sound of the doors closing got stuck until I loaded a new save.

Ditto the above.


At the airfield proper (w/ the 747), there was a stack of crates that I clipped completely through (I was trying to place an EMP grenade on them to take out a security bot, but the grenade wouldn't detect a wall surface and I went straight through to the other side). This was around the corner from the stack with the chainlink gate with a keypad on it and several cardboard boxes inside.

Ditto. Thanks again, more to do. :)

WildcatPhoenix
3rd Aug 2014, 21:14
You have a vital empowering tool as a stealth player: aim for the head with tranq darts to instantly and silently non-lethal K.O NSF.


I noticed that a couple of times (didn't do it intentionally, but took a few down instantly with tranq darts...nice touch).



This may be the vanilla inventory glitch/exploit. I just copied shifters' code which disables this exploit unless cheats are enabled. Do you have cheats enabled?

My saves all have the CHEATS ENABLED superimposed over them, but I didn't manually engage cheats through the command prompt or anything.




Where exactly were you?


When you come out of the mole people tunnels and enter the airfield, the lobby with the security cam directly above the door and a canister of Ambrosia sitting in front of you. The helipad with a green helicopter is visible through the window just beyond, and there are hallways to the right and left. The lower section beneath the helipad has several explosive barrels (and some TNT, in vanilla DX at least). One of those barrels or TNT crates seems to be the one exploding.

CyberP
3rd Aug 2014, 21:19
My saves all have the CHEATS ENABLED superimposed over them, but I didn't manually engage cheats through the command prompt or anything.

Oh right, I know the problem here. Remove "-haxor" in the GMDX shortcut's target (right click -> properties -> target) to fix this yourself if you are finding it intrusive. Not sure why the guy who wrote the installer enabled haxor by default, will get that sorted.



When you come out of the mole people tunnels and enter the airfield, the lobby with the security cam directly above the door and a canister of Ambrosia sitting in front of you. The helipad with a green helicopter is visible through the window just beyond, and there are hallways to the right and left. The lower section beneath the helipad has several explosive barrels (and some TNT, in vanilla DX at least). One of those barrels or TNT crates seems to be the one exploding.

Thanks, very descriptive, looking now...


Yeah everything is a lot tougher, Deus Ex vanilla was way too easy even on realistic imo, once you get used to the games' systems anyway.

Part of the reason for the difficulty increase is in simply making the game better. Smarter AI, rebalanced skills and augs etc, this was only feasible by making the game harder (which is good anyway). Easy mode/Normal will help those that want GMDX's features but without significant extra challenge.

CyberP
3rd Aug 2014, 23:13
Right, all of that fixed up.

Here is a video that shows my approach to improving the visuals of the low quality maps: 0HWA5XFt4ho

The underworld tavern was very low quality in comparison to, say, any HK map. It lacked decorative detail and was just ridiculous all-round. It's a little better now but not a massive improvement. Improving DX's visuals is a secondary objective. Gameplay first.

CyberP
4th Aug 2014, 03:41
Well ****, without the music that looping bar chatter audio is very noticeably terrible, especially since the amount of people in the tavern doesn't justify it's existence. I'll remove that also.

WildcatPhoenix
4th Aug 2014, 13:24
Well ****, without the music that looping bar chatter audio is very noticeably terrible, especially since the amount of people in the tavern doesn't justify it's existence. I'll remove that also.

Haha! Yeah it was always kinda hilarious how the ambient noises in Underworld Tavern made it sound as if it were full of around 100 people, but in reality it was less than 10.

CyberP
4th Aug 2014, 18:28
OK, looking at vanilla code it appears I increased securityBot3 movement speed by 110%, not 25%. But I see no reason why not. Small, lightweight bot designed in the future, other than risk of collision there's no reason why it wouldn't be designed to go fast. the faster it can patrol the perimeter or chase down threats the better would be a security firm's perspective. As for collisions, it would have detection systems for preventing collision, well it does in the game even (though very primitive).

Edit: oh, and I cut off those needlessly long hallways in Underworld Tavern to make the map more believable. The tavern as seen from NYC streets is fairly small. The actual map/level itself if copy pasted out onto NYC streets would go from one end of the map to the other. It wasn't to scale (and still isn't, but is slightly more believable/simulated now).

It's a major exception though. DX's level design overall is very good and very simulated, but there certainly is flaws and the tavern was the worst offender.

WildcatPhoenix
5th Aug 2014, 00:27
OK, looking at vanilla code it appears I increased securityBot3 movement speed by 110%, not 25%.

Haha! Now this makes more sense. But sure, if you feel it's fine, it hasn't harmed my experience at all (makes it pretty tough to take bots out by throwing grenades, but I never try to do this anyway).



Edit: oh, and I cut off those needlessly long hallways in Underworld Tavern to make the map more believable. The tavern as seen from NYC streets is fairly small. The actual map/level itself if copy pasted out onto NYC streets would go from one end of the map to the other. It wasn't to scale (and still isn't, but is slightly more believable/simulated now).


The winding hallways, while silly, never really bothered me that much. Obviously I'd prefer the game to be able to handle no load zones whatsoever, but this was 1999-2000 UE1 technology we're talking about here.

Okay, some more commentary:

-The GEP scope gun text still overlaps. Is this due to my settings, perhaps?
-Whoa, where did that conversation with Ford Schick in Smuggler's hideout come from? I swear, I've never heard that before. Was it buried in the convo files and just never implemented or something?
-In the mission where you send the NSF signal, I unlocked and opened Paul's apartment door in the 'ton, but it wouldn't close or even budge after that.
-In the MJ12 labs underneath UNATCO, I killed the two troopers in front of the Medical Bay. This spooked the scientists who all ran out of the door, as did Paul. Paul, however, decided it would be a good idea to stop and set off the alarm as he ran up the stairs, however (lol).
-In the same area, I changed the turret alliance to attack enemies in the chamber with the karkian and the two greasels. The turret killed the karkian, but for some reason it was not angled properly to hit the greasels. It kept shooting over and over and over again, but the greasel just stood there while the bullets hit the floor a few inches away from it.

CyberP
5th Aug 2014, 01:29
-The GEP scope gun text still overlaps. Is this due to my settings, perhaps?

You must have placed the DeusEx.u somewhere else. Needs to go in DeusEx\GMDX\System and then overwrite.
Download it again if need be.


-Whoa, where did that conversation with Ford Schick in Smuggler's hideout come from? I swear, I've never heard that before. Was it buried in the convo files and just never implemented or something?

Was a bug with the flags so he never showed up.


-In the mission where you send the NSF signal, I unlocked and opened Paul's apartment door in the 'ton, but it wouldn't close or even budge after that.

Maybe something to do with the scripting (MiBs raid the apartment and blow the door), or maybe just an oversight, will have a look.


-In the MJ12 labs underneath UNATCO, I killed the two troopers in front of the Medical Bay. This spooked the scientists who all ran out of the door, as did Paul. Paul, however, decided it would be a good idea to stop and set off the alarm as he ran up the stairs, however (lol).

I haven't touched that incarnation of paul, so must be vanilla behaviour. sounds hilarious, will sort.


-In the same area, I changed the turret alliance to attack enemies in the chamber with the karkian and the two greasels. The turret killed the karkian, but for some reason it was not angled properly to hit the greasels. It kept shooting over and over and over again, but the greasel just stood there while the bullets hit the floor a few inches away from it.

Yeah turrets have the rotation limitation, and I set the greasel to stand underneath, so an oversight of mine. I'll move the greasel a little so the turret can get it.

WildcatPhoenix
6th Aug 2014, 03:28
Okay, made it to Hong Kong and have completed up to the part where JC first encounters Tracer Tong. No bugs or glitches encountered except for one.

In Tong's hideout, Jacobson seems to stop at the top of the staircase and obstructs the player from being able to move around the catwalk (there is a locked cabinet with a weapon mod or something in it that I would like to get to, but can't).

Loved, loved, loved the MJ12 Elite troopers who used thermoptic camo (or some other form of invisibility) in Maggie Chow's apartment. Awesome addition.

CyberP
6th Aug 2014, 10:52
.
In Tong's hideout, Jacobson seems to stop at the top of the staircase and obstructs the player from being able to move around the catwalk (there is a locked cabinet with a weapon mod or something in it that I would like to get to, but can't).

His vanilla orders are 'Wandering', so this happened by chance. Still, I'll prevent it from happening.



Loved, loved, loved the MJ12 Elite troopers who used thermoptic camo (or some other form of invisibility) in Maggie Chow's apartment. Awesome addition.

Tell me, were they invisible by default when unaware of the player, or only after you damaged/alerted them?

WildcatPhoenix
6th Aug 2014, 13:53
His vanilla orders are 'Wandering', so this happened by chance. Still, I'll prevent it from happening.


If I recall correctly, he usually keeps wandering around at random. But this time, he walked to the top of the stairs and stayed there, refusing to budge.





Tell me, were they invisible by default when unaware of the player, or only after you damaged/alerted them?

They went invisible after I alerted them.

CyberP
6th Aug 2014, 18:45
Here is the bar with GMDX, HDTP, ENB, Kenties DX9 Renderer and New Vision:

http://i1309.photobucket.com/albums/s640/CyberP1/GMDXBAR_zps752e1506.jpg

Hmm, I see a texture that needs rotating.

WildcatPhoenix
8th Aug 2014, 16:57
Looks outstanding, Cyber.

Okay, I've made it to the Submarine Base/superfreighter mission. No major bugs encountered at this point (I think).

I did have a question about the cops in the mall area of Hong Kong. After going back to the Lucky Money for drinks with the Dragon Heads, the HK police suddenly turned hostile against me as I was leaving. They were friendly on the way in, but they started shooting the minute I rounded the corner on the way out. It was weird. I hadn't broken into the quick stop or brandished a weapon or done anything which should trigger their hostility.

Was this intentional, or accidental? If intentional, what was the logic behind it?

CyberP
8th Aug 2014, 17:13
I did have a question about the cops in the mall area of Hong Kong. After going back to the Lucky Money for drinks with the Dragon Heads, the HK police suddenly turned hostile against me as I was leaving. They were friendly on the way in, but they started shooting the minute I rounded the corner on the way out. It was weird. I hadn't broken into the quick stop or brandished a weapon or done anything which should trigger their hostility.

Was this intentional, or accidental? If intentional, what was the logic behind it?

The only thing I can think of is you had your weapon drawn. Shame Ion Storm never made any reactionary barks for it. No "Drop your weapon!".
Remember, in DX HK firearms are entirely outlawed. I'll add more of those no weapons allowed signs in law-enforced locations.

WildcatPhoenix
8th Aug 2014, 17:32
The only thing I can think of is you had your weapon drawn. Shame Ion Storm never made any reactionary barks for it. No "Drop your weapon!".
Remember, in DX HK firearms are entirely outlawed. I'll add more of those no weapons allowed signs in law-enforced locations.

No, I definitely didn't have any weapons drawn.

CyberP
8th Aug 2014, 17:52
No, I definitely didn't have any weapons drawn.

Did you break into that newly-added shop opposite them? they don't like that either.

Hmm, they hate 'distress' and 'shot', in addition to other less likely events such as carcass and injury. Could have been one of those two. There's a ton of distress AIevents sent on that map, though it does check for the instigator I believe. Will test.

CyberP
10th Aug 2014, 12:58
Some pretty pictures.

http://media.moddb.com/cache/images/mods/1/23/22166/thumb_620x2000/GMDX_NSFH3.jpg
http://media.moddb.com/cache/images/mods/1/23/22166/thumb_620x2000/GMDX_PARIS_STATION.jpg
http://media.moddb.com/cache/images/mods/1/23/22166/thumb_620x2000/GMDX_NSFHQ2.jpg

Reposting this in case people missed it:

Here is nearly everything the mod does to improve Deus Ex, all categorized:



New Player-controlled mechanics

NEW PLAYER-CONTROLLED MECHANICS THAT ARE NOT OBVIOUS/EXPLAINED IN-GAME:

1. If using the new & improved Microfibral Muscle augmentation & whilst holding an object, left mouse button= power throw, right mouse button= light throw.
2. Hold Q+E/lean left+lean right to lean up/peek over cover from crouch position, or to stand on tip toes from standing postion.
3. Double right click to pick up a corpse regardless of their inventory (originally you couldn't pick up a corpse unless you had taken all their inventory).
4. When hacking if detected due to low hacking skill you have 0.5 seconds to disconnect before an alarm is sounded and you are locked out. If you succeed there
are no consequences but it is tough to pull off.
5. In the inventory screen drag and drop an item out of the interface as an alternate means to drop the item to the floor.

Weapons:


======================================

WEAPONS

======================================


GENERAL WEAPON ENHANCEMENTS:


Tactical Gameplay & choices:

-Recoil systems are redesigned. Weapon skills no longer influence recoil, recoil mods only. Each individual weapon modified to produce suitable kick.
Recoil plays a significant role in the shooter playstyle throughout the game as a result.
-Unsilenced weapons are noisier and will alert those in the immediate area.
-The player can also hear gunshots etc at further ranges. Originally enemies 40 or so meters away had silent weapons.
-Less ammo to be found for all weapons to encourage more tactical gameplay.
-More weapon modding options.
-Heavy weapons take up 6 inventory slots instead of 8, except for the GEP.


Simulated Effects:

-New sound effects for many weapons.
-Hittrace (ballistic) weaponry gives a smoke & spark effect when hitting a wall.
-Increased camera shake to give a visceral feeling of powerful recoil when shooting.
-Firing a semi-automatic weapon requires individual mouse clicks to simulate pulling the trigger each time and because it requires more skill. Originally if
you held down fire a pistol would fire like an automatic weapon for example.

Scope Mod:

-Scope toggle is no longer restricted by rate of fire.
-No longer automatically zooms back in after reloading whilst looking through the scope.
-New zoom toggle sound effect.
-Greater variation in scope FOV dependant on the weapon.


Laser Mod:

-Turning laser on disables crosshair, turning it off again enables crosshair.
-Increased Laser blob size to make it possible for player to see at distance.
-Also has sound effects when toggling on/off.


Silencer mod:

-Due to weapons being louder the silencer mod is more vital than ever.
-Four variations in sound effects when firing with a silencer. Originally there was just one.



INDIVIDUAL WEAPON CHANGES:

Note: doesn't mention a number of the universal modifications listed above such as recoil changes.

__PISTOLS__


Pistol/Glock:

-The starting firearm. Outclassed by all other pistols.
-Reduced damage to prevent instakills to player's torso on realistic & hardcore.
-Faster rate of fire.
-Now can have Silencer.
-The only redundant firearm. In-game inventory description advises against using weapon mods on it.
-Unique SFX for firing both silenced and unsilenced.


Custom Glock (extends Pistol/glock):

-A secret weapon. Unique variant of the starting pistol.
-Higher Damage than the standard pistol/Glock.
-Larger clip size
-Faster rate of fire.
-Lower accuracy.
-Lower accurate range.
-More recoil.
-Longer reload time.
-All it's downsides can be somewhat negated through heavy weapon modification.


Stealth Pistol:

-Increased rate of fire.
-Increased Damage.
-Increased clip size.
-Less accurate range.

USP.10:

-New Pistol. Rivals the custom glock and stealth pistol.
-Well rounded.
-The only pistol that cannot have a scope.


Mini Xbow:

-Increased damage. Can now silently take down enemies at range easier.
-Can have clip size mods but starts with 3 bolts per clip (default was 4).
-Lower base accuracy.
-Flare darts give off a touch more light.

PS20:

-Increased damage.
-More common.


__RIFLES__



Assault Gun:

-Can now have Scope mod.
-Can no longer have accurate range mods (they didn't do anything).
-Increased damage.
-Increased clip size.
-Unique sound effects for all actions.


UMP762c:

-New weapon. rivals the assault gun.
-Overall lesser than the assault gun, but is smaller in inventory size.
-Pistol skill governs the UMP's stats. (UMP stands for "Universale Maschinenpistole", German for "Universal Machine Pistol"). It fits nicely here for balancing
reasons also.


Assault Shotgun:

-Increased damage
-Can have range mods.
-Unique SFX for firing, equipping and reloading.
-Is no longer fully automatic. Press shoot for every satisfying blast.
-special tracer effects when wielded by an enemy.


Sawn-off shotgun:

-Increased damage.
-Can have range mods.
-Special tracer effects when weilded by an enemy.


Sniper Rifle:

-Lower base accuracy.
-Faster rate of fire.
-Unique sound effects for firing both silenced and unsilenced, as well as toggling the scope.


Custom Sniper Rifle (extends sniper rifle):

-Secret weapon. Unique variant of the sniper rifle.
-Faster rate of fire
-More recoil.
-Larger magazine size.
-Greater accuracy.
-Due to heavy barrel modification cannot be silenced.
-Has a custom skin.


__HEAVY WEAPONS__



Plasma Rifle:

-Increased damage.
-Using range mods increases projectile speed.
-Slightly improved plasma effects.
-Fixed fire sound bug.
-Unique sFX when toggling the scope.


GEP gun:

-No lock-on targeting.
-Laser-guided targeting. Attach a laser to the GEP and enable it to guide a rocket to the designated location. Responsiveness based on skill level.
-Remote-guided. Attach a scope to the GEP and enable it to steer a rocket remotely. Responsiveness based on skill level.
-Damage lowered.
-Base accuracy lowered.
-Can have accuracy mods.
-Normal rockets are less common. WP rockets are more common. (less door blasters is the intention).
-Using range mods increases rocket speed.


Flamethrower:

-Upgrading with range mods actually increases the range of the flamethrower now.
-Halved cannister size.
-Can have clip mods.
-Slightly improved flame effects.


LAW:

-It's scope is now usable
-Rare to find.


__MELEE WEAPONS/LOW-TECH__



Throwing Knifes:

-Increased damage
-Increased air speed
-Increased carrying capacity
-Much more common to find.


Riot Prod:

-Slightly increased damage and range.
-Clip Size=2, but can have reload speed and clip size mods.


Baton:

-Increased damage.
-Slightly increased range. (range of all melee weapons increased ever so slightly primarily to help NPCs connect).


Crowbar, Combat Knife & Sword:

-Increased damage
-Slightly Increased range.


Dragons tooth Sword:

-Lowered damage significantly.
-Increased ability to break objects/doors etc (matches it's damage value in the in-game description like all the other weapons).
-Increased light radius.
-Increased range.


Note damage increases and some other stats apply to weapons enemies use too.


Artificial Intelligence


============================================

AI

============================================


__Universal AI alterations__


-Certain AI react to stealing.
-AI can shift objects blocking their path.
-Shotgun wielding enemies are far more threatening and have a tracer effect.
-More varied pain & death sound effects.
-AI react to sound events more realistically and are no longer open to exploitation when seeking the source of a sound.
-Faster Reload Speed.
-Further view & hearing range as well as larger FOV (all still not even close to a real humans senses,
peripheral etc, but more challenging and give the enemy a fighting chance).
-Greater variation in the facial looks of some types (UNATCO Troops and HK Police primarily).
-Longer Cooldown times. (Cooldown times are how long it takes to give up and return to patrolling).
-Faster Yaw Rotation Speed (makes pawns turning on the spot more convincing).
-Slightly better accuracy.
-Max # of provocations lowered across the board. Shoot them they actually react immediately, commit a crime they see they actually react and so on.
-Many other miscellaneous changes in behaviour and reactions.
-Increased range at which they can open fire.
-Lowered the chances of an enemy running off scared when damaged.
-Certain AI run when patrolling rather than walk.
-Pain sounds clamp increased to 0.5 from 0.25.
-Surprise period increased (surprise period is the time period in which an enemy spots you but doesn't start attacking/confirmed you to be a threat).
-More of them to kill, KO, avoid, trick or destroy where appropriate.
-AI standing next to each other but not facing one another notice if their buddy is killed/K.O'ed (sound of body hitting the floor makes them turn around).
-Map issues relating to AI fixed (pathfinding issues most notably).


__AI Changes Unique to a Class__


Security Bot 3:

-Faster Movement Speed.
-Fire rockets.
-Utilize stealth tech.
-Unique SFX for it's machine gun.
-Increased sound radius so you can hear them if nearby.

Security Bot 2:

-Have flamethrower for close range. Gives greater purpose to fire extinguishers and Energy shield aug, and makes them a greater threat up close in general.


Doberman:

-Faster Movement speed.
-Greater attack damage.
-Slightly more health.


MilitaryBot:

-Rockets are more powerful, have a larger blast radius and new SFX.
-Slightly faster Movement Speed.
-HDTP-related bugs fixed.
-Can hear them moving and scanning from a greater distance.


MJ12 Commando:

-New Death and footstep sounds.
-Increased health
-Increased rocket blast radius
-Lowered machine gun attack damage and close range multiplier (no instant death to player on harder difficulties at close range).


Scuba Diver:

-Swims slightly faster.


Simons, Anna & Gunther:

-Increased health.


Turrets:

-Increased attack range.
-15% hackstrength (multitools) for all turrets.


Cameras:

-Increased view range.
-10% hackstrength for all cameras.
-Cameras spot corpses and sound a unique alarm. !BEWARE!


Greasels:

-Increased spit range.


Karkians & baby Karkians:

-Increased health and movement speed.


Gray:

-Increased health.
-Increased movement speed.
-Increased Attack range.
-Cannot be set on fire.


Civilians:

-Many minor changes for believability/simulation.



__NEW AI TYPES__


MJ12 Elite:

-Use Thermoptic camo.
-Have increased health.
-Unique look.

Military Bot:

-Unique look.
-Very durable.

MiB Mk.II:

-speed enhancement aug.
-Energy shield aug
-Ballistic protection augs.
-Holds two-handed weapons one-handed
-Never drop their weapon
-Cannot be set on fire, though fire still hurts them.
-Toughest enemy in the game, under Page's mind control and in his desperation he orders the remaining MiB's to be augmented, even though
it will kill them eventually (Gray Death).


All new AI types are only encountered late in the game.

Skill System


======================================

SKILL SYSTEM

======================================


-Anything not mentioned regarding the skill system remains as per in the original game.
-All changes to the skill system was primarily to achieve balance.
-All skills have skill point cost modifications
-All skills have clearer descriptions.
-All skills display how many skill points it takes to achieve master level.


New Skill (Stealth):

-New stealth skill to counter GMDX's AI improvements.
-Lvl1= reduced sound made when landing from height (-50%).
-Lvl2= reduced footstep sounds. (-40%).
-Lvl4= reduced enemy vision range (-30%).


Lockpicking:

-Less lockpicks to be found.
-Lowered effectiveness per pick. (Lvl1=5%, Lvl2=10%, Lvl3=15%, Lvl4=50%). Note the significantly large final jump at master level, this is an investment bonus just
like the weapons skills have vanilla.
-Altered mover values and new locked movers (movers are doors).


Tech:

-Same as lockpicking above. You WILL need to upgrade these if you want to loot/hack/explore everything.


Demolitions:

-Lowered detonation time for enemy-placed mines (Lvl1=0.5 seconds, Lvl2=1 second, Lvl 3=1.5, Lvl4=7 seconds (significant jump/investment bonus at Lvl 4 as above)).
-Increased proximity radius for enemy-placed mines by 50%.
-More enemy-placed mines in the map.
-Gas grenades are more deadly.
-LAMs are slightly less deadly.


Environmental Training:

-Upgrade the skill to stack suits in inventory (+1 per upgrade).
-Ballistic vest lasts longer but provides reduced protection (50%, constant no matter the skill level).
-Hazmats too provide lesser protection unless environmental training is upgraded (Lvl1=20%, Lvl2=40%, Lvl3=60%, Lvl4=80%).
-Hazmats protect you against electricity damage (bug fix).
-More dangerous hazards to encounter in the game.
-A modification with a negative impact on Environmental Training skill is that rebreathers are no longer in the game (to give the swimming skill more weight),
but the above more than counters this and rebreathers were hardly influenced by the skill anyhow, they were extremely good at untrained level.


Medical:

-Small max health bonus to head and torso per upgrade (+10).
-Use a medkit at advanced and master to nullify poisoned effect.


All Weapon Skills:

-N/A (see weapons section above for stuff related to weapons skills).


Computers:

-Now named 'Hacking'. The skill didn't make you excel in excel, it was for hacking/cracking only. Mind you logic and realism is for the most part exempt from the
skill system but every little detail helps.
-Implemented an initial chance of detection: Trained= 50% chance of initial detection. Advanced= 25% chance. Master= 0%.
-You can only reconfigure turrets at Master level.
-At master level the bar drains extremely slowly so you can read emails and such at your leisure.
-20% less money can be syphoned out of ATMs. Encourages upgrading the skill further to get more money/credits.
-!You are no longer invisible and can be killed whilst hacking!


Swimming:

-The Swimming skill is almost a requirement to swim in most instances if you do not choose aqualung aug and because of this actually has some worth now.
-Drowning damage increased
-Blurry vision effect whilst drowning.
-Very few rebreathers in the game.
-Minor Level design alterations with swimming in mind.
-Regeneration aug doesn't counter drowning damage.
-Untrained swimming skill value lowered: 0.7, 1, 1.5, 2.5 (significant jump/investment bonus at master level).


Of course as per the default design you cannot have all the skills in one playthrough, not even half of them. Choose your skills wisely.


Augmentations:


======================================

AUGMENTATIONS

======================================


note: Some augs made passive/always active, mostly in the name of a balanced aug system.
5 passive in total.

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

Microfibral Muscle (Passive):

-Deal damage to enemies by throwing objects. damage based on mass, velocity, aug level & hit location. A very fun aug.
-At max aug level you can jump whilst carrying heavy objects.
-Right click to drop carried object, left click to power throw.
-If you K.O a MIB/WIB you can use their corpse as a explosive grenade by throwing them at higher aug levels.
-Everything in the environment becomes a deadly weapon.


Combat Strength (Passive):

-Passive to balance out against new & improved Microfibral muscle.

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

Regeneration:

-Faster energy drain
-!Less health gained per 2 seconds (it cycled every 1 second vanilla)! Significant reduction of effectiveness as regen overrode many aspects of the RPG systems'
worth (e.g you could counter drowning damage, radiation damage etc with it, but no longer).


Energy Shield:

-Made passive to be a worthy choice over regeneration.
-Also protects you against EMP attacks (EMP shield + Energy Shield merged).

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

Ballistic Protection:

-Reduced protection values to 35% 45% 55% 65%
-Reduced bioelectricity drain significantly.


Ballistic protection (passive):

-A new aug. Same as ballistic protection but half as effective (20%, 25%, 30%, 35%) yet always active with no energy drain.
-Replaces EMP shield (EMP merged with Energy shield as stated above).


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

Spy Drone:

-Reduced Bioenergy costs.


Aggressive Defense System:

-No longer detonates Plasma Bolts & Proximity mines.
-New SFX when activated


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

Cloak:

-Player can visually see JC's hands/guns turning invisible/transparent.


Radar Transparency:

-Lowered Bioelectricity costs by 30% as cloak is somewhat more useful.

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

Run Silent: Lowered BE costs. Do not ever take this aug it's completely worthless (even for stealth playthroughs as speed enhancement + crouch= silent running)
as many are aware. I intend to replace this aug eventually but I need an animator to help implement it's substitute.


Speed Enhancement:

N/A

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

Aqualung:

-Aqualung is now passive, always active.
-Many changes related to swimming (see swimming skill listed above).


Environmental Resistance:

-ER protects you against shock/electricity damage in addition to it's default resistances.
-Many changes related to Environmental hazards (see environmental resistance skill listed above).
-Added new activation SFX.

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

Synthetic heart:

-Lowered Bioelectric energy costs.


Power Recirculator:

N/A

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

Vision Enhancement:

-added new activation SFX


Targeting:

N/A

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

Light: Lowered bioelectricity drain slightly.

Optional Hardcore Mode:


=========================================

OPTIONAL HARDCORE MODE

=========================================


-Disables manual saving, enables save points and map transition autosave.
-Cycles through 20 save slots (# of slots can be increased or decreased via user.ini).
-Disables weapon auto reloading.
-Disables console commands/cheats.
-Choose the hardcore option from the new game screen.
-If hardcore is not chosen save points will not appear and quicksave/save anywhere is enabled.
-Not recommended for all but the most hardcore fans.

This system unlocks Deus Ex's true potential in terms of choice and consequence, challenge and balance.

Miscellaneous:


=========================================

MISCELLANEOUS:

=========================================


-Medbots and repairbots can only be used twice each (not including installing augs).
-JC Grunts less frequently when jumping and also has a unique grunt for throwing with microfibral Muscle.
-Added simulated effect for landing from height/bending of the knees. Only happens if landed from moderate height, and scales in magnitude based on velocity.
-Changed player death SFX. JC no longer shares the same death SFX as every male NPC in the game (and all other males have varied sounds now too as stated before).
-Option to bypass loading the new game intro scene. Toggle in main menu. Useful for old machines.
-Various effects modified such as Explosion effects and gore.
-Expanded inventory item descriptions.
-Autosave after a loading screen. Implemented for hardcore mode, but is convenient for the other difficulties too.
-Refined object descriptions, for example locked doors display "Lock Complexity" rather than "Lock Str".
-Many changes to sound design. For example All weapons fired can be heard at longer ranges & all alarm types are quieter but have a larger radius,
which is good because a playthrough of Deus Ex usually consists of loud alarm after loud alarm BEEP! BEEP! BEEP!
-The small and medium-sized generic green shipping crates are no longer invincible primarily so they break when thrown with Microfibral muscle.
-Fire extinguishers are slightly more effective at blinding enemies.
-Using lockpicks/multitools is 25% faster.
-Water coolers heal two points.
-Biocells now restore 30 points.
-Combat start up music check time increased by 1 second. Reduces the chances of combat music playing when taking down an enemy in a quick time frame.
-Forced HDTP scope view colour to default as it is more realistic this way. Default looks far more pleasing to the eye anyhow.
-Reduced intensity of view blinding effect when damaged by burnt type damage (plasma rifle most notably).
-Damaging breakable objects spawns fragments each individual shot/hit.
-TNT crates are no longer super powerful.
-Minor improvements to rocket behavior.
-When poisoned damage occurs in three second intervals as opposed to the default two.
-Flares last longer.




Maps:


========================================

MAPS:

========================================


Maps have been worked over on a large scale, yet with a very conservative approach. The focus is primarily on gameplay-related changes: ammo redistribution, AI behaviour, balance of paths, better events,
many changes related to the skill system, small map expansions, all notable bugs & inconsistencies fixed, small changes in the interest of realism and much more.
Predominantly gameplay-focused, yet still a notable focus on visuals: proper texture alignments (designed with New Vision and the DX10 renderer in mind), extra
decorative detail for the most lacking of maps as well as many skybox improvements.

Designed with the DX10 renderer and New Vision for best effect, not using these two mods certain things will not look right, such as the Battery park Skybox.
You can download these two mods by following the detailed installation guide.

The intention/appraoch is as if the developers themselves took longer refining the maps. A very conservative approach, and for good reason - Deus Ex's level design
is exceptional.
This is my approach taken with the mod in general, yet no holds barred. It's not a product so it can be as hardcore as I want it to be, which is very yet reasonable.


Bugs/Exploits/Inconsistencies:


=========================================

BUGS/EXPLOITS/INCONSISTENCIES

=========================================


Maps:

-!All known map bugs fixed, and then some!

Code:

-Multitool & Lockpick glitch fixed, you can no longer open anything with one tool/pick.
-Skillpoint glitches fixed: vandenberg and sub base as well as the pistol downgrade trick.
-New game inventory bug fixed.
-Inventory 'stacking behind' glitch fixed.
-Fixed a number of HDTP issues.
-Paul disappearing from the ton glitch fixed.
-Plasma rifle fire sound bug fixed.
-AI sound event exploit.
-Lamps now emit light properly.
-Ford Schick appears at Smugglers if you rescue him.
-Jaime Reyes appears at Tong's base at the correct part of the story if you request he join you.
-Standing on a pillow doesn't throw you around erratically.
-Paul won't disappear from the 'Ton hotel.
-You can no longer kill yourself during loading screen transitions and pick up items of your own corpse (exploit for duplicating items).
-Manderly will recognise non-lethal efforts at battery park.
-Hazmats protect you against electricity damage.
-Fixed an issue where throwing knifes found on corpses displayed a blank icon.

WildcatPhoenix
10th Aug 2014, 23:22
Alright, time for the daily report:

I'm now on to the lower decks of the superfreighter. Been playing for several hours, so about to take a break.

Impressions

Maybe it's just me, but the lockpick demands seem to be pretty darn steep. I've had both electronics and lockpicking at advanced level for quite some time now, but I seem to be running out of lockpicks much faster than multitools. Granted, this could really just be a result of playstyle, but I've been trying to be as judicious with each as possible. I certainly understand (and agree) that you don't want the player to be able to access everything. Just something to take a look at when you're doing a balance test.

Bugs

At the submarine base, there is a camera which doesn't seem to pan (pointed at the chainlink fence next to the Ammo Storage facility). If it detects you, it will also remain pointed in the last direction it detected you in. Not sure if this was intended behavior or not.

There is some inconsistency in the wooden drawers in the Commander's Office (pretty sure I remember this in the vanilla game as well). The DTS can break the middle drawers in every computer desk except for one, yet they all have the same 25% strength and are made of the same materials.

Inside the Wall Cloud, the doors in the Command Center (room next to the bridge, with the Informed Guard and New Guard) swing open automatically every time the player walks past them once inside the room. Scared the **** out of me several times, lol.

CyberP
11th Aug 2014, 00:57
I certainly understand (and agree) that you don't want the player to be able to access everything.

Unless they have master skill.

As for your use of lockpicks vs multitools, lockpicks are only for locks. Multitools are for turrets, cameras, keypads, control panels and alarm units.

What I've done is lower all camera's hackstrength to 10% and turrets to 15%. This in addition to their improved AI make them them more appealing to use multitools on, but I guess you, like me, STILL don't bother doing so, which I assume is why you have more tools, so yeah, down to your playstyle.
Oh, and alarm units are 10% too, but hacking them is even less useful as NPCs don't often go for them to begin with.

This all said, the opportunity to actually use a tool on a camera or a turret doesn't often present itself. Perhaps an aug, or upgrading the mutlitools skill could upgrade their range to hack stuff at a distance, they are wireless after all. Hmm...targeting aug may be a wise choice as it focuses on objects at range and details things about said objects.


At the submarine base, there is a camera which doesn't seem to pan (pointed at the chainlink fence next to the Ammo Storage facility). If it detects you, it will also remain pointed in the last direction it detected you in. Not sure if this was intended behavior or not.

Vanilla behaviour. All cameras that do not swing do not reset rotation after tagging the player. Will sort.


There is some inconsistency in the wooden drawers in the Commander's Office (pretty sure I remember this in the vanilla game as well). The DTS can break the middle drawers in every computer desk except for one, yet they all have the same 25% strength and are made of the same materials.

Fixed.


Inside the Wall Cloud, the doors in the Command Center (room next to the bridge, with the Informed Guard and New Guard) swing open automatically every time the player walks past them once inside the room. Scared the **** out of me several times, lol.

Wow, I never noticed that before. Trying to think why the level designer would have done this...

AdrianShephard
11th Aug 2014, 15:28
Nice mod bro. Just don't let it get to your head :p.

CyberP
11th Aug 2014, 21:50
Been working on more special effects:

Further improved rocket effects.
Better gore.
Better plasma effects.
Better explosions.

Hmm, another laggy video? Maybe.

Edit: here we go:

IPidNmGNfdI

Edit2: Eh, It only just occurred to me that the bones needs a bloodied texture, so that is now done.

WildcatPhoenix
13th Aug 2014, 16:47
Okay, I just met with Dowd in the mausoleum. Some thoughts:

Impressions

Superfreighter mission, while always one of my least favorites in the game, was much improved. I especially enjoyed the added mess hall, kitchen, and locker area in the lower levels.

The music track for Superfreighter lower levels was also a good one. Fit in very well with the original score (did you compose these tracks yourself?)

Those pesky MJ12 elite troopers are quite troublesome, but it's nice to see a little more variation in the MJ12 forces other than troopers, commandos, and M/WIBs.

Bugs/Glitches

At one point in the superfreighter I reloaded a new save while my Cloak augmentation was on. When the previous save file began, my arm appeared translucent even though the aug was no longer active.

In the air vents leading up to the superfreighter (the one with the giant fan and the spider bots below), the shadow of the fan blades continues to spin around the room even after you destroy the fan itself. I know for certain this was a vanilla bug, and I'm not sure if it can be eliminated or not, depending on how the effect is created. But it always seemed kind of silly.

That's it for now. Looking forward to Paris.

Lucifer
13th Aug 2014, 19:07
It's great mod but I still have some problems with dx 10 render.

CyberP
13th Aug 2014, 20:25
Superfreighter mission, while always one of my least favorites in the game.

Ditto.


The music track for Superfreighter lower levels was also a good one. Fit in very well with the original score (did you compose these tracks yourself?)

I am extremely confused as to how you have that map with the mess hall and the music.

Music: no. Not my work.


Those pesky MJ12 elite troopers are quite troublesome, but it's nice to see a little more variation in the MJ12 forces other than troopers, commandos, and M/WIBs.

They are necessary to maintain a challenge in the later portions of the game. Something DX desperately needed: something that can at least put up a weak fight versus your god-like power.


At one point in the superfreighter I reloaded a new save while my Cloak augmentation was on. When the previous save file began, my arm appeared translucent even though the aug was no longer active.

Thanks.


In the air vents leading up to the superfreighter (the one with the giant fan and the spider bots below), the shadow of the fan blades continues to spin around the room even after you destroy the fan itself. I know for certain this was a vanilla bug, and I'm not sure if it can be eliminated or not, depending on how the effect is created. But it always seemed kind of silly.


Should be able to fix this.


It's great mod but I still have some problems with dx 10 render.

You should have let me know you were interested in another playthrough, I would have sent you the latest version.

What problems are you having with DX10? DX9 is a great alternative if you do some tweaking.

Lucifer
13th Aug 2014, 20:43
6.2 is the latest version?

CyberP
13th Aug 2014, 20:49
6.2 is the latest version?

6.1, and it's not publicly released yet. Want it?

Lucifer
13th Aug 2014, 20:55
Where I can download it?

WildcatPhoenix
13th Aug 2014, 21:47
I am extremely confused as to how you have that map with the mess hall and the music.


LOL! I take it this wasn't the build you intended to send out? :D




They are necessary to maintain a challenge in the later portions of the game. Something DX desperately needed: something that can at least put up a weak fight versus your god-like power.


Agreed. The difficulty curve in vanilla DX drops off enormously in the third act, which is a shame. Takes a lot of the tension and suspense out of the game.

CyberP
13th Aug 2014, 22:01
LOL! I take it this wasn't the build you intended to send out? :D.

Thing is, since adding the mess hall etc I haven't added the music because I wanted the music to be a separate optional download...confused as hell right now. More puzzles to solve. Modding/game development is just one big puzzle, especially when you're all on your own. :nut:...well, other than testers and contributors of the past. Thanks again, you've been a great help.


Where I can download it?

Sending you a PM.

WildcatPhoenix
13th Aug 2014, 22:31
Thing is, since adding the mess hall etc I haven't added the music because I wanted the music to be a separate optional download...confused as hell right now. More puzzles to solve. Modding/game development is just one big puzzle, especially when you're all on your own. :nut:...well, other than testers and contributors of the past. Thanks again, you've been a great help.


I feel your pain, which is why I wussed out and never finished my own mod that I've been working on for years now.

By the way, this was actually the third custom music track I've come across. The first was in the final map of the NSF generator mission. The second was...somewhere else. VersaLife maybe? So if you're wanting to make all of those optional, keep in mind they seem to be implemented by default in this current build.

Lucifer
14th Aug 2014, 06:50
And the problem with DX 10 render Is that sometimes the game Is completely dark, I can't see anything and I have to restart the game.

http://s27.postimg.org/ks2b4dek3/Untitled.jpg

CyberP
14th Aug 2014, 09:04
Try DX9 instead with the following renderer configuration (in GMDX.ini):


[D3D9Drv.D3D9RenderDevice]
ZRangeHack=True
NoAATiles=False
NumAASamples=4
UseAA=True
RequestHighResolutionZ=True
UseSoftwareVertexProcessing=False
UsePureDevice=False
UseTripleBuffering=True
MaskedTextureHack=True
SmoothMaskedTextures=True
SceneNodeHack=True
FrameRateLimit=0
SwapInterval=-1
UseFragmentProgram=False
UseVertexProgram=False
TexDXT1ToDXT3=True
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE2=False
UseSSE=False
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=True
UseDetailAlpha=True
DetailMax=0
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=8
Use565Textures=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=True
UseTrilinear=True
UsePrecache=False
UsePalette=False
UseMultiTexture=True
MaxLogTextureSize=16
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=True
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DetailTextures=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True

CyberP
14th Aug 2014, 18:27
Updated special effects video:

http://www.moddb.com/mods/gmdx/videos/gmdx-effects1

Only includes numerous visual effects that are purely cosmetic and do not affect gameplay...with the exception of the blurred vision when drowning.

Do mind the typo.

CyberP
15th Aug 2014, 19:53
So I ended up doing some purely visual work for Hong Kong after all.

Know that spot behind the temple in the Wan Chai market? Remember how barren, primitively blocky and out of place it looked?

http://media.moddb.com/cache/images/mods/1/23/22166/thumb_620x2000/GMDX_Wan.jpg

Not long 'till release now.

Lucifer
16th Aug 2014, 07:20
I think the previous version fight between Triads In Hong Kong Canal Road was far better.This time the white people don't have any weapon.

CyberP
16th Aug 2014, 11:45
Really? I must have made a mistake. Lol just looked. Yes. Thanks for alerting me to that. Any other problems?

Lucifer
16th Aug 2014, 12:43
I've installed gmdx music and some of this Is not working .Rooftops 2027 music and second one Moscow music 2027 on realistic mode.

CyberP
16th Aug 2014, 13:13
Yeah I'm aware of this one. It's because I gave you updated versions of those maps which have the vanilla music set.
Thanks anyway. I'll upload the optional music pack on moddb soon.

WildcatPhoenix
18th Aug 2014, 02:10
Okay, I've progressed through the Catacombs. Had a couple of questions/thoughts:

1. The electronic control panel between the two sets of red laser tripwires (tunnel to the left leads to the ladder with the repair bot above, tunnel to the right leads to Bunker 3 with the hostages). What does the panel control? I used two multitools on it, but it didn't switch off either set of tripwires. I couldn't tell for sure if it did anything at all.

2. The level of the water in the sewers beneath the street in Paris makes it very difficult to use non-melee weapons. This might've been your intention, of course, but that very large karkian might be too much of a challenge for someone not packing a GEP gun, explosives, or DTS with high melee skills. Just a thought.

CyberP
18th Aug 2014, 03:24
Okay, I've progressed through the Catacombs. Had a couple of questions/thoughts:

1. The electronic control panel between the two sets of red laser tripwires (tunnel to the left leads to the ladder with the repair bot above, tunnel to the right leads to Bunker 3 with the hostages). What does the panel control? I used two multitools on it, but it didn't switch off either set of tripwires. I couldn't tell for sure if it did anything at all.

May be a bug. It should disable the lasers, I'll look into it.


2. The level of the water in the sewers beneath the street in Paris makes it very difficult to use non-melee weapons. This might've been your intention, of course, but that very large karkian might be too much of a challenge for someone not packing a GEP gun, explosives, or DTS with high melee skills. Just a thought.

The level of the water, this is the same vanilla (I think), and it's a bit glitchy if you crouch. I'll lower the water level just a touch.
There's various ways to deal with that Karkian, sneaking past being the easiest (just wait for it to pass).

WildcatPhoenix
18th Aug 2014, 22:03
The level of the water, this is the same vanilla (I think), and it's a bit glitchy if you crouch. I'll lower the water level just a touch.

Yeah it must've been the crouching issue. I climbed one of the ladders, then went back down, and suddenly the water level was only ankle high. Weird.

CyberP
18th Aug 2014, 23:58
GMDX is now named a "Deus Ex Advancement mod". Why? It fixes bugs, but it's not solely a bug fix mod. It improves the game's visuals, but it's not a graphics mod. It improves audio design, but it's not a SFX mod. It improves the gameplay primarily, but does a whole lot more so it doesn't justify being labelled a gameplay mod. So, overhaul mod then? No. GMDX doesn't take the game apart and reconstruct it, it builds upon what is already there as very little was in need of removal. What GMDX does is seeks to advance Deus Ex's design as if the original developers spent more time on it.
GMDX in combination with HDTP and New Vision covers nearly every aspect of design. Prepare to experience the next level.

CyberP
21st Aug 2014, 23:26
http://media.moddb.com/cache/images/mods/1/23/22166/thumb_620x2000/GMDX_Canal.jpg
http://media.moddb.com/cache/images/mods/1/23/22166/thumb_620x2000/GMDX_NYC_4.jpg
http://media.moddb.com/cache/images/mods/1/23/22166/thumb_620x2000/GMDX_SHIP.jpg

Image #1: there was a whole lot of nothingness here before.
#2: Rooftop detail.
#3: Much needed structural support for the Superfreighter bay.

FrankCSIS
22nd Aug 2014, 04:30
I know you put much more weight behind gameplay upgrades (as you should), but those cosmetic updates are looking good, too, bud!

CyberP
22nd Aug 2014, 04:48
Thanks man. Just filling in the occasional blanks in DX's level design, just so people know. I'm not rearranging the excellent layouts and such.

Edit: well, with a few exceptions, such as the nonsensical Underworld Tavern.

WildcatPhoenix
22nd Aug 2014, 14:34
Thanks man. Just filling in the occasional blanks in DX's level design, just so people know. I'm not rearranging the excellent layouts and such.

Edit: well, with a few exceptions, such as the nonsensical Underworld Tavern.

I agree. While the gameplay enhancements are the core of the mod, and very well done, I always appreciate good enhancements to the maps. I've been very impressed with the stuff you've implemented so far, and it sounds like the next release will have even more.

You might take a look at the Paris maps (Paris streets, DuClare Chateau, Cathedral). A lot of these still seem to have a lot of bare, empty spaces.

CyberP
22nd Aug 2014, 15:41
Cathedral has some nice additions...but they are overall minor I guess. Duclare I added a little deco inside but didn't want to change up too much, and the emptiness can be attributed to it's vacancy, yet the garden could definitely use work...that reminds me, I've had this idea for a long time: to add a small educational library to the Chateau, but I'm no writer.
Streets I am currently working on. Studying the architecture of Paris (Champs-Élysées and side streets) at this very moment :)

WildcatPhoenix
25th Aug 2014, 22:12
Alright, latest update: currently in the Vandenberg tunnels.

Impressions

I noticed you put an MIB floating in Everett's fish tank. I assume this was an MJ12 agent who attempted to sneak in and assassinate Everett? Or maybe one that Everett/Atanwe caught and decided to feed to the fish, lol? Interesting. I would say that this is a bit silly, because if MJ12 knows where Everett and DeBeers are hiding, they'd easily be able to kill them by bombing the entire building, if necessary...but unfortunately this is somewhere that the original writers messed up as well. If MJ12 is able to send an operative posing as a maintenance man to plant a bomb on your helicopter, they obviously know where Everett is hiding. Still doesn't make any sense though...

Bugs/Glitches

I believe there were some errors in the overheard conversations inside Vandenberg. None of them would trigger, even though I had not set off a single alarm or made any detectable noise. This is probably due to switching the MJ12 troopers to MJ12 Elites, which may cause a problem with the conversation tags.

I know for certain this was a bug in the vanilla game, but it's almost impossible to access the conversation with Stephanie Maxwell if she ever goes into cower mode. She just stands there and blinks at you.

I'll probably do another playthrough later this evening.

CyberP
26th Aug 2014, 13:43
I assume this was an MJ12 agent who attempted to sneak in and assassinate Everett? Or maybe one that Everett/Atanwe caught and decided to feed to the fish, lol?

Yes.

What's more silly, a rebreather and darts sitting at the bottom of the fish tank (no buoyancy either when the rebreather surely would have), or a more believable reason for them to be there, in the MIB's inventory? That's why I put the MIB there. I think it's for the better...
Yes this is a narrative detail told through the environment but it doesn't interfere in any way: Everett already "deals with" Pierre in the vanilla story, so it's not out of character. I guess you could say we know where Pierre's corpse is going now ;)


I believe there were some errors in the overheard conversations inside Vandenberg. None of them would trigger, even though I had not set off a single alarm or made any detectable noise. This is probably due to switching the MJ12 troopers to MJ12 Elites, which may cause a problem with the conversation tags.
.

Fixed. Good thing you found that as I intend to release later today. I should really hold off though just in case, despite much testing before. You've found a few issues no one else had.

WildcatPhoenix
26th Aug 2014, 14:25
Fixed. Good thing you found that as I intend to release later today. I should really hold off though just in case, despite much testing before. You've found a few issues no one else had.

I'll try to finish up today and post some final observations. But again, don't feel like you have to wait on me or anything.

CyberP
26th Aug 2014, 14:58
Likewise, don't feel you have to rush :)

But it's certainly for the best I wait as you like other committed testers I have elsewhere and in the past have been invaluable.
Not just the bug reports but the general feedback also. It's OK designing the mod for myself, I know where everything is and know the systems well etc. It's difficult to see how others would experience it without that knowledge, but it seems I got it right.

WildcatPhoenix
26th Aug 2014, 18:12
Up to the missile silo mission now. Some thoughts:

Impressions

Do individual MIBs have different augmentations installed? If so, that's awesome (and fits very nicely with my own mod I hope to create one of these days). I noticed the MIB in the gas station garage seemed to be able to shrug off a GEP rocket. Did he have Aggressive Defense Drone, or are they all this extraordinarily tough? (I could've sworn the M/WIBs I killed earlier weren't this difficult). That last section with Tiffany is pretty ****ing hard, even on regular difficulty. The only way I was able to complete it was to stealth inside, stun the MIB with the riot prod, DTS the MJ12 Elite trooper before he could get a shot off, then retreat and lob a LAM in there to kill the MIB. Lots and lots of fast keyboard work.

Later, the MIB in the Ocean Lab seemed to have the speed aug and radar transparency. Very cool, and scary as hell when he came flying out after me (and annoying that the turrets I'd set to attack enemies wouldn't work on him).

I did feel that four giant spider bots in the last section of Ocean Lab was just too much. 2-3 might be okay, and a significant upgrade in difficulty from the original one in vanilla DX. But I went in there pretty stocked on explosives (6 EMP grenades, 2 LAMs, and a couple of GEP rockets), and I wasn't able to take out all four of them. The only way I completed this section was to disable the spiders on the ground level, draw the bot on the lift out (and then run around it to take the lift to the upper section), destroy the spider bot in the room with the computer (while avoiding destroying the idiot repair bot that seems to follow it around, ugh), then dodge the spider still loose on the floor. I'm not sure how this section would even be possible for a player who doesn't have any explosives on them.

Bugs/Glitches

In the yard outside of the gas station garage there is a trailer which has two panels and a greasel guarding some loot inside. If you open the unlocked panel, you can get in, but the only way out is via a ladder, which has a locked panel above it. If a player doesn't have enough lockpicks or explosives, it would be possible to get trapped in here.

In the Ocean Lab, after the conversation with Dr. Corwell, the conversation music got stuck on loop (I believe I might've been crouched when the conversation triggered...not sure if that matters). By the way, I LOVE the new Ocean Labs surface track. The ambient part is excellent. The conversation track...mmmm, not so much.

During the aforementioned encounter with the MIB with the speed aug, I noticed the turrets also would not attack the MJ12 Elite trooper in the same room when I drew him out into the hallway. This is a few seconds after it had just killed three other MJ12 Elite troopers, so I'm not entirely sure what happened here.

I tried planting EMP grenades to the walls to disable the giant spiderbots, but the new ones did not appear to set off grenades when they passed by them.

CyberP
26th Aug 2014, 20:30
Do individual MIBs have different augmentations installed? If so, that's awesome (and fits very nicely with my own mod I hope to create one of these days). I noticed the MIB in the gas station garage seemed to be able to shrug off a GEP rocket. Did he have Aggressive Defense Drone, or are they all this extraordinarily tough? (I could've sworn the M/WIBs I killed earlier weren't this difficult).

No, they are all meant to have ballistic protection, speed enhancement, energy shield, EMP shield & Combat strength.
that in addition to a slight nerf of rocket damage is why they can take a rocket to the face. JC can too in the vanilla game even without any augs in use.
That said, giving them more differing augs would be cool, though there isn't any really. Aqualung? Targeting? Power Recirculator etc? Nothing that would be noticeable to the player.


That last section with Tiffany is pretty ****ing hard, even on regular difficulty. The only way I was able to complete it was to stealth inside, stun the MIB with the riot prod, DTS the MJ12 Elite trooper before he could get a shot off, then retreat and lob a LAM in there to kill the MIB. Lots and lots of fast keyboard work.

That MIB should be a vanilla MIB. Perhaps I augged him without realising it.



I did feel that four giant spider bots in the last section of Ocean Lab was just too much. 2-3 might be okay, and a significant upgrade in difficulty from the original one in vanilla DX. But I went in there pretty stocked on explosives (6 EMP grenades, 2 LAMs, and a couple of GEP rockets), and I wasn't able to take out all four of them. The only way I completed this section was to disable the spiders on the ground level, draw the bot on the lift out (and then run around it to take the lift to the upper section), destroy the spider bot in the room with the computer (while avoiding destroying the idiot repair bot that seems to follow it around, ugh), then dodge the spider still loose on the floor. I'm not sure how this section would even be possible for a player who doesn't have any explosives on them.


there's many ways to deal with them: Radar Transparency, LAMs, Rockets, EMP nades, SPy drone, Sabot rounds, Thermotic camo, luring it out and running round as you did, throwing TNT crates and any old junk at them with the new & improved microfibral muscle, or if all else fails just normal shooting still works, it's just a 75% reduction in damage.

On the ocean lab map you can find sabot rounds, at least three EMP nades, two TNT crates (up one of the lifts in the main UC chamber) and more, so there should be enough there even for a naked player.


Bugs/Glitches

In the yard outside of the gas station garage there is a trailer which has two panels and a greasel guarding some loot inside. If you open the unlocked panel, you can get in, but the only way out is via a ladder, which has a locked panel above it. If a player doesn't have enough lockpicks or explosives, it would be possible to get trapped in here.

There is a sniper inside the trailer IIRC which will blow the door. The damage threshold is very low, even crossbow darts can destroy it.


In the Ocean Lab, after the conversation with Dr. Corwell, the conversation music got stuck on loop (I believe I might've been crouched when the conversation triggered...not sure if that matters). By the way, I LOVE the new Ocean Labs surface track. The ambient part is excellent. The conversation track...mmmm, not so much.

This just happens sometimes in the vanilla game I'm pretty sure. Very rarely convo music will play instead of exploration music for example. Perhaps I am mistaken, it's been a long time since I played the game vanilla.


During the aforementioned encounter with the MIB with the speed aug, I noticed the turrets also would not attack the MJ12 Elite trooper in the same room when I drew him out into the hallway. This is a few seconds after it had just killed three other MJ12 Elite troopers, so I'm not entirely sure what happened here.

Looking into it.


I tried planting EMP grenades to the walls to disable the giant spiderbots, but the new ones did not appear to set off grenades when they passed by them.

Perhaps the 'nade was disabled? EMP damage disables proximity mines, so you can use an EMP grenade to disable a LAM, or another EMP grenade for example.

WildcatPhoenix
26th Aug 2014, 21:46
That MIB should be a vanilla MIB. Perhaps I augged him without realising it.

Definitely not a vanilla MIB. He was hard as hell to kill, and shrugged off a direct hit from a GEP rocket.




there's many ways to deal with them: Radar Transparency, LAMs, Rockets, EMP nades, SPy drone, Sabot rounds, Thermotic camo, luring it out and running round as you did, throwing TNT crates and any old junk at them with the new & improved microfibral muscle, or if all else fails just normal shooting still works, it's just a 75% reduction in damage.

On the ocean lab map you can find sabot rounds, at least three EMP nades, two TNT crates (up one of the lifts in the main UC chamber) and more, so there should be enough there even for a naked player.

Of course there are many ways to take out the spider bots, but you've either adjusted the hit points the giant spiders can take (or maybe it was just a result of reducing the explosives damage, either way). I know you want to make the mod more difficult, which is fine, but this part was extremely frustrating and not at all challenging in an enjoyable way.

I can't even imagine how a stealth player without any focus whatsoever on strength or explosives would handle this section.



There is a sniper inside the trailer IIRC which will blow the door. The damage threshold is very low, even crossbow darts can destroy it.

Ahh, I see. No worries then.



Perhaps the 'nade was disabled? EMP damage disables proximity mines, so you can use an EMP grenade to disable a LAM, or another EMP grenade for example.

No I don't think so. I took out the first bot before I ever saw the second one. Then I rounded the corner, saw the second giant spider, cursed, and retreated. It had its back turned to me so I wasn't detected. I then studied its patrol route for a while until I found a spot it would pass by on the wall. I stuck an EMP to the wall point and fell back, again without being detected. But nothing happened. It passed within a foot or less of the grenade, but it did not trigger.

CyberP
26th Aug 2014, 22:05
Of course there are many ways to take out the spider bots, but you've either adjusted the hit points the giant spiders can take (or maybe it was just a result of reducing the explosives damage, either way). I know you want to make the mod more difficult, which is fine, but this part was extremely frustrating and not at all challenging in an enjoyable way.


Even though there are enough tools on that very map to deal with the bots, a touch leniency is perhaps needed otherwise that map comes closer and closer to being like the DX:HR bossfights, which it was a little in the original game. The only way to complete that level vanilla without destroying/disabling the bots is to use Radar Transparancy or thermoptic camo, which some character builds certainly will have not focused on.

I am going to remove one of the bots on the lowest level of the UC. I am stubborn in that all these many design decisions I have made advance Deus Ex to the next level, but this time I may be wrong. I know when to scrap something. Thanks for the feedback.

WildcatPhoenix
26th Aug 2014, 22:14
I am going to remove one of the bots on the lowest level of the UC. I am stubborn in that all these many design decisions I have made advance Deus Ex to the next level, but this time I may be wrong. I know when to scrap something. Thanks for the feedback.

Appreciated. The last thing I want to do is whine and complain "ahhh, Cyber, you made the game too haaaaaard!" because...that's part of the point. And we both agree that the difficulty curve in vanilla Deus Ex is the opposite of what it should be.

I think three giant spiders is sufficiently difficult, and you can look at them from the perspective of their three different locations presenting dynamic challenges. Ex:

The first bot is in an open area with a standard back-and-forth patrol route. Relatively simple to take out or avoid.
The second bot is on the lift. You absolutely must use the lift at some point to get up to the computer, so you can't simply avoid this one. You'll need to draw its attention at the very least.
The third bot is in a mission critical area in a small, confined space. Much harder to avoid, and trickier to use explosives without destroying that much-needed repair bot.

So the three challenges are all slightly different. I think that is sufficient, and still plenty hard when you consider the malfunctioning turrets up above and the smaller spider bots in the little alcoves downstairs.

CyberP
26th Aug 2014, 22:25
Agreed.

Right, removed one of the bots and also the MiB at the gas station was indeed augged when I did not intend for him to be, so that is now fixed too. Sorry for the trouble, I'm not sure how I didn't even notice that when I tested it myself many a time.

Just Area51 to go :)

CyberP
27th Aug 2014, 20:46
GMDX's website is ready for publishing. Is there anybody that wants to act as QA and have a look before it goes live?

CyberP
28th Aug 2014, 17:44
GMDX's new website (http://genericname112.wix.com/gmdx) is now online. It's not optimized for mobile yet. Criticism welcome.

Jito463
28th Aug 2014, 18:57
A few thoughts:


The font - The one used for "A Deus Ex Advancement Mod" and the text above the bullet points - is hard on the eyes. I find it difficult to focus on the words.
The "Mod Features" drop down list is rather large/long. You might want to condense down the button height so it doesn't reach to the bottom of the page. Also, I'd suggest centering the text on the buttons, rather than left-oriented.
Downloads: I'm not sure how feasible this is for you, but you may want to consider offering links to older versions of GMDX, for those who may not want all the changes in the current version.

CyberP
28th Aug 2014, 18:59
Thanks for the feedback.

Edit:


" The font - The one used for "A Deus Ex Advancement Mod" and the text above the bullet points - is hard on the eyes. I find it difficult to focus on the words.

Sorted.


The "Mod Features" drop down list is rather large/long. You might want to condense down the button height so it doesn't reach to the bottom of the page. Also, I'd suggest centering the text on the buttons, rather than left-oriented.

Made some changes, but none to the height. Bottom of the page? You on mobile?


Downloads: I'm not sure how feasible this is for you, but you may want to consider offering links to older versions of GMDX, for those who may not want all the changes in the current version.
[/LIST]

Not feasible. Everything accumulates to a vision I have for an evolved DX and the further back we go the less fulfilled this vision is...that and bugs that are now squashed.
That said, v5 & v6 beta are currently linked to. As much as I want to wipe those downloads they are required to hold the current statistics.

WildcatPhoenix
28th Aug 2014, 20:58
GMDX's new website (http://genericname112.wix.com/gmdx) is now online. It's not optimized for mobile yet. Criticism welcome.

Woohoo! I'm internet-famous, lol.

Seriously though, looks good, Cyber. I'm sure this was a pain to create, since you've made a ton of adjustments to the gameplay that aren't easy to explain with simple screenshots.

Working my way through Area 51 now. Will post final impressions/bugs once I'm finished, but it may be late tonight.

Jito463
28th Aug 2014, 21:37
Made some changes, but none to the height. Bottom of the page? You on mobile?

No, Opera (Presto engine, not Blink). It's likely whatever JS Wix uses to generate those drop down lists is simply buggy with Opera. I tested again with ChrOpera (the Chromium/Blink based Opera), and the drop down list works as it should, so you can ignore that.

On the note of the downloads, do you intend to release a non-exe version for download? I've never been comfortable with automated installers for mods. I've always preferred doing it manually, and quite frankly I don't trust them. In fact, I've often gone out of my way in the past to force them to install to a separate location and then I manually move them over (in this case, I think I need to copy DeusEx.ini somewhere else).

CyberP
28th Aug 2014, 21:43
On the note of the downloads, do you intend to release a non-exe version for download? I've never been comfortable with automated installers for mods. I've always preferred doing it manually, and quite frankly I don't trust them. In fact, I've often gone out of my way in the past to force them to install to a separate location and then I manually move them over (in this case, I think I need to copy DeusEx.ini somewhere else).

Sure thing. I already have a guide for manual installation written up. A non-exe version will be available for download when v6.1 is released.


Woohoo! I'm internet-famous, lol.

Seriously though, looks good, Cyber. I'm sure this was a pain to create, since you've made a ton of adjustments to the gameplay that aren't easy to explain with simple screenshots.

Working my way through Area 51 now. Will post final impressions/bugs once I'm finished, but it may be late tonight.

:)

Jito463
28th Aug 2014, 22:03
Oh, forgot to add that the text is much easier to read now. Thanks for that. I imagine I was starting to look like Mr. Magoo. :D

CyberP
28th Aug 2014, 22:09
Heh.

I am considering a last-minute addition to the new stealth skill: at master level leaning gives you a small light level bonus so you are less visible when leaning. Taking notes from Dishonored, but not going as far as to make you completely invisible unless spotted from behind/the side.
Not sure if I should.

CyberP
28th Aug 2014, 23:17
Heh.

I am considering a last-minute addition to the new stealth skill: at master level leaning gives you a small light level bonus so you are less visible when leaning. Taking notes from Dishonored, but not going as far as to make you completely invisible unless spotted from behind/the side.
Not sure if I should.

Done :thumb:

CyberP
29th Aug 2014, 00:02
Done :thumb:

Scrapped :thud:

It was a dumb idea that I didn't think through. Such mistakes are generally few and far between, believe me :cool:

Now, can anyone guess why it was a dumb idea?

WildcatPhoenix
29th Aug 2014, 01:47
Now, can anyone guess why it was a dumb idea?

Because you could gain a visibility bonus while standing in plain sight simply by hitting the lean key?

CyberP
29th Aug 2014, 02:45
Because you could gain a visibility bonus while standing in plain sight simply by hitting the lean key?

Bingo. Would be rediculous having the player leaning everywhere, spamming the lean key. I'm sure it could be circumvented by crazy formulas, deeply nested if statements and such but I'm just not that good at programming (partly because I am not invested in it, but I'm pretty good considering I only started learning just over a year ago and am getting better). I need my ol' partner for that. Even greater things could have been achieved if he was still on the team, he was a damn wizard, but alas he had no true passion for Deus Ex. No crazy levels of passion like us (50 playthroughs? Did I read that right :p Makes your approval all the more weighty, which is good :)).

Have you played the other Immersive Sims? Surely System Shock 2. But what about Arx Fatalis, System Shock 1, Ultima Underworld and more?

WildcatPhoenix
29th Aug 2014, 15:09
No crazy levels of passion like us (50 playthroughs? Did I read that right :p Makes your approval all the more weighty, which is good :)).

Yep. I'm a little obsessed, I'll admit. And a former (unsuccessful) modder/SDK fiddler.



Have you played the other Immersive Sims? Surely System Shock 2. But what about Arx Fatalis, System Shock 1, Ultima Underworld and more?

Most of the classic im-sims like System Shock 1 and Ultima were a little before my time (I was about 16 in 2000 when I discovered Deus...had mostly been playing Doom/Dark Forces-style FPS games and flight simulators before that). I should probably check out Arx Fatalis, though. I bet it still holds up.

CyberP
29th Aug 2014, 15:50
Most of the classic im-sims like System Shock 1 and Ultima were a little before my time (I was about 16 in 2000 when I discovered Deus...had mostly been playing Doom/Dark Forces-style FPS games and flight simulators before that).

That's no excuse! I was 10 y/o in 2000. :p


I should probably check out Arx Fatalis, though. I bet it still holds up.

It is a wonderful game, almost rivalling DX in quality. Seriously though, if you love DX you should really check out the others. They are all so unique and have so much to offer.
Know the 451 code? Ray Bradbury, the author of Fahrenheit 451, disapproved of mindless entertainment (TV) and feared it overtaking the reading of books entirely. When the primary reference re-occurring in a type of game is an allusion to a book and it's elitist intellectual concerns within, well you know you're in for an amazing, smart, complex game.

WildcatPhoenix
29th Aug 2014, 15:53
That's no excuse! I was 10 y/o in 2000.


Lol true, but now I'm well into my "married with full-time job" phase of video-gaming. Just don't get a chance to play more than a couple hours a week, usually, so it's harder to go back and discover a classic I should've played long ago.

This brief stretch of unemployment after grad school was the only reason I was able to do the GMDX playthrough I've been working on, and it ends on Sept. 1.

CyberP
29th Aug 2014, 16:04
"married"

What a shame. On a hook I see :rasp:

WildcatPhoenix
29th Aug 2014, 18:59
"married"

What a shame. On a hook I see :rasp:

Indeed, indeed. Second time I've made that mistake, in fact.


Good lord, you've added a lot to Area 51! My notes are a bit overwhelming. Better start with Sections 1 and 2 and go from there:

Impressions

Overall I enjoyed everything added to the surface. Man, that MilBot with the bright green searchlight or scanner on the front just looks awesome/scary. I liked the idea of giving the player the option to release a friendly bot for added protection, but unfortunately it's just way too underpowered to take on even a single enemy in the area (any one of the commandos, the aug'd MIB, or the military bot can all make short work of that little guy). There's really no point in releasing it unless you want to cause a very brief distraction. You might want to consider making this a military bot if you intend for that to be a viable option for attack. If not, meh, no harm done.

Level 2...wow. I love the idea of expanding Area 51 in general. It should've been much more of a labyrinth of tunnels, labs, and storage caches than it was in the vanilla game.

I may have gotten an unfinished version of the map, though. There were a lot of buttons and switches that didn't seem to do anything, unless that was intentional.

I've got to say, I wasn't very fond of putting the body of Harley Filben in the labs (it doesn't explicitly say "Harley Filben," but since he's a unique skin, that's who I interpreted it to be). Having Filben die is just taking a bit too much narrative license, IMO. If you didn't intend for it to actually be Filben, then a different generic bum character would serve the same purpose and be less confusing.

Bugs/Glitches

Nothing major that I can see, although the door to Level 3 (that you normally need keys for) was not on the map. It was completely gone (just before the "I'm sending up the man who did the job" section). Again, I suspect I might've gotten an unfinished version of the map.

Also, it's possible to get stuck in the hole in the gun range (with the biocell in it) if you throw the crate too far away. It's also possible to get stuck on the other side of the gun range wall if you toss the crates over the other side. Obviously it would be dumb to do this, but I always recommend avoiding scenarios where a player can get stuck with absolutely no alternative.

Onward to Level 3 (oh Tong, you are so ridiculous)...

CyberP
29th Aug 2014, 19:15
I may have gotten an unfinished version of the map, though. There were a lot of buttons and switches that didn't seem to do anything, unless that was intentional.

Switch in the gun range starts the firing range routine.
Switch in the wind tunnel open up a secret door.
Switch in the little security checkpoint at the start of this map opens the blast doors (alternate method).


I've got to say, I wasn't very fond of putting the body of Harley Filben in the labs (it doesn't explicitly say "Harley Filben," but since he's a unique skin, that's who I interpreted it to be). Having Filben die is just taking a bit too much narrative license, IMO. If you didn't intend for it to actually be Filben, then a different generic bum character would serve the same purpose and be less confusing.

Yeah, I guess I took liberties there. I'll strongly consider doing as you suggest.


Nothing major that I can see, although the door to Level 3 (that you normally need keys for) was not on the map. It was completely gone (just before the "I'm sending up the man who did the job" section). Again, I suspect I might've gotten an unfinished version of the map.

The key is moved to change the flow of the map. There's now two: one in the operating room of the wind tunnel and the other in the labs with Filben. Usually I don't touch the location of keys, datacubes and such but this was an exception.

WildcatPhoenix
29th Aug 2014, 20:29
Switch in the gun range starts the firing range routine.
Switch in the wind tunnel open up a secret door.
Switch in the little security checkpoint at the start of this map opens the blast doors (alternate method).


Hmmm. I don't think I saw any of these. The firing range didn't have any target routine, and I'm 99% sure the blast doors were already open.




The key is moved to change the flow of the map. There's now two: one in the operating room of the wind tunnel and the other in the labs with Filben. Usually I don't touch the location of keys, datacubes and such but this was an exception.

I should've taken a screenshot (apologies), but the door to Level Three was already open. I went exploring on my own just to see the new map areas and found the two nanokeys, but I wouldn't have needed to. I'm fairly certain there wasn't a door at all, in fact.

CyberP
29th Aug 2014, 22:48
Hmmm. I don't think I saw any of these. The firing range didn't have any target routine, and I'm 99% sure the blast doors were already open.

I should've taken a screenshot (apologies), but the door to Level Three was already open. I went exploring on my own just to see the new map areas and found the two nanokeys, but I wouldn't have needed to. I'm fairly certain there wasn't a door at all, in fact.

:rolleyes: I just checked out the map and all the movers are gone!? Sigh. I should have a non-bugged backup somewhere.
Thanks again.

WildcatPhoenix
29th Aug 2014, 22:48
Okay, final post of the playthrough:

Bugs/Glitches

Next to the Aquinas Hub (where the MIB and MJ12 Elite trooper end up as the tram arrives), there is a large door which opens. However, there is nothing inside the room. When you look back, it appears as if there is a texture-less wall now blocking your return, but this proves to merely be a transparent wall.

On the bottom floor of Sec. 4 (with all the transgenics) you can release a security bot. However, the bot appeared to be turned the wrong direction and did not come out on to the floor.

A datacube says the code for the Coolant room is 2242, but this was denied at the keypad.

I like how you added the little boxes which must be destroyed to lower the force fields. Unfortunately, when I made my way around to the right side tunnel (not the one leading to the spiderbot UC, the other one), the force field appeared to have dropped on its own. Shooting the box then re-raised the force field.

Final Impressions

All in all, it was an outstanding experience. Gameplay, challenge, and visuals have all been substantially upgraded. I'd say a good 95% of these changes were for the better, and a few of the ones I didn't like were merely personal preferences.

Cyber, you've done a damn fine job, comrade. My congratulations! Looking forward to the latest release and a new playthrough!

CyberP
29th Aug 2014, 23:21
Okay, final post of the playthrough:

Final Impressions

All in all, it was an outstanding experience. Gameplay, challenge, and visuals have all been substantially upgraded. I'd say a good 95% of these changes were for the better, and a few of the ones I didn't like were merely personal preferences.

Cyber, you've done a damn fine job, comrade. My congratulations! Looking forward to the latest release and a new playthrough!

Awesome. Thanks for the praise and the detailed feedback. Sorry about all the problems but hey, this is why testers exist and now I can release and your second playthrough should be issue free (for the most part at least, it's a complex game so there's always the chance of more bugs in the woodworks of course).

I had another tester just finish today but he (or she) missed a lot of what you did...but naturally found a few you did not also.


Bugs/Glitches

Next to the Aquinas Hub (where the MIB and MJ12 Elite trooper end up as the tram arrives), there is a large door which opens. However, there is nothing inside the room. When you look back, it appears as if there is a texture-less wall now blocking your return, but this proves to merely be a transparent wall.

I like how you added the little boxes which must be destroyed to lower the force fields. Unfortunately, when I made my way around to the right side tunnel (not the one leading to the spiderbot UC, the other one), the force field appeared to have dropped on its own. Shooting the box then re-raised the force field.

Fixed.


On the bottom floor of Sec. 4 (with all the transgenics) you can release a security bot. However, the bot appeared to be turned the wrong direction and did not come out on to the floor.

A datacube says the code for the Coolant room is 2242, but this was denied at the keypad.

These two appear to be vanilla issues. I wasn't aware of them. Changed the code. Looking into the bot but I have no idea what's up with the damn thing. It's just one simple variable somewhere I'm sure.

CyberP
30th Aug 2014, 18:20
GMDX v6.1 released: http://www.moddb.com/mods/gmdx/downloads/gmdx-v61

Download and play it for free. All you need is a copy of Deus Ex (Digital or boxed).

Follow the installation guide (http://www.moddb.com/mods/gmdx/tutorials/gmdx-v6-installation-guide) to get set up correctly.

This is the big one.

To those that haven't already: I strongly recommend checking out the mod's website (http://genericname112.wix.com/gmdx) beforehand to understand what you are letting yourself in for.

My vision is augmented.

@Jito: the manual installation version will be released shortly.

CyberP
2nd Sep 2014, 21:53
Being ignored? What a shame. Stick with the Fall, kids.

Another update, this time finishing up mastery of the skill system's design:

DcpMrYJ8EBs

Upgrading Demolitions now increases blast radius & makes gas grenades knock low-middle tier NPCs unconscious at master level in addition to the other previous GMDX improvements and vanilla functionality.

CyberP
5th Sep 2014, 15:51
GMDX is in the top 100 most popular mods on moddb. A fluctuating statistic but it is currently #31.
It also has an averaged review rating of 96/100.

CyberP
11th Sep 2014, 21:02
Significantly improved gore:

-4UaD1c_-OM

-Giblets stick to walls and drip blood.
-Numerous variations of gore is spawned.
-If an NPC is blown up then the gore flies further and emit smoke.
...And more.

Watching in fullscreen mode is recommended to see the details.

SageSavage
12th Sep 2014, 05:41
GMDX is in the top 100 most popular mods on moddb. A fluctuating statistic but it is currently #31.
It also has an averaged review rating of 96/100.

Well, congratulations then! You've earned it. Didn't I tell you that it will become that kind of a slow burner success eventually? :)

CyberP
12th Sep 2014, 18:53
That you did.
It's partly because I have been pushing harder with the marketing though: the website, making videos and such.
Unfortunately it's time I'd rather spend working on the mod itself, but oh well, it's nice to share. Speaking of:

Nearly everything done since release of v6.1 two weeks ago:

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 Agressive 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.
-Reduced grenade detonation time by 1 second and increased throw range a touch.
-Pepper gun & fire extinguishers are significantly more reliable.

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).
-Nerfed vanilla mib & Wib
-Minor changes to barks and pain sounds for realism, including variations when knocked out non-lethally.
-When hitting a corpse a unique sound is played rather than vanilla behaviour where it ignored the corpse and played the sound of the texture underneath.

Effects:

-Significantly improved gore.
-Heavy EMP damage temporarily disables the HUD.
-Added new footstep sounds for when landing from height.
-Slowed camera spinning speed upon player death
-Improved rocket & explosion effects further.
-Minor improvements to gore
-Minor modification to electricity effects.
-Improved plasma effects further.

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.

CyberP
15th Sep 2014, 16:52
Re-take on the gore as I don't think the last video showed enough. Plus I've tweaked it a little further.

WARNING: contains cartoon-like violence.

LVBnlALHXag

Remember - aiming for realism despite the cartoon-ish graphics. Let me know if you think it's excessive.

CyberP
17th Sep 2014, 16:36
Just a weapon test/demonstration with the new melee attack speed when using Combat Strength Aug.

4CvWozeJMqM

AlexOfSpades
18th Sep 2014, 15:38
I never liked how CyberP furiously advertised this mod, and I'm not a fan of his attitude overall, but the description of the mod and the feedback from others convinced me to try it out (specifically Wildcat and El_bel). Downloading it now, and as i play throughout the weeks, i'll post my opinions.

Should i go for stealth or full combat?

xaduha2
18th Sep 2014, 15:46
What would JC do?

Jito463
18th Sep 2014, 17:56
Personally, I've always preferred the stealth approach, though it appears (at least from what I've gleaned in the notes) that these latest versions tend to push heavily towards enhancing the combat aspects of the game. If you want to fully appreciate his work, I'd say go with combat. As for me, I'll always go non-lethal stealth.

CyberP
18th Sep 2014, 19:05
I'll be releasing the next version soon. It can be installed on top of v6.1 without issue though so go ahead.

Stealth or combat it's up to you. Both have been significantly enhanced, but combat has indeed had a touch more focus. The reasons for this is because it has more depth, and was less polished than stealth.

WildcatPhoenix
18th Sep 2014, 23:19
I never liked how CyberP furiously advertised this mod, and I'm not a fan of his attitude overall, but the description of the mod and the feedback from others convinced me to try it out (specifically Wildcat and El_bel). Downloading it now, and as i play throughout the weeks, i'll post my opinions.

I found this off-putting for a while as well, but I do realize that this forum is really one of the few remaining places where Deus Ex fans gather on a regular basis. Old bastions of DX1 mod fans like PlanetDeusEx (RIP) and the Off-Topic Productions forums are either long gone or barely active at all. I think Cyber overpromotes his mod on here mainly because, other than ModDb, this is really the last viable market for it.



Should i go for stealth or full combat?

You'll notice more dramatic changes to the combat mechanics, but there have been plenty of tweaks and improvements made to stealth as well. I'd go combat on the initial playthrough, pure stealth on the second run (maybe turned up to the higher difficulty settings, if you're really feeling salty).



Stealth or combat it's up to you. Both have been significantly enhanced, but combat has indeed had a touch more focus. The reasons for this is because it has more depth, and was less polished than stealth.

I think this is an important distinction. The combat in DX1 had more flaws/rough edges than the stealth component, IMO, so the changes made by GMDX are more noticeable. Still, things like NPC sight distance, patrol speed/variance, alert times, cameras that detect corpses, etc all have a pretty big impact on stealth. It's still very much a new experience.

CyberP
18th Sep 2014, 23:55
More furious marketing on the way.

CyberP
19th Sep 2014, 12:32
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.

CyberP
23rd Sep 2014, 13:57
Development has ceased. I'm tired of busting my ass off with little reward (monetary or otherwise).
Making dumb iOS games that mimic gambling design methods is looking very appealing right now.

CyberP
26th Sep 2014, 00:36
So...after announcing development had ceased, two things happened: I received a generous charitable 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 ;)

besyuziki
30th Sep 2014, 03:37
Love what you did in 6.2, but I'm yet to finish my first run with it. I hate ignoring such ambitious and promising work, but I don't have much free time. I'll try to post some useful feedback if I have any.



Making dumb iOS games that mimic gambling design methods is looking very appealing right now.

Birth of a sellout, ladies and gentlemen. In a few years you'll make a fortune, and the whole world will see your Lamborghini blocked by a cyclist in a viral video. I'll be that cyclist.


It appears there's more work to be done

Never mind. :whistle:

CyberP
5th Oct 2014, 05:15
Birth of a sellout, ladies and gentlemen. :

Even if it were to happen it would only be temporary: It would be to make money to fund games I actually have passion for.
No other way appears to be feasible, not without luck on your side.

CyberP
23rd Oct 2014, 08:53
Just a little detail, but some appreciate the updates of course:

http://media.moddb.com/images/mods/1/23/22166/DeusEx_2014-10-23_09-45-25-973.jpg

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.
Perhaps I should change the text to just "Damage Threshold", just for presentations sake as the formatting would be a little nicer. The minimum part isn't strictly necessary information to convey to the player.

xaduha2
23rd Oct 2014, 09:24
Hm, there was a thing in DX... You could damage some locker doors with a normal sword, but not with DT. What's up with that?

CyberP
23rd Oct 2014, 09:32
The Dragon Tooth Sword did 100 damage, but in increments of 20 (20*5). This was done so it couldn't destroy absolutely everything (by bypassing the damage threshold) without upgrading it with low-tech/combat strength. It worked like a 100% accurate shotgun, firing 5 separate pellets at once so to speak.

This is no longer true in GMDX, it does 30 damage flat, which goes to 90 damage with both max combat strength and low-tech skill. Still the most powerful non-explosive weapon in the game, but by nerfing it makes it require combat strength/low-tech skill to become super powerful, thereby giving more purpose to those two RPG elements, and no longer being so ridiculously OP. It has the potential to break things easier than vanilla being 30 damage flat also. 30 damage is still very much, more than the sniper, and enough to 1 hit kill humans with a slash to the head or a sneak attack of course. Upgrade it and you can kill anything with ease, especially now that combat strength allows you to attack faster as in the video posted on the previous page.

CyberP
26th Oct 2014, 05:41
v6.3 gore and GEP gun finishing touches.

Another warning for violence and gore, not quite so cartoonish this time.

lVGi6_zJW-s

SageSavage
26th Oct 2014, 06:00
Nothing against Prodigy but this video begs for "It's Raining Men" as background music.

CyberP
26th Oct 2014, 06:10
Heh

CyberP
28th Oct 2014, 21:44
6.3 changelog in progress:

Bold=the more notable stuff, you know the drill.

-Movers now display damage threshold
-Improved camera effect behaviour when shooting & new camera effects when attacking with melee weapons: gives a sense of shifting weight.
-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 & 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
-Added mild reverberation effect when underwater.
-Destroying water coolers results in splash effects if it's not out of water.
-Destroying bottles of alcohol (Wine, Forty) results in splash effects.
-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
-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 spawn gibs.
-Fixed headshot collision issues (vanilla bugfix).
-Added chances for containers to spawn a greater variation of useless crap when destroyed.
-Improved various screen flash effects.
-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.
-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.
-Fixed a couple of minor issues in the maps and distributed AP ammo.
-Improved Gray AI further.

SageSavage
29th Oct 2014, 05:40
Sounds great!

CyberP
29th Oct 2014, 15:16
Eh, when it comes to marketing I've been focusing on the gore as I assumed it would catch the wider audience's eye.
This was not the case, unfortunately. Nevermind. The advantage of modding should be that I am not restricted by such worries. It's just me and the game, but obviously there is no monetary reward which is just dumb on my part, but you do dumb things when you're in love and I love this piece of realistic fiction.

More idiocy on the way:

EQzHlMeOCLg

The "Pickup" category of items is now breakable. This results in opportunities to code some interesting new behavior, such as the fire extinguisher exploding and blinding enemies, and further simulated systems.
Fear not, as Augmentation upgrade canisters and select other pickups will remain invincible for obvious reasons.

CyberP
30th Oct 2014, 10:41
List of further simulated interaction with pickups:


Object/s: Wine Bottle, Liquor 40oz, Liquor Bottle.
Effect when Destroyed: Glass smash, water splash.

Object/s: Ambrosia, Vial Crack, binoculars.
Effect when Destroyed: Glass smash.

Object/s: Fire Extinguisher.
Effect when Destroyed: Explodes, blinding enemies that walk into the halon gas.

Object/s: Flare.
Effect: Ignites if shot or set on fire.

Object/s: Cigarettes, soy food, candy bars.
Effect when Destroyed: N/A (it just breaks, spawning fragments that use the same skin).

Object/s: LAM, EMP, Scrambler & Gas grenades.
Effect when Destroyed: Boom! As in Invisible War you have to be careful with nade pickups.

Object/s: Sodacan
Effect When Destroyed: liquid spills and a little bit of splash.

More Decoration types are breakable now also.

CyberP
31st Oct 2014, 17:42
By the by, WildcatPheonix wrote a shining review of GMDX, and I'll proudly post it here like a blurb on the front of a game box for those who have not seen it:

GMDX is a comprehensive "advancement" modification which aims to improve upon almost every aspect of the Deus Ex experience. Gameplay mechanics have been painstakingly tweaked and revised in order to provide far better balance between skills, augmentations, and expendable items. NPC and enemy AI has been altered to behave more realistically and challenge the player to a far greater degree than ever before. Meanwhile, each level has been retouched and/or expanded with a number of graphical, decorative, and architectural enhancements which add an extra layer of discovery for veteran DX players. When combined with the New Vision and HDTP mod packages, this “fresh coat of paint” does an outstanding job of remaining faithful to the original artistic vision of Deus Ex while improving the graphical fidelity of the game.

Augmentations, in particular, have been enormously improved. Health Regeneration and Ballistic Resistance no longer throw the difficulty curve out of balance, while the much maligned Aqualung and Microfibral Muscle systems are now significantly more useful and worthy of consideration. Meanwhile, a revamped skills system (which includes new abilities such as Stealth) yields far more variety and actually forces the player to think hard about how to allocate his or her XP.

There is no denying that GMDX is a far more challenging experience than the original game. The Hardcore difficulty mode in particular is a punishing experience which will test even the most experienced of DX experts. In almost every circumstance, however, I found that the increased difficulty forced me to think outside my familiar approaches to the game’s obstacles. This approach managed to breathe brand new life into a 14 year old classic, and I can honestly say that GMDX represents the definitive Deus Ex experience.

A must-play for DX newcomers and veterans alike.

CyberP
2nd Nov 2014, 07:30
Another by the by: the future of the Deus Ex modding community is looking bleak. Verge of death for sure despite at least three mods currently in development, so I'm requesting another tester from here. You saw how it worked with Wildcat: I'm not asking anyone to do it on a professional level, simply play through the latest unreleased work and be dedicated to reporting any potential problems.

CyberP
3rd Nov 2014, 17:57
so I'm requesting another tester from here. You saw how it worked with Wildcat: I'm not asking anyone to do it on a professional level, simply play through the latest unreleased work and be dedicated to reporting any potential problems.

I guess not. Understand what it is I am doing for Deus Ex, "community".

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.
-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 hinderance.

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. I'd like JC's hands to be holding equipped pickups like medkits & wine bottles rather than the object just floating in mid air. 3rd person animations viewable in mirrors only be damned, that work is far from complete and I see little worth in pursuing it, but if a 3D artist wanted to I wouldn't argue.

CyberP
3rd Nov 2014, 19:03
Object/s: Fire Extinguisher.
Effect when Destroyed: Explodes, blinding enemies that walk into the halon gas.

Although AI is already coded to avoid gas clouds and the like, so if you know they are coming for you, blow up a extinguisher in a choke point and wait, they wait for the cloud to disperse too. :)

Still, fire extinguisher traps do work, but you have to explode the extinguisher when they are right next to it as seen in the video above.

Edit: you could use this choke point knowledge as a means to escape safely by blocking it with halon gas, or buy yourself time to reload, heal, plant a LAM on the wall, launch a spy drone through the gas cloud and so on. More systems to play with.

CyberP
4th Nov 2014, 20:06
New development: weapon equip & holster speed can now be increased. Question is, which RPG element will govern it?
Low-tech, Environmental Training or Combat strength? It is currently Low-Tech, but that kind of conflicts with the idea of the weapon skills being for that class of weapon only (i.e pistol skills for pistols, lowtech for melee). Combat strength is a good choice as it's vanilla description states it makes you attack faster (and in GMDX it actually does now), so logically it can make you draw & holster faster too. Environmental training is not suitable from a simulation/realism standpoint, but the skill could do with greater worth the most. So what is it to be? I think low-tech is fine as it needs a boost also: pistol skill for example increases accuracy, damage & reload speed. Low-tech just accuracy and damage, yet all melee weapons are 100% accurate anyway except for the riot prod.

Personally I think none are truly ideal, but new RPG systems are out of the question given a lack of a 3D artist and I think Low-tech or Combat strength will do given they relate to dexterity-based actions and they could do with being more worthwhile to invest in also. So, it's narrowed down to Low tech or combat strength aug. Low Tech I believe is most suitable, given combat strength has already had it's GMDX improvement (increases melee attack speed in addition to damage).

I could make it so pistol skill makes you equip pistols faster, rifles skill rifles and so on, but that would be a bit weird I think: having some weapons equip anim rate buffed and not others. Not to mention those skills don't need any more improvements. They were the most expensive skills for a reason. Hmm, I really need to consider this one, and opinions would be great. Maybe I could just make a new relatively cheap skill for it.

CyberP
4th Nov 2014, 21:07
Here's a video of it:

utLrSRd2I4E

Especially useful for heavy weapons, dragons tooth sword and the baton, which all have pretty slow equip/holster speeds.

I'm leaning to Combat strength aug as the most suitable speed governor, but still undecided.

FrankCSIS
5th Nov 2014, 01:28
You need a "quick draw" Perk.

Oh, wrong franchise! :p

Instinctively, I'd say Combat Strength.

You'd think going with each separate weapon skills (pistol, rifle, etc) would make more sense, but there comes a point where general combat experience/training is enough to manipulate any new weapon with agility. A bit like the general ability of people we call "natural athletes", who seem to immediately succeed in roughly any sport they try.

CyberP
5th Nov 2014, 09:39
You'd think going with each separate weapon skills (pistol, rifle, etc) would make more sense, but there comes a point where general combat experience/training is enough to manipulate any new weapon with agility.

Agreed, but it is how the skills work vanilla, say if you're a master of pistols and are very accurate, then realistically you'd be good with rifles also, at least in aim, but this is not true in Deus Ex. But hey, the skill system for the most part disregarded sim design in favor of gameplay.

It is looking to be combat strength, but I think Low-tech should do more than just increase melee weapon damage given that the other weapon skills grant multiple perks.

CyberP
7th Nov 2014, 23:27
Words around the web on GMDX, for those many of you that still haven't tried it:

"GMDX is a must for any new player. It's a excellent, underrated patch that improves the AI and adds an infinite number of bug fixes and balance to the game, basically bringing Deus Ex's gameplay to the modern era."

http://www.gamespot.com/forums/system-wars-314159282/the-power-of-pc-old-games-made-amazing-56k-31195680/?page=1#js-message-342289463

"Btw. if you want a more challenging Deus Ex, try this mod on Hardcore.
It's really something. Challenging even if you already finished it 10 times before, but not unfair."

http://www.reddit.com/r/Games/comments/1w1fdj/how_thief_has_changed_for_better_and_for_worse/cexyvhl

"If you want the best and most challenging but fair Deus Ex experience then you should give the GMDX mod a look,though it´s probably a bit too challenging for a first time playthrough, it enhances the experience a lot,especially as far as the dumb A.I. is concerned."

http://steamcommunity.com/app/6910/discussions/0/630800445628598643/?insideModal=1

These are all pretty old comments as well (hence the focus on challenge in the quotes, when GMDX has a much broader scope now), at least half a year ago which is aeons in development time.

Also I should mention that easy mode still exists, you're still a walking tank on that mode, and in the pending release I've also made a couple of tweaks for leniency exclusive to easy & normal difficulties: ammo values set closer back to vanilla. Some additional threats do not appear on those modes, enemy vision is set back closer to vanilla blind and so on.

Eh, why am I still marketing my free upgrade for one of the greatest games of all time? You mad? I do still need help though: testers, feedback, team members etc. Drop me a PM. The mod must have had about 20 private testers overall by now but you can never have too many. As for team members, well, take the current levels of "Advancement" and multiply.