🔒 GMDX: Deus Ex Mod.

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6647d70862557
Join2Quote

Quote by ZylonBane:
I suppose if I'm going to keep asking questions, like does it fix the floor by the stairs in the Statue of Liberty lobby sounding like grass, I should just install it myself.


About time.

Check the website for a memory refresher of major features: http://gmdxmod.com/features/artificial-intelligence/
6647d70862932
voodoo47Quote
- bot goes boom boom.

https://www.youtube.com/watch?v=cb_8T8sVgmo

- the light should be obstructed by the chopper.

https://www.youtube.com/watch?v=oNpaAxQPeqg

- with the exception of the screen, everything sounds metal. the screen sounds.. rubbery?

https://www.youtube.com/watch?v=2oSTOMwojyg

- it seems impossible to blow this grate up by throwing a lam onto the ground.

https://www.youtube.com/watch?v=r5W7ADDh8S0

- attaching a lam works though, but that leftover smoke jet hanging in the air doesn't look great. also, this is my last lam, but the animation still pops a next one into the hand for a second even though it doesn't exist.

https://www.youtube.com/watch?v=NkTXvj1N6aQ

- bit of texture cleanup required on some of the large shipping containers (probably more than those two).
- the wooden beam texture seems rotated on the sides for no reason.
- a bit of texture cutoff going on in the plane.
- a lot of flipped displays. I suspect more of these are scattered around most levels, as the vanilla texture was too lowres to matter.
- still very hard to save Lebedev (even if he survives the initial shots, the final Anna-plosion gets him almost all the time). no idea what could be done, apart from giving him more health. or maybe making him immune to the mech auto-destruct damage.
- Navarre actually starts running if damaged enough. slightly odd, fighting to death would make much more sense.
- armor kind of inconsistent, the bot can repair it, but it can be charged by biocells as well. so, is it a power armor, or just a regular armor?

- I think I liked the old setup of the passive ballistic protection better.
- aug upgrade canisters seem really rare, just two so far. not quite sure about vanilla, but I think I had more at this point (Airfield completed).
- very sure I had a silencer at this point in some of my older playtroughs. are silencers still a thing?
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6647d70862afe
voodoo47Quote
edited the previous post a few times.

anyway, last friendly visit to the UNATCO HQ;

what's going on here?
https://www.youtube.com/watch?v=ZRZ_v9IkJp4

more surface whacking.
https://www.youtube.com/watch?v=PKbqPzHf024

- plot armor on a few doors (Jacobson's closet, closet near Manderley's). is it really necessary?
- lowres texture on the noticeboard in the kitchen.
- Simons just stands in the middle of the room after finishing his route. maybe make him sit, or assume any other less NPC position.

also, noticed that FSAA was not enabled. after digging around the ini (setting not available in the launcher), I've found out it actually is enabled, but doesn't work - seems like my gpu can only do 8x, and the default is 16. maybe lower the default value to 8 to make sure older/value gpus have no issues.


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6647d70862d19
voodoo47Quote
ok, the Warehouse mission, first part:

- the sky very lowres, looks quite 16bity.
- mailbox object hud selectable for no reason.
- the turret in the flooded part of the mj12 tunnels doesn't seem to work. intentional?
- pretty sure it was possible to give Renton a wider range of weapons last time I've played GMDX. would like to avoid giving him an upgraded pistol, but he can have my knife any day. if you don't want to expand this, an easy way out would be just making Renton give the gun back to the player after talking to him when the entire Jojo deal is over.
- Sandra comments about Jojo being shot by Renton, even when no actual shooting took place (the player zapping him as soon as he turns hostile, for example).
- saving and loading during Jojo's walk to the Rentons will result in him stopping and starting to talk sooner than he is supposed to.
- can't seem to be able to close the door to Paul's apartment once it's open.
- the extra storage unit where the gep gun was on the previous iteration of the map now inaccessible/keypadless for no good reason.
- bot at Smuggler's now friendly. maybe tie his friendliness/unfriendliness to the player giving/not giving the password (on all maps). would make a lot of sense (Smuggler deactivating the bot when sure a customer is coming).

- the right part of the secret closet door became invisible after fully opening (and appeared again when closing), but unable to replicate.
https://www.youtube.com/watch?v=b8m09othV2k

- any chance this could be fixed somehow?
https://www.youtube.com/watch?v=LCDI4ePzywU
6647d70863122
RoSoDudeQuote
Going through some reports:
-Yeah, I should probably look into upgrading crowbar sound design. Lot of oddities there, even if still better than vanilla.
-LAM not working on the fence could be due to the reworked explosion LOS code? Used to ignore LOS on movers completely, I tried to find a sweet spot of about 60% that would cut down on cheese without breaking them. Maybe this is another casualty.
-It may seem handwavey, but the biocell/repairbot mechanics for wearables are pretty much in line with the original equipment system, given that they always ran on limited charge. For example,
"Ballistic armor is manufactured from electrically sensitive polymer sheets that intrinsically react to the violent impact of a bullet or an explosion by 'stiffening' in response and absorbing the majority of the damage. These polymer sheets must be charged before use; after the charge has dissipated they lose their reflexive properties and should be discarded."
-There are 3 silencers in the game. You missed one in the first 'Ton Hotel visit. Next places to look are Hong Kong and the Naval Shipyard mission.
-BSP error on that light, need to rebuild map to fix
-Plot armor on doors is because you return to the maps later, so it needs to be plausible that the doors stay intact. You could make similar complaints about bullet holes, other destroyed decorations, but I think that is probably within the average player's suspension of disbelief.
-Turret issue could be because of my elevation aiming changes. Checked most but could have slipped by.
-GMDX prevents you from giving NPCs your modded weapons, because there's no way to get them back without killing them. Would need some special code to accomplish this for e.g. Renton, though it is probably worthwhile.
-it might be possible to reposition movers on map transfer, I haven't looked into it. Same issue with Smuggler's elevator being in the wrong place on both maps. Some variable would need to pass (maybe through the player pawn) and the mover would need to teleport to the correct keyframe.
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