Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati
Posted: Mon Jan 13, 2014 7:41 pm
yeah I will do
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This has already been resolved and will be featured in the next release. Yeah they were easily exploitable because of that.Scourge wrote:Besides upgraded reaction/turning/fov/hearing range, there's something about Deus Ex's AI that has been bugging me for a long time.
If you have a minicrossbow or a throwable item, you can use it to make an npc turn and stare in the direction the projectile or thrownitem lands when they hear it make a noise. They stay stuck in this state for several seconds, long enough for you to run up and KO them from behind - This also allows multiple quick knockouts without any resistance if you can situate several enemies just right.
All melee weapons make striking noise except the baton and the prod. It's a gameplay over realism thing. The silence is those weapon's true advantage. Without it things would be frustrating for non-lethal players, since enemies are often grouped together and non-lethal-only players have the least amount of options/tools and the highest level of difficulty of all playstyles as a result.Same goes for if my buddies are getting knocked out: I hear a "thwack" behind me, I'm also going to turn around, quickly.
This is one I will strongly consider. They will need dialogue though...Which reminds me - Why do enemies react to dead bodies, but not to unconscious comrades? This makes absolutely zero sense; did Frank the NSF terrorist suddenly decide to fall asleep at his post, flat on his stomach? This ties a bit into my next point:
This would be insanely difficult to pull off convincingly, we would want new AI behaviour such as new barks/dialogue, searching the area, and communicating and acting as a team. It would significantly improve the game, but it's a project in itself.The reaction times, senses, and spin speed of previously alerted enemies should also be greatly heightened for several minutes after you alert them with a sound or a visual. This holds especially true if someone's been knocked out or killed - enemies should be on hyper-alert if they've noticed. This gives you much bigger incentive to hide bodies after you KO or kill someone. (Body recognition from a distance may also be a very good idea.)
Hmm. Bit of a controversial one. Realistic, forces the player to be more careful, but could be a pain in the backside. I like it.Other minor points: Sounds that you make from drawing or using items, not just weapons or dropping items, should also alert enemies. If I pull out a crinkly bag of soy food or a candy bar or munch it or burp on a soda, that's a sound that's going to draw the attention of extra-alert enemies.
Hmm, simpler coordination than I'd like, but worth doing. Again though they'd need dialogue to match to make it truly convincing. Will consider looking into the chain reaction investigation suggestion, of up to 3 pawns at once, with a bit of random wandering or something, not sure.To end the lecture, coordinate enemies. If they can see a pal running off to investigate something (not just fighting), they should follow. If one ally has one FOV covered, try to make the other ally check in the opposite direction. Enemies are very easy to single out and pick off in Deus Ex.
Yeah, the blackjack is a good idea from Shifter. Will consider implementing something like it.PS: Good ideas from shifter - The blackjack
This penalizes playstyles, discourages creative play/ways to deal with enemies. Deus Ex's vanilla xp rewards system is perfection; exploration and objectives only.- XP/-XP for killing/KOing badguys/goodguys, with distance or stealth bonuses
GMDX completely rebalances the individual skills, which were far from perfect. All skills are viable now, including swimming. Also adds a stealth skill (next release).- Change swimming to athletics, decreasing movement noise, increasing speed on land, water, and on ladders
Kick Aug. Refer to the previous page. Stealth skill may enable pickpocketing of keys also, not sure yet.Zireael wrote:I like the Stealth skill and some of the changes. What is the new aug?
Can you elaborate on this? Friendly NPCs?Scourge wrote:Are NPCs alerted when you walk by with a crate of TNT?
Goddamnit. I've had that for aaages. I really should just release the shit I've made before you replicate all my ideas.Cybernetic pig wrote:Update:
Laser guided (think Half-life, attach and toggle laser mod)
Hmm, I don't remember saying such a thing, but I'll take your word for it.DDL wrote:Are you? I thought you said you didn't need it anymore?
Code: Select all
simulated function Projectile ProjectileFire(class<projectile> ProjClass, float ProjSpeed, bool bWarn)
{
local Vector Start, X, Y, Z;
local ThrownProjectile proj;
local float mult, tempacc;
local float volume, radius;
local int i, numProj;
local Pawn aPawn;
// AugCombat increases our speed (distance) if hand to hand
mult = 1.0;
if (bHandToHand && (DeusExPlayer(Owner) != None))
{
mult = DeusExPlayer(Owner).AugmentationSystem.GetAugLevelValue(class'AugCombat');
if (mult == -1.0)
mult = 1.0;
ProjSpeed *= mult;
//and now reset it because augcombat shouldn't fucking affect BOMBS
mult = 1.0;
}
// skill also affects our damage
// GetWeaponSkill returns 0.0 to -0.7 (max skill/aug)
mult += -2.0 * GetWeaponSkill();
// make noise if we are not silenced
if (!bHasSilencer && !bHandToHand)
{
GetAIVolume(volume, radius);
Owner.AISendEvent('WeaponFire', EAITYPE_Audio, volume, radius);
Owner.AISendEvent('LoudNoise', EAITYPE_Audio, volume, radius);
if (!Owner.IsA('PlayerPawn'))
Owner.AISendEvent('Distress', EAITYPE_Audio, volume, radius);
}
// should we shoot multiple projectiles in a spread?
if (AreaOfEffect == AOE_Cone)
numProj = 3;
else
numProj = 1;
GetAxes(Pawn(owner).ViewRotation,X,Y,Z);
Start = ComputeProjectileStart(X, Y, Z);
if(playerpawn(owner) != none)
tempacc = currentaccuracy * 10;
else
tempacc = currentaccuracy; //NPCs are bad enough as is
for (i=0; i<numProj; i++)
{
// If we have multiple slugs, then lower our accuracy a bit after the first slug so the slugs DON'T all go to the same place
if ((i > 0) && (Level.NetMode != NM_Standalone))
if (currentAccuracy < MinProjSpreadAcc)
currentAccuracy = MinProjSpreadAcc;
AdjustedAim = pawn(owner).AdjustAim(ProjSpeed, Start, AimError, True, bWarn);
AdjustedAim.Yaw += tempacc * (Rand(1024) - 512);
AdjustedAim.Pitch += tempacc * (Rand(1024) - 512);
proj = ThrownProjectile(Spawn(ProjClass, Owner,, Start, AdjustedAim));
if (proj != None)
{
//testing skill-based velocity randomiser
proj.Speed *= 1 - (tempacc*frand()*0.05); //so standing also helps
proj.MaxSpeed = proj.speed;
// AugCombat increases our damage as well
proj.Damage *= mult;
// send the targetting information to the projectile
if (bCanTrack && (LockTarget != None) && (LockMode == LOCK_Locked))
{
proj.Target = LockTarget;
proj.bTracking = True;
}
}
}
return proj;
}
Yes. Thank you very much.DDL wrote: This code should go in your actual weapon classes (LAM/EMP/Nanovirus etc) rather than in deusexweapon, since I assume you still want accuracy and damage for throwing knives and shit to remain unaltered?