GMDXv9.0 Release

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Made in China
MJ12
Posts: 466
Joined: Thu Apr 02, 2009 7:55 pm

Re: GMDXv9.0 Announced

Post by Made in China »

Random idea: Infolink level 3 + Targeting level 4 combo - Data Mining.
If it's human, gives you the NPC's name, job description (can even be unknown/resistance member for UNATCO's opposition), maybe a history snippet. Should also work on corpses.
If it's a bot, gives you the production name of the bot, its firepower and weak spot. This can be expanded to every weapon, actually - but might be tedious.
If it's an animal or a transgenic, gives you its biological name (such as Canis Familiaris for dogs, or Chimera Karkian for the karkians).
And last of all (and first check) is that for MJ12 troopers, commandos, MiBs and WiBs there will be no info - they won't be in the database, naturally.

Way, way too late for its implementation. If anyone is a writer who is knowledgeable in the lore, I guess you can take this on - I don't really expect Cybernetic Pig to do this on his own (nor I know if he even likes it).
I always liked the idea of synergy between augs, especially if the boost it gives you isn't very significant (because it isn't 100% predictable). It means that they don't each exist in a universe of its own and all contribute to building one's character, rather than to their stats.
Cybernetic pig
Illuminati
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Re: GMDXv9.0 Announced

Post by Cybernetic pig »

medzernik wrote: Is there a possibility of you getting it on Steam? That would be huge.
See:
As much as I want GMDX to go down in history as an "official work", and as much as it and I deserve that, I'm not sure I can on principle. It's bad for mods to do so, Revision showed that. I'm relying on the fans (those that are informed) to make sure it gets its just desserts instead.
Besides, while many core fans that bothered to play it may have come through and recognized it as the "definitive Deus Ex experience", there is not much hype surrounding it and therefore It doesn't justify Square-Enix's involvement. They can't cash in on a lack of idiotic hype.
Last edited by Cybernetic pig on Sat Apr 29, 2017 9:16 pm, edited 1 time in total.
RoSoDude
Thug
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Re: GMDXv9.0 Announced

Post by RoSoDude »

Re: new weapon models. Those are sick. That Assault Gun redesign makes me actually love the weapon, where I previously thought it was one of the silliest weapon designs I had ever seen. Faithful, but enhanced -- perfect for GMDX. The Assault Shotgun and Sniper Rifle are similarly high quality. They have the same profile and evoke the same aesthetic, but look grittier and more believable.

I agree with Made In China about the floating rail on the Sniper Rifle though, and also confused how one would grip the Assault Shotgun -- I assume the drum is still hollow, in which case is that a gap I see in the lower part of the stock? Such would be necessary for one's arm to fit there. I don't know anything about actual firearms so I can't say anything else jumps out at me.
Cybernetic pig
Illuminati
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Joined: Thu Mar 08, 2012 3:21 am

Re: GMDXv9.0 Announced

Post by Cybernetic pig »

GMDX v9.0 Enters Public Beta. See: http://www.givemedeusex.com

* GMDX needs Veteran players and it needs newcomers.
* It needs a large pool of people with various hardware types, from toasters to high-end machines, as well as differing software.
* Easy difficulty players, hardcore players, and everything in between.
* English speaking players, French, and German. (Russian and Hungarian need further support for now).
* Combat, Stealth, non-lethal, hybrid...players of varying playstyles are needed.
* Most of all, I in particular want passionate players that expect the absolute best from their games, have a critical eye, and also a good understanding of the design principles Deus Ex was built upon.

GMDX is nearing half a decade into development now and its goals are mostly fulfilled: the greatest thinking man's shooter/sneaker/RPG hybrid on another level without losing sight of what made it so special to begin with. Invite yourself to beta testing and aid what fans have been calling the "definitive Deus Ex experience" achieve a state of perfection.
Made in China
MJ12
Posts: 466
Joined: Thu Apr 02, 2009 7:55 pm

Re: GMDXv9.0 Announced

Post by Made in China »

Timing could use a little work, April 1st is the day you can't trust anything on the internet.

Also great news! I'm eager to see the new version.
Cybernetic pig
Illuminati
Posts: 2284
Joined: Thu Mar 08, 2012 3:21 am

Re: GMDXv9.0 Announced

Post by Cybernetic pig »

Yeah well, fucking ISP upload speeds made it take all darn day to upload the installer. Should have been announced yesterday evening but it ended up taking ~10 hours to upload.

Oh, I forgot the changelog:

While there's a lot of great new features, remember that the focus this time around is the enhanced artistic direction/graphics and art direction (also polishing). No text list can really do those things justice.
v9.0

_Localization_
--------------

GMDX is now available in the following five languages:

English
French
German
Russian
Hungarian


_ARTIFICIAL INTELLIGENCE_
-------------------------

-Human NPCs now sometimes lay down suppressive fire.
-Human NPCs in combat sometimes strafe around corners already facing the player. This is quite the significant improvement to how NPCs move around the world, and how believable and competent they are in combat.
-AI are no longer "psychic" and will not know your location when fighting with other NPCs, unless they have actually spotted you.
-AI will now investigate the source of alarms emitting from alarm units (Previously they'd only investigate alarms from laser triggers and cameras).
-Spiderbots can walk on the ceiling.
-The range at which a stealth takedown counts is increased by 33% - if you're behind an unaware NPC and aim for the right part, you WILL perform a takedown now.
-NPC grenade throwing is now significantly more versatile.
-Hostile AI attempting to move to a location will immediately stop and attack if they bump into the player, rather than attempting to move around him to get to that location.
-Added minor diversity to what an NPC decides to do after triggering an alarm.
-NPCs in combat that are moving to a location and see the player often will immediately stop and shoot, rather than continuing running to that location without opening fire.
-Reduced the radius of NPC pain screams, resulting in leniency when attempting to silently take out enemies without the whole area becoming alert. Vanilla the radius happened to be just a touch too loud.
-Animals can now be knocked unconscious.
-Improved behaviour related to NPCs opening doors in combat.
-Robots ram down doors blocking their path.
-Heavy robots destroy decorative objects blocking their path.
-AI are somewhat less accurate if the player is moving at high velocities.
-AI with assault rifles are highly innaccurate while dying mid-burst fire.
-Enemies set on fire no longer run into walls if they can't find water.
-Enemies that are melee-based and can't reach the player will run away and hide (e.g player is on ladder, Karkian cannot reach so will go hide).
-Enemies with blast radius-based weaponry may open fire even if the player is right in their face, if their health is critical. //consider removing this
-Unconscious NPCs now have their name displayed when highlighted.
-NPCs no longer break open footlockers by running into them.
-if the player is blocking the path of an alarm unit an NPC is attempting to get to and press, the NPC will instead attack, if equipped with a weapon.
-AI stealth-related stats have been nerfed a little on realistic mode.
-The advanced security bot now uses a new/previously unused model.
-Greatly diversified how an NPC behaves when seeking the source of a disturbance.
-Minor improvement to the new NPC melee attack/gun bash system.
-If an NPC runs into glass in combat they will stop and shoot it rather than steamrolling right through it.
-Enabled some overlooked NPC vocal reactions to the player clowning around (like throwing a basketball at them).
-Hitting the torso of the enemy now has a damage multiplier of 4. (vanilla = 2. GMDXv8.0 = 3). //consider setting back to 3
-Security camera FOV is higher on hardcore mode.
-Refined v8.0 helmet bullet deflection behavior. Mechanic NPC hardhats also now provide minor protection, and are likely to break.
-Breaking boxes alerts AI at a lower radius.
-NPC leg pain animation rate is slowed down a touch, to add realistic diversity and tactical advantage to shooting the legs.
-Spiderbot movement animation rate is increased a touch, giving them a more realistic-looking stride.
-Heavy EMP damage now disables Anna, Gunther and Walton Simon's augmentations.
-Greasel attack rate now scales based on difficulty mode.
-MJ12 Elite are now only immune to tear gas on hardcore mode.
-Snipers now take their time to fire on all except hardcore mode.
-Walker bots suffering critical levels of health attempt to suicide self-destruct near the player if specific conditions are met (Hardcore mode only).
-Military bots that have spotted the player take faster strides/move faster, returning to normal when no longer in combat (Hardcore mode only).
-The advanced patrol bot met later in the game now reacts to sound disturbances (Hardcore mode only).


_PLAYER-CONTROLLED MECHANICS_
-----------------------------

-You can now jump from ladders.
-You can now lean over edges, as in System Shock.
-You can now pick up objects that have other objects standing on top of them, providing they aren't too heavy.
-You can now attempt to jump from water even if there is no reachable ledge to grab.
-Mantling has been improved considerably.
-You can now zoom in/out with the binoculars.
-You can now mantle low-standing objects if both legs are crippled.
-Right clicking while looking through a weapon's scope will stop looking through the scope as opposed to holstering weapon.
-When throwing objects with a normal right click throw, throw accuracy is precise (vanilla had very noticable randomization, resulting in it being difficult to get a basketball in the hoop for example).
-The GEP Gun's remote controlled rocket steering is no longer inverted on the Y axis & pressing the left mouse button will boost the remote rocket.
-With nothing in hand, left clicking on doors will put either a lockpick or nanokey ring in your hand.
Doing the same for hackable electronics will put multitools in hand.


_PHYSICS_
---------

-Rotational velocity is applied when throwing objects with the Microfibral Muscle augmentation.
-Exploding fire extinguishers will send nearby objects flying, making use of the version 8.0 physics system expansion.
-Push carts now roll along when shot/whacked etc.
-Dropping stacks via the inventory results in the dropped items spread out over a slightly wider area, to prevent immersion breaking towers.
-Standing on objects that cannot be stood on will throw you off more realistically.
-Player Buoyancy is more realistic.
-Items will reset pitch rotation when landing on the ground, much like the decorative objects always have done in Deus Ex.
-More types of fragile objects break when something heavy lands on top of them.
-Fine-tuned other physics elements.


_ENHANCED ARTISTIC DIRECTION_
-----------------------------

-Considerably sharp and faithful level detail.
-Many new high resolution textures.
-A bunch of new 3D models.
Note: some models and textures are HDTP/New Vision/Vanilla replacements, others are entirely new. All based on context, of course.
-Created some new dynamic corona/lighting effects.
-New decals to diversify the game's environments.
-Considerable focus on better implementation of lighting and shadow-casting.
-All fragments now use high resolution textures.
-Fixed a modern renderer lighting issue where all meshes didn't blend into their environment well.
-Set all translucent water to "low translucency" mode, as default was far too clear.
-Fixed LOD issues with HDTP's Trashcans and Barrels.
-General optimization of HDTP and New Vision's design + consistency.
-The speed at which clouds pan in the sky is slowed down to a more realistic rate, for all skyboxes.
-Flares light up the ground more realistically and effectively.
-Exploding fire extinguishers have new visual effects.
-Added a new optional realistic headbobbing effect.
-Gore effects toned down very mildly and further polished.
-Exploding grenades no longer cause the screen to flash if not nearby or looking at the source of the explosion.
-The laser dot is only larger when emitted by weapon laser sight, not laser triggers.
-The UNATCO boats sway in the sea more subtly, given that there are no waves in the game.


_WEAPONRY_
----------

-More weapons accept a wider variety of modifications than even v8.0.
-Throwing knives can now be retrieved from the bodies of organic enemies.
-Heavy weapon sizes are reduced from 4x2 to 3x2, taking up 6 slots as opposed to 8, making heavy weapon builds a little more viable.
-Improved new recoil handling system further.
-Sabot rounds now do 30% less damage VS organic targets as the ammo's description indicates.
-Retored the GEP gun's Lock-on guidance functionality. The GEP gun now has THREE individual guidance systems in total.
-Weapon damage displayed in the inventory now changes based on the ammo type currently loaded.
-Improved dynamic cover animations.
-Explosions ignore geometry at a radius of 20% the explosion's blast radius.
-Reduced collision radius of all dart types -- now they'll not hit the corner of walls you're leaning round.
-Improved a large number of vanilla technical flaws with the Assault Rifle.
-The standing still accuracy bonus doesn't IMMEDIATELY drop off as soon as you start moving, but rather gradually decrements over ~five seconds.
-The assault rifle now accepts rate of fire mods.
-Improved camera firing effects.
-Crossbow darts are not visually present in the weapon until halfway through the reload process.
-Ejected shell casings are no longer visually different if you attach a silencer, as in GMDX shell casings differ based on ammo type. //perhaps re-add as it represents sub-sonic rounds despite that ammo type not existing in DX
-Improved flamethrower handling effects.
-New simulated reload movement effects.
-Dynamic crosshairs no longer are drawn while the laser sight weapon mod is on.
-Optimized the new flamethrower flame effects for better performance.
-The laser sight attachment no longer automatically turns off when mantling.
-New rare custom variant of the assault gun


_User Interface/HUD_
--------------------

-The health and augmentations screens now display a variety of general statistics (can be disabled).
-Added a number of functional & cosmetic improvements to the augmentation screen.
-ATM windows now enable you to withdraw all available credits at the press of a button providing your skill level is Advanced or greater.
-With the real time UI option enabled only one toolbelt is displayed when browsing the UI.
-The perk window now features stylistic aesthetic additions such as icons.
-Minor audio design additions.
-Improved dynamic crosshair behaviour.


_AUDIO DESIGN_
--------------

-Climbing ladders now has sound effects.
-Added some new subtle UI audio effects.
-Three more new groups of footstep sounds.
-Added a variety of new collision sounds when thrown objects hits walls etc.
-Landing from height while crouched will play the appropriate footstep/land sound you'd get when falling while standing.
-Movers will play the appropriate footstep sounds as opposed to defaulting to concrete sounds.
-Additional location-specific audio ambience.
-Hitting corpses with melee weapons will play the appropriate body hit sound as opposed to the sound of hitting the floor underneath them.
-Security Bots no longer play scanning sound when idle.
-Security Bots play their unused critical damage sound if health is less than 20%.
-Restored two unused music tracks.
-Various new weapon sounds.
-Cloak up/down sound effect no longer conflicts with footstep sounds.
-Gunther's movement sounds now sounds different to the bot's.
-Various other miscellaneous tweaking and additions.


_AUGMENTATIONS_
---------------


###Microfibral Muscle###

-Drains bioenergy when power-throwing objects.
-Improved physics
-General Polish


###Vision Enhancement###

-Full Screen display
-Now amplifies light.
-Improved graphical effects.


###Targeting###

-Now displays the player's current accuracy in percentage.
-The Target Augmentation's scanning text has now been moved to the location of the target window so as to not distract the player.


###Cloak and Radar Transparency###

-New visual effects each.
-Player can see themselves turn invisible in mirrors.

###EUAS###

-Light level HUD readout now represents how visible the player is more accurately.


###SpyDrone###

-The spy drone now bounces off of level geometry upon collision, rather than losing all velocity.
-The spy drone now requires 3 bioenergy points to detonate.
-Reduced Drone size by 25%.
-Removed v8.0 cloaking effect.


###Combat Speed###

-Independent from combat strength.
-Influences melee speed and weapon swap speed only.


###Combat Strength###

-Now independent from the combat speed augmentation.
-Same aug as in vanilla.


###Environmental Resistence###

-Can be upgraded into an AUTOMATIC augmentation.
-Description now displays defense values in percent (%).
-Reduced screen flash when protected by the aug.
-Altered values.


###Ballistic Protection###

-Reduced screen flash when protected by the aug.


###Energy Shield###

-New Visual shielding effect is present at any upgrade level.
-Reduced screen flash when protected by the aug.

###Speed Enhancement###

-Crouch-walking with speed enhancement enabled now produces slightly louder footsteps.


###Aqualung###

-Can be upgraded into an AUTOMATIC augmentation.
-Regenerates stamina at a faster rate.


###Energy Transference###

-New Passive augmentation that transfers bioenergy and stamina from hostiles upon death or KO by melee weapon.
-Stealth kills grant more energy and stamina.


_MISCELLANEOUS_
---------------

-Receiving ammo during conversations now displays how much ammo you were given.
-The stamina system is now optional.
-Frobbing a weapon while your inventory is full will unload the weapon of its ammo.
-stamina now regenerates when crouched (if idle), among other stamina system improvements.
-Approximately 15 new interactive objects.
-There is now a displayed name distinction between quicksaves and autosaves.
-The conditions for picking up carryable objects are more lenient (less "no room to lift that").
-On hardcore mode breath/stamina meter is not automatically refilled when entering water.
-Default control scheme is partially customized to meet modern standards.
-Updated tutorial.
-The hunger system is now exclusive to Hardcore Mode.
-If the player runs/jumps/falls into glass at high velocities the glass will break and the player will go right through it.
-Tied a number of new headbob and camera interpolation effects added in GMDXv8.0 to the vanilla headbob option for those that suffer with motion sickness.
-Pressing the "Secondary Weapon" key while your secondary weapon is in your hand equipped (as if a primary weapon), you will attack with said weapon.
-Added some new config options, including the ability to decline the game's hundreds of combat knifes when looting.
-The MJ12 Attack force that "converges in on your position" in the final visit to Hell's Kitchen can now lose track of the player. Once they do, they will
patrol the streets extensively looking for you.
-Minor refinements to the first person death perspective.
-The keyboard/mouse binding options now display which augmentation is bound to what key.
-In addition to the above, many of the game's scripted events have been updated and polished in a faithful manner.
-After inputting the correct passcode the Keypad window is automatically closed in half the time it was vanilla.
-Log object is now flammable.
-Hard difficulty mode is restored.

_SKILLS/PERKS_
--------------

-The Tech Goggles now amplifies light, aiding you see in darkness.
-The Tech Goggles comes with Infra-Red Amp (highlights NPCs) by default.
-Leaning speed now scales with the stealth skill on a per level basis.
-Four new perks.
-Further improvements to the armor system.
-Lockpick and multitool "strength" values are set back closer to vanilla, except on hardcore mode.
-Thermoptic camo only enables you to pass through laser alarms undetected if you have the "Tech Specialist" perk.
-The "Nimble" perk now makes climbing ladders silent, in addition to mantling.
-The 'Neat Hack' perk grants +50% credits, as opposed to +20%.


_BUG FIXES_
-----------

-Vanilla Bugfix: stacked items left in the armory upon capture by UNATCO are no longer duplicated when frobbed.
-Vanilla Bugfix: fixed the item duplication bug where items are dropped at the feet of NPC vendors when your inventory is full.
-Vanilla Bugfix: ensured an end-game scenario cannot be met at the Hong Kong Helibase event if Jock misses his shot at blowing up the door.
-Vanilla Bugfix: finally got that darn new game inventory bug.
-Vanilla Bugfix: Stephanie Maxwell will converse with you even if the conversation between her and the MJ12 troop does not trigger.
-Vanilla Bugfix: fixed a rare game breaking bug wherein the dragon heads would not talk to you at the temple.
-Vanilla Bugfix: fixed the speed enhancement super jump exploit.
-Vanilla Bugfix: The mechanic that sells you items on the UNATCO Escape mission no longer gets you stuck in an infinite conversation loop if you attempt to buy all his wares.
-Vanilla Bugfix: you can now successfully throw objects while running forward (originally you'd run into the object as it is thrown, causing it to drop
straight to the floor).
-Vanilla Bugfix: Projectile-based weapon accuracy now matches the current crosshair representation closely.
-Vanilla Bugfix: Fixed an edge case game breaking bug where sometimes Page would not spawn in the holoprojecter at vandenburg.
-Vanilla Bugfix: the assault gun's fire sound plays per bullet rather than playing a five round burst sound regardless of # of shots fired.
-Vanilla Bugfix: Weapons dropped to the floor by NPCs give ammo, as opposed to none.
-Vanilla Bugfix: When burnt to destruction, fire goes out as the object is destroyed, rather than 1 second before.
-Vanilla Bugfix: fixed a moderately rare bug where Paul refused to converse with the player in the Hotel after having sent the NSF signal.
-Vanilla Bugfix: shooting unconscious NPCs, throwing them in water and so on kills them.
-Vanilla Bugfix: saving while crouched, then loading that save game doesn't force you to the standing position.
-Vanilla Bugfix: when picking up objects under rare circumstances you are no longer forced to drop it.
-Vanilla Bugfix: carried/throwable objects will no longer magically disappear from your hands when climbing ladders and under other rare circumstances.
-Vanilla Bugfix: Added a successful (this time) fix to the amount of ammo Kaplan and Carter give you.
-Vanilla Bugfix: Starting a new game after completing the training with items you found on the final test will no longer start you with those items.
-Vanilla Bugfix: frobbing ATMs with 'interact' bound to a key no longer causes the key's character to be input to the ATM account.
-The "do not place" test box bug when interacting with corpses if you have the the interaction auto holster option enabled is now fixed.
-Fixed an ai cooldown issue affecting a bot activated via an alarm being triggered in the dockyard map.
-Fixed a BSP error on the Brooklyn Bridge Station map.
-fixed a rare issue where pawns with the pistol would not immediately turn to face the target before shooting.
-JoJo now finds a path to the Rentons, and the UNATCO ambush event happens without error.
-The "Short Fuse" and "Combat Medic's Bag" perks now actually work properly.
-The advanced security bot with cloaking now deactivates it upon returning to patrol (just like the humans with cloaking do post-GMDXv6.0), and can also be destroyed by the plasma rifle without error.
-Fixed a bug leading to medbots and repairbots not recharging after two uses on lower difficulty modes.
-Fixed occasional crashing when quickloading upon death.
-Pepper spray and other gasses no longer trigger laser alarms, same as in vanilla.
-Fixed a pathfinding error on the batterypark_02 map.
-Cameras on higher difficulties that have tagged the player do not go into stasis until they've forgotten the player's existence.
-Fragments no longer spawn splash effects when hitting water for performance reasons.
-The "Death Perspective" option no longer causes occasional crashing if set to First Person.
-Throwing Knives assigned as a Secondary Weapon no longer can be thrown underwater.
-Tear gas doesn't produce splashing effects when entering water.
-Fixed bug where right clicking inventory icons while dragging another caused the dragged item to disappear.
-Fixed a minor visual inconsistency on the Skills UI screen.
-The New Dark Age ending works without using the glitch.
-The 'Neat Hack' perk applies to credits frobbed from corpses.
-Max Chen appears at the bar for drinks, and stays at the bar rather than returning to his desk.
-Ensured the player cannot set all custom color theme colors black, as this will result in a broken menu.
-Used a superior method of playing a sound effect when a body hits the floor after being thrown.
-Amended a couple typos.
-Fixed a subtle visual anomaly with MJ12 Elite troops' helmets.
-You no longer "auto-mantle" at the top of ladders if you press the jump key while on the ladder at any point.
-Made some additional performance optimizations.


_BALANCING & DIFFICULTY ADJUSTMENT_
----------------------------------

-Reduced Synthetic heart energy drain considerably and halved the light aug's drain.
-Grenades are inaccurate on hardcore mode unless you have the respective skill.
-There was already more ammo available on the lower difficulty modes. Now even more is available.
-Further additional handicap tweaks for lower difficulty modes.
-You now cannot assign any melee weapon as a secondary weapon without the "inventive" perk.
-Reduced the damage of the starting melee weapons.
-Altered stamina drain values.
-Toned down the ranges at which AI hear you smacking things (like crates) with melee weapons.
-TNT crates are set back to their unstable, extremely dangerous former self.
-Reduced the health of the minature spiderbot variant.
-The Gep Gun's Lock-on timer is longer on hardcore mode.
-The MJ12 ambush in Area51 now detects if the player has been ghosting/non-lethaling, and if so this ambush event does not happen.
-Minicrossbow steel dart damage reduced by 4.
-WP rocket damage more finely balanced.
-Prod default clip size increased to 3.
-Drowning damage now scales based on difficulty level.
-Biocells are half as effective at recharging suits and armors.
-Taser darts incapacitate enemies for half the duration the riot prod does.
-Cameras have slightly less health (to increase the effectiveness of AP 10mm ammo and sabot primarily).
-Mini crossbow darts hitting walls alerts guards at a more realistic range.
-Added a couple extra assault gun clips in the interest of ammo balancing.
-The large green metal shiiping crate can now be destroyed.
-Enemy assault rifle ammo drops range from 1-5 bullets, with additional odds in your favor of a good drop.
-Nerfed the damage of rubber bullets & thrown inventory items, and improved rubber bullet behaviour.
-Increased the plasma rifle's effectiveness VS bots.


_SCRAPPED CONTENT_
------------------

-Removed UMP, USP and Laser Rifle (to be available via optional add-on).
-Removed 20mm EMP grenades.
-NPCs are no longer scared or turn hostile when the player is running around with a crate of TNT.
-Removed "drops of blood on your shades" effect.
-Removed plasma rifle gibbing.
-NPC Head decapitation is disabled as was originally intended (because it's incomplete).
-Removed power-throwing of corpses
Last edited by Cybernetic pig on Sat Apr 01, 2017 1:29 pm, edited 1 time in total.
Made in China
MJ12
Posts: 466
Joined: Thu Apr 02, 2009 7:55 pm

Re: GMDXv9.0 Announced

Post by Made in China »

Tear gas doesn't produce splashing effects when entering water.
Why should it enter the water anyway? It's lighter than water and physically-speaking has a low velocity - shouldn't it treat water as walls?
Animals can now be knocked unconscious.
What a time to be alive!
Salk
UNATCO
Posts: 283
Joined: Mon Jan 07, 2008 6:24 am
Location: Sweden

Re: GMDXv9.0 Announced

Post by Salk »

A glorious change-log! =D>

I am particularly thrilled by the bug fixing and the AI improvements. Impressive. And to think today is the first of April I can't but fear this is all a big hoax. :lol:
-Enemies with blast radius-based weaponry may open fire even if the player is right in their face, if their health is critical. //consider removing this
In my opinion, this should be removed.
-Hitting the torso of the enemy now has a damage multiplier of 4. (vanilla = 2. GMDXv8.0 = 3). //consider setting back to 3
I think 3 is enough.
-Explosions ignore geometry at a radius of 20% the explosion's blast radius.
Can you elaborate about this change? Why would we want explosions to ignore geometry? If the player is behind a wall and the blast radius is within 20%, will he be damaged?

A suggestion for the website/readme: since GMDX makes several gameplay changes, it would be nice to have a page that clearly states what those changes (in particular augmentations) are, comparing Deus Ex and GMDX. Perhaps something for Defaultplayer001 to do?

Also, I would be glad to provide feedback as a Beta tester.

Cheers!
SkrillaX
NSF
Posts: 86
Joined: Sun Oct 02, 2016 4:43 am

Re: GMDXv9.0 Announced

Post by SkrillaX »

Could there be special lighting when the player switches his cloak on and off. Also enhanced lighting when a grenade explodes or something. Like LE_Shell or something. Also, shooting unconscious enemies could kill them, maybe?
Made in China
MJ12
Posts: 466
Joined: Thu Apr 02, 2009 7:55 pm

Re: GMDXv9.0 Announced

Post by Made in China »

Made some 1337 MSPaint mockups of proposed gas mechanics in water - them being in water should only ever be a transitory state, not to mention it doesn't really make sense as you're holding your breath underwater anyway. Contaminated water is another matter, though.
http://imgur.com/a/jw3GP

Seconding Salk on torso multiplier.
Suicide bomber enemies is touchy because it can be seen as a bug, although conceptually it might be interesting - it means the player can't manipulate every GEP Gun NPC by being really close to them.
Explosions should ignore geometry, because of blast waves - also, WP ammo is useless if used wherever there's a desk or a potted plant or something.
Cybernetic pig
Illuminati
Posts: 2284
Joined: Thu Mar 08, 2012 3:21 am

Re: GMDXv9.0 Announced

Post by Cybernetic pig »

Salk wrote:A glorious change-log! =D>
-Enemies with blast radius-based weaponry may open fire even if the player is right in their face, if their health is critical. //consider removing this
In my opinion, this should be removed.
-Hitting the torso of the enemy now has a damage multiplier of 4. (vanilla = 2. GMDXv8.0 = 3). //consider setting back to 3
I think 3 is enough.
I think I did remove those/set them back. Changelog needs updating considering it's still got some of my comments in it.
Can you elaborate about this change? Why would we want explosions to ignore geometry? If the player is behind a wall and the blast radius is within 20%, will he be damaged?
So the tiniest corner of geometry, or a thin piece of sheet metal or something like that doesn't provide 100% protection even when you're essentially right in the middle of the blast radius. It has a number of other nice results than just that, too.

As for tear gas in water: it was a vanilla thing. In v8.0 I added a group of new objects making splash effects when hitting water (like bullets and projectiles), and it included the cloud family (extends DeusExProjectile), so now I've excluded the cloud family.
The cloud family can still go underwater, just like vanilla. Maybe I'll change that.
Last edited by Cybernetic pig on Sat Apr 01, 2017 1:34 pm, edited 1 time in total.
Cybernetic pig
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Re: GMDXv9.0 Announced

Post by Cybernetic pig »

SkrillaX wrote:Could there be special lighting when the player switches his cloak on and off. Also enhanced lighting when a grenade explodes or something. Like LE_Shell or something. Also, shooting unconscious enemies could kill them, maybe?
First two are in v8.0 already, although they're something most won't notice. Third is in version 9.0.
medzernik
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Re: GMDXv9.0 Announced

Post by medzernik »

Cybernetic pig wrote:GMDX v9.0 Enters Public Beta. See: http://www.givemedeusex.com

* GMDX needs Veteran players and it needs newcomers.
* It needs a large pool of people with various hardware types, from toasters to high-end machines, as well as differing software.
* Easy difficulty players, hardcore players, and everything in between.
* English speaking players, French, and German. (Russian and Hungarian need further support for now).
* Combat, Stealth, non-lethal, hybrid...players of varying playstyles are needed.
* Most of all, I in particular want passionate players that expect the absolute best from their games, have a critical eye, and also a good understanding of the design principles Deus Ex was built upon.

GMDX is nearing half a decade into development now and its goals are mostly fulfilled: the greatest thinking man's shooter/sneaker/RPG hybrid on another level without losing sight of what made it so special to begin with. Invite yourself to beta testing and aid what fans have been calling the "definitive Deus Ex experience" achieve a state of perfection.

Count me in immidiately. I sent an e-mail: medzernik1@gmail.com.
SkrillaX
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Re: GMDXv9.0 Announced

Post by SkrillaX »

Possible Typhoon Aug in gmdx. I'll provide the icons. +o(
Also, I made a Nerve Gas Grenade. Think about adding it.It has more SFX than aesthetic, though. :?
I think you should add MJ12 Cyborgs *cough* 2027 *cough*.
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Bogie
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Re: GMDXv9.0 Announced

Post by Bogie »

SkrillaX wrote:*cough* 2027 *cough*
Your 2027 obsession is frightening me. :(
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