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Deus Ex: Human Renovation (fan patch/mod)
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G-Flex
MJ12
Joined: Mon Jul 11, 2011 10:16 pm Posts: 496
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 Re: Deus Ex: Human Renovation (fan patch/mod)
I didn't include most of Shifter's additional content (after all, that's what Shifter is for!). I haven't added any weapon or ammo types from Shifter, and haven't added any of my own either. I also didn't include Shifter's alt-fire stuff. Your own weapons and such should be compatible as-is... provided they don't override too many functions from DeusExWeapon, and thus override my changes. I can't guarantee anything, of course. In the helibase, I believe you mean the door to the munitions bay (the locked one down the stairs near where you start). If so, I'm not seeing any problems with it. Maybe that's like the NYC music bug, where it only exists in certain copies of the map but not others. I'm not sure. Oh, I forgot to respond to this: Yeah, the script has that part referring to the clinic, but there isn't even a mission 4 clinic map, and it's clearly supposed to be closed. That script you posted was probably written before they knew they weren't going to leave the clinic open for that mission. There are a few bits of script like that in the game that refer to things that don't even exist, probably because the developers changed their plans at some point and didn't bother to remove unnecessary portions of scripts like that one. Anyway, thanks for reporting this stuff!
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| Fri Jun 08, 2012 6:41 pm |
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Fritz
Thug
Joined: Thu Jun 07, 2012 3:41 pm Posts: 12 Location: Saratov, Russia
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 Re: Deus Ex: Human Renovation (fan patch/mod)
About Joe. On 09_NYC_Graveyard.dx MJ12Commando is deleted, they should spawn after talk to Green, if you talk with him about Daud. Green is knowed that hero is affilated with Daud and... else if (localURL == "09_NYC_GRAVEYARD") { … // spawn some commandos if (flags.GetBool('GreenKnowsAboutDowd') && flags.GetBool('suprisePoint') && !flags.GetBool('MS_UnhideCommandos')) { foreach AllActors(class'MJ12Commando', commando, 'paratroop') commando.EnterWorld(); flags.SetBool('MS_UnhideCommandos', True,, 10); } } I install DX at this week and get more info to you soon. I tell you more ifo soon. Hmm, so troopers dont spawn there after talk to Paul and sending signal? Yes, but PS2 may have. Ill check this. About J.C.Denton door small metalic(?) banner. J.C.Denton have room in UNATCO office but no banner on door room. This banner is present in game archives. About Schick. You fixed 3 maps? Mission02, 04, 08 scripts?
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| Fri Jun 08, 2012 9:08 pm |
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Hassat Hunter
Illuminati
Joined: Fri Apr 10, 2009 1:20 pm Posts: 2122
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 Re: Deus Ex: Human Renovation (fan patch/mod)
Original game has music for NYC revisited. Actually, it's pretty simple for GOTY users to re-add it. Or just use the GOTY map-fixpack that was posted, it has music too...
_________________ Can somebody tell me how I can get a custom avatar? Oh wait, I already got one...
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| Fri Jun 08, 2012 11:57 pm |
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Fritz
Thug
Joined: Thu Jun 07, 2012 3:41 pm Posts: 12 Location: Saratov, Russia
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 Re: Deus Ex: Human Renovation (fan patch/mod)
You tell about 08_NYC_Street, in GOTY NYCStreets2_Music.umx dont work here. I tell about 09_NYC_Graveyard, there are ambient sound only here. Crickets sounds and other.
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| Sat Jun 09, 2012 12:49 pm |
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G-Flex
MJ12
Joined: Mon Jul 11, 2011 10:16 pm Posts: 496
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 Re: Deus Ex: Human Renovation (fan patch/mod)
Yeah... unless someone can dig up a copy of the graveyard map that does have music, or otherwise provide evidence that it's supposed to have music, I'm just going to assume it's intentional. Even if I were to assume it's supposed to have music, how would we know what music it's supposed to have, anyway?
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| Sat Jun 09, 2012 10:11 pm |
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Fritz
Thug
Joined: Thu Jun 07, 2012 3:41 pm Posts: 12 Location: Saratov, Russia
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 Re: Deus Ex: Human Renovation (fan patch/mod)
All we need about music - knowledge about this map on PS2. If map have music, rip this music from PS2 and insert to PC is easy. Anyway, PS2 version is have something, whitch may be adapted to PC. Like new level details. As i know DX not have patch, with fixes, new renders and PS2 details.
UPD! I listen Deus Ex Conspiracy OST tomorrow. Track NavalBase.it have naval base, graveyard in name. So looks like that track mistakenly missed from 09_NYC_Graveyard.)
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| Sun Jun 10, 2012 8:26 pm |
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G-Flex
MJ12
Joined: Mon Jul 11, 2011 10:16 pm Posts: 496
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 Re: Deus Ex: Human Renovation (fan patch/mod)
I don't think it's fair to say that the presence of something in the PS2 version means that it was intended for the PC version. There are many, many, often substantial, changes between the two versions, for what I'm sure were various reasons.
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| Mon Jun 11, 2012 6:32 pm |
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Fritz
Thug
Joined: Thu Jun 07, 2012 3:41 pm Posts: 12 Location: Saratov, Russia
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 Re: Deus Ex: Human Renovation (fan patch/mod)
You may bravely open NavalBase_Music.umx from PC version in any umx player. This music also for naval base, graveyard, whitch indicated by devs in tag. You dont wont to fix that or something else?
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| Mon Jun 11, 2012 8:30 pm |
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G-Flex
MJ12
Joined: Mon Jul 11, 2011 10:16 pm Posts: 496
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 Re: Deus Ex: Human Renovation (fan patch/mod)
Ah, now there's a good point. The track title there is "naval base, graveyard", so it probably was intended to be used there. Still hard to say whether they removed it intentionally or not, although it would be really weird of them to leave one map out of the entire game silent on purpose. I'll think about it.
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| Tue Jun 12, 2012 6:12 pm |
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Salk
UNATCO
Joined: Mon Jan 07, 2008 6:24 am Posts: 189 Location: Sweden
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 Re: Deus Ex: Human Renovation (fan patch/mod)
Considering what happened to maps with the GOTY release, I wouldn't be in the least surprised to find out this happened unintentionally. I say the music should be replaced but it's your call, of course.
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| Wed Jun 13, 2012 4:12 am |
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Fritz
Thug
Joined: Thu Jun 07, 2012 3:41 pm Posts: 12 Location: Saratov, Russia
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 Re: Deus Ex: Human Renovation (fan patch/mod)
About green heli in NY. Look for CopterFlight event. Event CopterPath is for Black heli. Map 04_NYC_Street.dx I do not look that in game or editor because my videocard is dead now. Hmm. Looks like that CopterTrig2 and CopterTrig 1 thats you need. AttackHelicopter1-CopterTrig 1, AttackHelicopter2-CopterTrig2. I found this on 04_NYC_Street.dx with text pad. This triggers dislocated near metro entrance. http://code.google.com/p/deus-ex-enhanced/Fixed minor bug regarding sight reticule being off by one pixel (was present in Vanilla). Do you include this minor fix in your project?
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| Sun Jun 17, 2012 8:12 pm |
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Fritz
Thug
Joined: Thu Jun 07, 2012 3:41 pm Posts: 12 Location: Saratov, Russia
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 Re: Deus Ex: Human Renovation (fan patch/mod)
Hi! New version of Human Renovation in work now?
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| Mon Nov 05, 2012 11:22 am |
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G-Flex
MJ12
Joined: Mon Jul 11, 2011 10:16 pm Posts: 496
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 Re: Deus Ex: Human Renovation (fan patch/mod)
I have been working on some changes, yeah. I keep thinking I'm basically done with this mod, then I notice more stuff that demands fixing! I don't have internet access at home at the moment, so I'm not sure when an update will be released, though. Preliminary changelog: - Drunk/drugged/poisoned screen effect no longer turns your weapon invisible.
- The code for walking/running with a heavy weapon has been changed again, so that the Microfibral Muscle augmentation contributes, each level of skill/aug counts, and to fix a bug where running with a hypothetical non-vanilla weapon of sufficient mass could actually be slower than walking. Generally speaking, the skill matters more than the augmentation.
- You can't smoke cigarettes underwater anymore.
- The zoom window for the targeting aug has been changed to prevent a problem where you could actually see yourself in it. Previously, the game drew a line between your eyes and the center of the target, and placed a sort of camera at a constant distance from the target along that line. This resulted in unrealistic perspective, and if you were closer to the target than that distance you could see your own character in the viewpoint. Now, the viewpoint is actually from your character's eyes, with the window's view angle adjusted on the fly so that the object being viewed stays the same apparent size, sort of like a dolly zoom. It also no longer retains a view of the object for a fraction of a second if the object is actually behind you.
- Starting a new game still wasn't clearing your inventory out under certain conditions, notably if you started a new game immediately after dying. This should be completely fixed now.
- The Castle Clinton doors start off closed now in the second mission, since on higher difficulty levels in my mod, the UNATCO and NSF troops were noticing each other and getting into firefights without your involvement, which obviously wasn't intended.
- Explosions no longer damage breakable movers (doors, breakable walls, and similar) through walls. The game normally just damages all movers within the blast radius, so I'm incorporating a hideously inefficient system to check for approximate visibility of the target, and also allow the damage to go around corners to some extent, so if you toss a LAM/rocket under a desk it'll still destroy cabinet doors above the desk, for example. Mostly, the intent is just to stop things like destroying doors inside buildings by firing a rocket at the outside of the building.
- Probably one or two other things I can't remember.
I'm still working on a couple of these, especially the one regarding explosions (it's a tough one), and I might notice other problems, so this may change/grow/shrink upon final release.
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| Sat Nov 10, 2012 9:50 am |
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Salk
UNATCO
Joined: Mon Jan 07, 2008 6:24 am Posts: 189 Location: Sweden
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 Re: Deus Ex: Human Renovation (fan patch/mod)
Great work, G-Flex!
Looking forward to the next release.
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| Mon Nov 12, 2012 8:04 am |
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Salk
UNATCO
Joined: Mon Jan 07, 2008 6:24 am Posts: 189 Location: Sweden
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 Re: Deus Ex: Human Renovation (fan patch/mod)
Now that HDTP Beta is out I am all of sudden preoccupied to have it work with this patch of yours, G-Flex. Are there any hopes? I know you mentioned before that compatibility would require lots of tedious work and I know nothing about modding but if it is something that can be easily learned I could try and be of help.
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| Fri Nov 16, 2012 11:05 am |
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