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Deranged Demo v1.0 released (new DX mod!) 
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Mole Person

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Post Deranged Demo v1.0 released (new DX mod!)
Quote:
DERANGED DEMO v1.0
by Machina, 2010

Here's a demo for the upcoming Deus Ex mod DERANGED. This demo is only one map and doesn't really lead anywhere except for lots of enemies to shoot at and some stuff to explore. Deranged will feature about 13 maps and takes place mostly in a large spaceship. This demo was released to gain some publicity and because WE ARE STILL LOOKING FOR CODERS! The DERANGED project is looking for someone who can make a decent laserweapon and possibly to do some other coding work. We are also looking for MAPPERS to help finish one or two maps. If you are interested and capable to help with creating DERANGED then please contact me at Machina_Deranged@yahoo.com


Let me know if the map runs ok. It's got a bit of text but not much, it's mostly just action. Enjoy!

Get it here:
http://www.moddb.com/mods/deranged/down ... d-demo-v10

Official site:
http://www.moddb.com/mods/deranged

Screenshot:
Image

More screenshots here:
http://www.moddb.com/mods/deranged/images


Last edited by machina on Sun Feb 14, 2010 5:12 am, edited 3 times in total.

Sat Feb 13, 2010 9:16 am
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Illuminati

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Post Re: Deranged Demo v1.0 released (new DX mod!)
Wow Sounds Interesting.
I'll give it a try in a minute. :)
I'd like to help but I can't Code or Map or anything
But Good Luck Anyway.

I'll have a look on your moddb profile :mrgreen:

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Sat Feb 13, 2010 7:03 pm
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Thug

Joined: Sat Feb 06, 2010 2:15 pm
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Post Re: Deranged Demo v1.0 released (new DX mod!)
Gave it a shot. Its pretty good. Shooting "aliens" is a bit boring in my opinion, but thats just me (I prefer the usual soldier/terrorist/etc combos)

In my first game, I made the wrong assumption that I could go commando and sneak past/stealth kill the enemy. I lurked behind my squad, robbing bodies of their valuables and looting shops. They were massacred very, very early on and soon I had to clear many hordes of enemies with my pistol. After a long, hard war against the invaders, I ran into a milbot and was blown away.

In my second game, I tried to support my squad with pistol fire from a distance. They lasted longer this time, but still ended up dead near the capitol building thingy. Once more the milbot killed me.

In my third game, I went gung-ho and charged heroically into the enemy lines. My squad and I cleared through several enemy groups with help from local police (in the first two games, the police were already dead by the time we reached them). We smashed the main enemy force, and ran straight forward. "Hoorah!" I though, "Now my soldiers clearly have a genius idea to take out this milbot!". Unfortunately, I discovered my squad mates were capital-R-Retarded. They ran STRAIGHT AT THE DAMN MILBOT GUNS A-BLAZING. This would be a great idea if they were, say, armed with GEP guns and plasma rifles, but they instead were armed almost entirely with assault rifles. They were effectively defeated after two rocket blasts, whereupon I had to go guerrilla warfare and ambush the enemy guys before sneaking past the milbot into the subway (whereupon I was shot by the alien commander and died).

In my last game, I decided to support my guys to a point, but instead go the other route and let them clear out the baddies so I would have an easier time later. They easily dispatched the first couple enemy squads, and then I ditched them. I killed some enemies, but discovered there really isn't much in the side path beyond two guards, a building, and an alley that leads no where. I returned to my squad to find my Sergeant heroically battling an enemy in a 1 on 1 duel in front of the capital building. Both killed each other simultaneously. I assumed that meant my squad had died in the line of duty, but before I could shed a few tears and give a speech, I spotted my squad charging into the milbot again. This time they were smart enough to spread out, and managed to kill a handful of enemies before dying. Once more, I slithered past the milbot into the subway, but this time I killed all the bad guys. I looked around and discovered that I had achieved nothing except 4 more dead baddies.

In conclusion, your mod is a mixture of the cheesy ideas (ALIENS!, though that is just my personal bias), awesome tricks (Damn, I wish there were more maps with "squad warfare", having allied troops help you secure a base or something more often would be great), and a slight amount of forgetting to fix things (The milbot can't be destroyed with your starting weaponry, your allies are too stupid to bring rockets or to pause before the milbot, and there really is nothing to do after securing the subway station, which takes maybe 5 minutes in one successful round)


Sat Feb 13, 2010 11:22 pm
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Illuminati
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Post Re: Deranged Demo v1.0 released (new DX mod!)
Having a GEP is no garantuee an AI unit can take down a Milbot (see: TNM).

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Sat Feb 13, 2010 11:46 pm
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Illuminati

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Location: Leicester, England, UK.
Post Re: Deranged Demo v1.0 released (new DX mod!)
Yeah I liked the Squad Warfare Idea.
I wish this there were mods that took this further and let you give Commands to the squad.
That would be good :P

Actually, I took the Milbot out with a LAM?
I musta picked it up from somewhere cause i didn't cheat.

Wish the Map was.. Bigger?
More routes and such.
Nice map though keep it up.

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Sun Feb 14, 2010 1:17 am
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Mole Person

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Post Re: Deranged Demo v1.0 released (new DX mod!)
Thanks for the replies! Especially OneLastBattleFGJ for taking the time to write down his experiences which were very cool to read. I don't want to give any spoilers away but I'll say that the milbot is supposed to kill off what's left of the team when you get there, and somewhere in the map there's a law "hidden" (in plain sight I should add, if nobody can find it I'll be very surprised) that you can use to go back and take care of the milbot. There are a couple of extras in the demo so explore more!

Thanks for playing! Hearing about people's experiences is always welcome.


There are two known bugs in the mod:

If you ignore the soldiers and let them run away they will not attack the enemy when not in line of sight. Then later when you catch up with them it's possible they ran past the enemy and it looks kinda weird (suddenly they're charging from the other side) I don't think this can be fixed.

If you find the sniper rifle it will be in a crate. Sometimes the rifle will be in your inventory and it will say it doesn't have any bullets. If that is the case then drop the rifle and pick it up again, it should have at least one clip all of a sudden. So if you find the rifle then pick it up, drop it and pick it up again because otherwise it sometimes won't even add any ammo when you find it. This bug is probably due to faulty DX code (there's some other weapons which act weird in DX, for instance if you pick up a gepgun from a corpse it won't lock on to enemies) This will be fixed by simply placing the rifle outside of a crate.

If you find any other bugs let me know.


Sun Feb 14, 2010 1:19 am
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Mole Person

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Post Re: Deranged Demo v1.0 released (new DX mod!)
@ nerdenstein, yeah in the beginning when you're in that weird room with the equipment there are three crates. The combat crate contains pistol ammo, shotgun ammo or a lam. Wow, you managed to take out a milbot with just one lam? It usually takes me two lams. Thanks for your comment on my moddb page btw. There will be more places to go in Deranged but this is just a demo so it's only the streets.

I don't want to disappoint anyone but this is the only battle in the mod that involves so much back up from friendly forces. The rest of the mod you're mostly/only fighting enemies by yourself. I'd love a squad based Deus Ex mod too but Deranged won't be it. Most of the action in Deranged will be pretty much the same as in Deus Ex where you can explore, sneak and try different approaches. But it will be more action-based than Deus Ex, once you're in the enemy spaceship you obviously won't meet any friendly merchants and there won't be that much text in the mod in general since I dislike too much text in games.

No release date is set, the mod is still under construction. If anybody is interested in helping out then get in touch.

Basic storyline of the mod: you are sent into an enemy spaceship with orders to find a way to destroy it from the inside. Yeah I know, not very original, but that's just the basic storyline, the rest is all still "under construction"


Sun Feb 14, 2010 2:17 am
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Silhouette

Joined: Wed Apr 02, 2008 2:06 pm
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Post Re: Deranged Demo v1.0 released (new DX mod!)
Just played it, was quite good fun :)

The mapping was pretty good (I particularly liked the burning building), and the objective was quite interesting, although I just played it as a normal FPS and didn't use my team at all. At the start they all ran off without me, whilst I was exploring around, and it looked like they got annihilated. So I was left to my own devices, i.e. a knife, a pistol, a sniper rifle, a law etc to finish the job.

I don't know if it was intentional, seeing as they were aliens, but the enemies seemed to be remarkabaly clever. They could spot me from a mile away, as long as I was in their line of sight, and once they had spotted me, hiding from them was impossible, as they always knew exactly where I was. Therefore stealth was out of the question, so my tactic was usually to snipe from a distance to weaken them, then run away, hide behind a corner, wait for them to run after me, then ambush with my assault rifle. This worked very effectively throughout, until I reached the subway station, where it appears that the only way to save all 3 hostages is to go completely gung-ho. It was difficult, but possible.

That's all I can really think of at the moment.
Oh yeah, I liked the sound as well. Although there was no music (I think), there were loads of good sound effects that made up for it, e.g. the fire, the dogs, the electricity etc.


Sun Feb 14, 2010 9:44 am
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Illuminati

Joined: Thu Apr 24, 2008 7:40 pm
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Location: Leicester, England, UK.
Post Re: Deranged Demo v1.0 released (new DX mod!)
machina wrote:
@ nerdenstein, yeah in the beginning when you're in that weird room with the equipment there are three crates. The combat crate contains pistol ammo, shotgun ammo or a lam. Wow, you managed to take out a milbot with just one lam? It usually takes me two lams. Thanks for your comment on my moddb page btw. There will be more places to go in Deranged but this is just a demo so it's only the streets.


Yeah thats cool.
Was a fun map can't wait to play the finished version. :D

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Sun Feb 14, 2010 10:15 am
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Post Re: Deranged Demo v1.0 released (new DX mod!)
machina wrote:
If you ignore the soldiers and let them run away they will not attack the enemy when not in line of sight. Then later when you catch up with them it's possible they ran past the enemy and it looks kinda weird (suddenly they're charging from the other side) I don't think this can be fixed.

Attack order trigger? Probably run from script considering the player ain't around to trip it.

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Sun Feb 14, 2010 10:57 am
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Mole Person

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Post Re: Deranged Demo v1.0 released (new DX mod!)
Thanks for the replies! Your support is appreciated!

AgentSmithereens wrote:
Just played it, was quite good fun :)
I don't know if it was intentional, seeing as they were aliens, but the enemies seemed to be remarkabaly clever. They could spot me from a mile away, as long as I was in their line of sight, and once they had spotted me, hiding from them was impossible, as they always knew exactly where I was. Therefore stealth was out of the question, so my tactic was usually to snipe from a distance to weaken them, then run away, hide behind a corner, wait for them to run after me, then ambush with my assault rifle. This worked very effectively throughout, until I reached the subway station, where it appears that the only way to save all 3 hostages is to go completely gung-ho. It was difficult, but possible.


Yes, I made the aliens a lot more clever. I didn't think it would make sense if genetically altered clones would give up searching after only a minute or two so once they've seen you it's pretty much impossible to outrun them (unless you lead them to someone else for instance a cop and then leave the cop to fight it out on his own) They also have a pretty high sight radius and can see in very dark areas (this still needs to be fine tuned a bit)

You might have also noticed that if your team gets killed quite early the enemy soldiers are just standing around. I might set them to patrol but it would have to not interfere with how the rest is set up, getting those guys to run and fight properly is quite delicate really. I haven't tried giving the enemy patrol points yet, I probably will. That way it would be easier to sneak past them as some players seem to prefer.

The hostages in the subway isn't really a mission, it's just an extra challenge for those who like it. But the only reward there is the cyborg (mj12commando) who's carrying a weaponmod. Saving the hostages is easier using a gasgrenade but I forgot to put one in the demo (use cheat if you want to, hell use cheat and try the demo with 20mm ammo or the targeting aug, it's fun too :giggle:)

Hassat Hunter wrote:
machina wrote:
If you ignore the soldiers and let them run away they will not attack the enemy when not in line of sight. Then later when you catch up with them it's possible they ran past the enemy and it looks kinda weird (suddenly they're charging from the other side) I don't think this can be fixed.

Attack order trigger? Probably run from script considering the player ain't around to trip it.


You wouldn't need to run it from script. You can set triggers to only trigger for a certain class. Set TriggerType to ClassProximity and ClassProximityType to whichever Pawn you only want to trigger it (in this case it would be Soldier) But the problem is that when the AI starts a fight there's always this moment where they stand still and stare for a few seconds, you can see this at the beginning of the street level. Having that around every corner would be annoying, right now they stay in fighting mode and respond a lot quicker when they see fresh enemies. Actually, getting the AI to respond quicker would be neat. Any idea how to do that? I think the only way to do that is through coding, and I suck at coding which is why I'm looking for a coder :-k


Sun Feb 14, 2010 12:19 pm
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Illuminati
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Post Re: Deranged Demo v1.0 released (new DX mod!)
Yeah, I thought about that option after making my post, but didn't have time to alter it anymore.

You mean the DX NYC street level or your mods? Because in DX the "pause" is because they aren't hostile to each other at all... until JC gets closer.

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Sun Feb 14, 2010 8:42 pm
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Traditional Evil Scientist
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Post Re: Deranged Demo v1.0 released (new DX mod!)
Could try setting bTickVisibleOnly to false (I forget where it is in scriptedpawn, but it's there somewhere): this means they no longer go to an essentially docile static (but resource-light) state when far away and out of sight of the player.


Mon Feb 15, 2010 1:02 pm
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Mole Person

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Post Re: Deranged Demo v1.0 released (new DX mod!)
@ Hassat Hunter I mean DX in general. When enemies spot someone (including the player) they always pause for a second before engaging in action. I think this is coded but if there's a property to make them respond quicker I'd like to know it.

@ DDL I set bTickVisibleOnly to false and this seemed to have done the trick. Thanks very much for the tip!


Mon Feb 15, 2010 5:45 pm
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Off Topic Productions
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Post Re: Deranged Demo v1.0 released (new DX mod!)
machina wrote:
When enemies spot someone (including the player) they always pause for a second before engaging in action. I think this is coded but if there's a property to make them respond quicker I'd like to know it.

Use an OrdersTrigger to set them to attacking, that should eliminate the pause.

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Mon Feb 15, 2010 7:13 pm
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