GMDX is an award-winning large-scale modification for the 2000 PC classic Deus Ex. GMDX addresses the many flaws of the game, polishes it to a very high standard, and adds new layers of depth that one would have hoped to see in a sequel. GMDX is executed with the strict parameter of staying true to the original design principles that define Deus Ex, and seeks to improve all aspects of design excluding the plot and soundtrack. The cumulative result thus far is said to be, and aims to be the "definitive Deus Ex experience".

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General Bug Reports (Games : Deus Ex : Mods : GMDX : Forum : Final Version : General Bug Reports) Locked
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Mar 27 2015 Anchor

There isn't a thread specifically for them so here they are.

I saw on the site you mentioned fixing the exploit when first entering the MJ12 lab where you drop all your items right as it lods. In fact, you did not. I pressed I the instant the lab loaded and I could drop anything my heart desired.

I'll report others as I find them.

Another major exploit found. In the MJ12 facility, if you talk to that first prisoner, he gives you a medkit. However, if you have 15 medkits already, he won't give you one and you're supposed to drop your gear. However, the exploit means he'll drop it at your feet, you can talk to him again, and he'll drop another one. Rinse and repeat for infinite medkits. I have 20 stacked up right now, I'll go for 100.

Wow, the MJ12 lab is rife with bugs.

1. The laser tripwires you added for the security system just before entering the Armory cannot be destroyed. Well, you can TNT them, and the prods that shoot the lasers will be gone, but the lasers themselves will still be there! You can deactivate the lasers using that control panel, but the lasers will still be visible. You can walk through them like they aren't there also, very odd bug.

(Addendum: You should remove those tripwires. They force the player to take only ONE path, and completely remove the original stealthy approach we might use. In fact, had I not used the item-drop glitch, I'm 99% certain that this section of the level would be IMPASSABLE. Too many super strong guards, not enough weaponry to take them down, and too few opportunities to sneak past and up into the upper levels. The tripwires mean you HAVE to go up top. Heck, the security panel for them doesn't even make sense. You have to go THROUGH the tripwires to deactivate them! Ludicrous!)

2. The goddamn security password for the door that exits the detention center is different. Did you REALLY have to change this? Worse, none of the datapads have the correct 3 digit code in them, so now my only choice is to waste 2-8 multitools (Depending on my level in Electronics) to get out and back in again. In my case, it's two to get out, two to get back in. I could also try guessing the three digits but THAT sounds like a major pain in the ass. Incidentally, had I not used the item drop glitch, I would have too few multitools to do this, so this section of the level would actually be impassable. Not to mention if I was untrained in Electronics as many people will be, this section of the level would be completely impossible.

3. Those three new bots that guard the Armory? Very annoying. You should have left those two Goliaths there, they were slow and jerky but very intimidating. These three new ones are VERY difficult to get past, in fact the only option I saw was to completely destroy them first, since they move so fast you basically have to be the Flash to run up to a panel, type in the code, race inside, kill the guy, and then hopefully close the door. Yeah, #BringBackGoliaths please.

Edited by: Klokinator

Mar 27 2015 Anchor

 :/ What is with the passive aggression?

1. Odd. I'll take a look.

"Heck, the security panel for them doesn't even make sense. You have to go THROUGH the tripwires to deactivate them! Ludicrous!)"

...I guess you missed the in-game description of the electronics skill, as well as the changelog that details that mutitools are now ranged?

2. A mistake. They happen. I don't exactly have an army of testers lining up at my doors, yet despite this the mod is relatively polished. Even with this mistake there are still three options of escape anyway.

3. You can sneak past them.

Edited by: |Totalitarian|

Mar 27 2015 Anchor

Also, maybe it's just me, but I think Miguel's task is broken. I usually have him follow me, stop, make him wait, follow me more after I clear out the next room, and then when we're at the final guard, I tell him to make a break for it, we rendezvous at the chopper, etc. However, the 'make a break for it' dialogue doesn't work, he doesn't race for the chopper anymore. It seems more or less random whether choosing this option makes him pseudo-follow you or stand perfectly still. Also in vanilla he doesn't give you skill points or anything like that, but it'd be cool if you tweaked it so that he could open a wall-safe in Manderley's room or something, maybe he could say he smuggled in a key of some sort. Manderley's safe would otherwise be inaccessible. It's be nice to have Miguel actually do something later on in the mission.

Someone wrote: ...I guess you missed the in-game description of the electronics skill, as well as the changelog that details that mutitools are now ranged?

Yeah, I actually missed that. That's actually a pretty badass feature.

2. A mistake. They happen. I don't exactly have an army of testers lining up at my doors, yet despite this the mod is relatively polished. Even with this mistake there are still three options of escape anyway.

Well, not really. If you have only one multitool and are untrained in Electronics, you can't actually get out of the room. How about you put in a grate in that section (Just to the right after you leave the immediate cell area would be a great spot) that lets you exit the room, maybe requiring some lockpicks? One should be fine.

 :/ What is with the passive aggression?

It's just how I type.

Oh, one other thing, the Pistol skill is the second most expensive skill in the game, but I don't feel it deserves to cost that much. Heavy weapons not only boosts gained ammo at Advanced, but also reduces the space they take up in the inventory at Master. Demolitions gives you lots of little perks, and Low-Tech weaponry gives you things like seeing darts fly through the air. Useful stuff, but all pistol and rifles do is increase your accuracy/reload time/damage. I think making Advanced pistols give you, say, 10-15% more ammo (same for rifle) would be a great addition, and maybe Master in Pistols can give every pistol a laser sight? Actually that sounds kinda dumb lol. I dunno but even though pistols/rifles have the mot weapons and are the most varied, I don't feel their skill point cost is justified compared to how amazing Heavy/Demolitions are.

Another thing... the Microfibrial Muscle aug is easily the most powerful aug in the game. Hands down. I can hurl anything at master level to kill my foes, ammunition is unneeded most of the time unless I'm getting swarmed by enemies, I can also lift heavy objects, and to boot it EVEN boosts my ability to carry heavy weaponry, run and jump at max level. The power throw is easily the most op thing though. I usually just toss TNT crates at bots, kill one enemy then use his corpse to kill another enemy, grab their corpse to kill another enemy, etc. And don't get me started on those massive indestrucible crates. Infinite use boomerangs, basically. Killed so many people in Hell's kitchen with one of those hahaha

If I were gonna balance the Microfibrial Muscle aug, I'd make it first not make heavy weapons essentially weightless at max (It makes sense but really it's just another benefit to the best aug in the game), and secondly I'd nerf the damage factor significantly at levels 1, 2, and 3 so that way you can't just kill or seriously maim everyone in the game with mini-crates. Even then, level 4 is so powerful that Combat Strength just can't compare, it's too weak. I'm really not sure how exactly to balance it, it's really just that good. If/When I do an LP, you'll see exactly why.

Edited by: Klokinator

Mar 29 2015 Anchor

Heavy weapons skill will cost a value comparable to pistols/Rifles next version.

Microfibral is great, but combat speed is exceptional also. Try it on your next playthrough, if you care for it.
Also microfibral muscle loses a notable amount of worth later in the game as enemies get stronger, whilst combat speed does not.

"Well, not really. If you have only one multitool and are untrained in Electronics, you can't actually get out of the room"

I said there was three options of escape. You think I'm making it up?

Edited by: |Totalitarian|

Mar 29 2015 Anchor

I've come to love your modification of the vision augs. I've used Targeting before, it's okay, but the other one that lets you see through walls? Now THAT is badass. Makes stealth way more viable.I usually just pop it on and off for a second to see if there's anyone in my way. I also like the passive/nonpassive versions of ballistic shielding. One protects you at most like 30-40% all the time, the other makes you almost invulnerable to bullets, but it costs energy and has to be toggled on. Pesonally I prefer passive augs, remembering to press the clunky F# buttons and then to disable them afterwards never sits well with me.

I'll be replaying my next playthrough using only heavy/demolitions and using no stealth at all, and I may even do a third playthrough using the stealthiest possible approach, including typing in keycodes ahead of time (Yay copy paste goals/notes!) and no fighting whatsoever. That should prove to be VERY challenging!

Mar 29 2015 Anchor

Eye augs are vanilla. The only thing I've done is add an activation sound for Vision. And in v8 I've updated targeting description to show the damage bonus you receive (also a vanilla feature). Seeing through walls is a vanilla feature.
Those two augs were balanced nicely for the most part so I've left them alone.

I hope you do do a LP. I'd get a kick out of watching you play (and dying repeatedly. Mwahahaha!). Plus you'd be able to express your thoughts as they come, I wont miss a thing.
Stealth would be preferable as the only LP's I've seen were from combat players (and not very good ones at that).

Jun 25 2015 Anchor

You need to add a button on the other side of the secret entrance in the sparring room of the Luminous Path compound - the one that leads to Tong as it can't be opened from the other side.

Jun 25 2015 Anchor

Yeah, as a circumvention to the vanilla bug where the door closes. Good idea.

Aug 9 2015 Anchor

Hey there, i'm the anon that had trouble with the nsf airfield. I get no errors. The game just freezes, although sounds still play, and I have to alt-tab out to close. I have tried approaching the airfield from every angle with the same result. I will try again using a different renderer and hopefully that will solve the problem.

Update: Switching to dx9 renderer seems to have solved it. Thanks for the help and keep up the good work, man.

Edited by: AmbroisePare

Aug 10 2015 Anchor

Thanks for the report. I would ask you to post your log immediately after it happens (since the log overwrites itself everytime) but you're probably happy to have the crash behind you.

Do report anything else you have trouble with at all, and feel free to post general feedback and make suggestions on this forum too.

Sep 9 2015 Anchor

Here is the content of my DeusEx.log:

Log: Log file open, 09/09/15 17:15:07
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 1100
Init: Compiled: Jan 29 2001 16:45:52
Init: Command line:
Init: Base directory: C:\Program Files (x86)\DeusEx\System\
Init: Character set: Unicode
Log: Bound to Window.dll
Log: Bound to Core.dll
Log: Bound to Engine.dll
Init: Object subsystem initialized
Log: Cd Path: E:\
Init: Computer: GOODPC
Init: User: GOOD
Init: Memory total: Phys=4194303K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2594.180457 MHz
Init: CPU Page size=4096, Processors=4
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Log: Bound to DeusEx.dll
Log: Bound to Extension.dll
Log: Bound to ConSys.dll
Log: Loading: Package DeusEx
Log: Loading: Package Core
Log: Loading: Package Engine
Log: Loading: Package Extension
Log: Loading: Package DeusExCharacters
Log: Loading: Package DeusExUI
Log: Loading: Package DeusExItems
Log: Loading: Package Effects
Log: Bound to Fire.dll
Log: Loading: Package Fire
Log: Loading: Package ConSys
Log: Loading: Package DeusExSounds
Log: Loading: Package DeusExDeco
Log: Loading: Package UBrowser
Log: Loading: Package UWindow
Log: Bound to IpDrv.dll
Log: Loading: Package IpDrv
Log: Bound to DeusExText.dll
Log: Loading: Package DeusExText
Log: Loading: Package Ambient
Log: Loading: Package MoverSFX
Log: Loading: Package IpServer
Log: Loading: Package MPCharacters
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 6 10 1
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Pilote d’affichage principal)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Log: Loading: Package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: entry.dx
Log: Loading: Package Entry
Log: Loading: Package Title_Music
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: DX.dx?Name=Player?Class=DeusEx.JCDentonMale
Log: Doing load, not loadgame
Log: Current mission number is -1, next is -1
Log: LoadMap: DX.dx?Name=Player?Class=DeusEx.JCDentonMale
Log: Loading: Package DX
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Render
Log: Garbage: objects: 33603->33602; refs: 372156
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level DX.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=DeusEx.JCDentonMale
ScriptLog: Base Mutator is DX.Mutator1
Init: Initialized moving brush tracker for Level DX.MyLevel
ScriptLog: Login: Player
Init: *** DEUS EX VERSION Mon Apr 9 14:35:36 2001 v1.112fm_F1 ***
Log: Bound to otpUIfix.dll
Log: Loading: Package otpUIfix
Log: otpUIfix >> Function hooking complete, DetourTransactionCommit returned code 0
Log: Possessed PlayerPawn: JCDentonMale DX.JCDentonMale0
ScriptLog: All inventory from Player is accepted
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3D10Drv.dll
Log: Initializing Direct3D 10 renderer.
Log: Initializing Direct3D.
Log: C:\Program Files (x86)\DeusEx\System\d3d10drv\firstpass.fx(11,10): warning X3582: texture access must have literal offset and multisample index, forcing loop to unroll

Log: Bound to Galaxy.dll
Init: Galaxy is using DirectSound
Init: Galaxy initialized
DevAudio: Galaxy SetViewport: WindowsViewport0
Init: Game engine initialized
DevMusic: Load music: Music Title_Music.Title_Music
Log: Loading: Package DXFonts
Log: Assigning Last Button Window to MenuMain DX.JCDentonMale0.otpRootWindow0.MenuMain0
Log: Assigning Last Button Window to MenuUIMenuButtonWindow DX.JCDentonMale0.otpRootWindow0.MenuMain0.MenuUIClientWindow0.MenuUIMenuButtonWindow2
Log: Tried to remove lastbuttonwindow descendant. MenuUIMenuButtonWindow DX.JCDentonMale0.otpRootWindow0.MenuMain0.MenuUIClientWindow0.MenuUIMenuButtonWindow2
Log: URL: Adding default option Name=Player
Log: URL: Adding default option Class=DeusEx.JCDentonMale
Log: Browse: Index.dx?loadgame=-1?Name=Player?Class=DeusEx.JCDentonMale
Log: Doing loadgame, not load
Log: Loading: Package saveInfo
Log: Unloading: Package DX
Log: URL: Adding default option Name=Player
Log: URL: Adding default option Class=DeusEx.JCDentonMale
Log: LoadMap: ..\Save\Current\04_NYC_Hotel.dxs?load?loadonly?loadgame?Name=Player?Class=DeusEx.JCDentonMale
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Loading: Package 04_NYC_Hotel
Log: Loading: Package NewYorkCity
Log: Loading: Package CoreTexDetail
Log: Loading: Package CoreTexMetal
Log: Loading: Package UNATCO
Log: Loading: Package CoreTexWood
Warning: Echec au chargement de 'HDTPCharacters': Ne peut trouver le fichier pour package 'HDTPCharacters'
Warning: Echec au chargement de '..\Save\Current\04_NYC_Hotel.dxs': Ne peut trouver le fichier pour package 'HDTPCharacters'
Warning: Echec de chargement de 'Level None.MyLevel': Ne peut trouver le fichier pour package 'HDTPCharacters'
Log: Assigning Last Button Window to MenuUIClientWindow DX.JCDentonMale0.otpRootWindow0.MenuMain1.MenuUIClientWindow2
Log: Assigning Last Button Window to MenuUIMenuButtonWindow DX.JCDentonMale0.otpRootWindow0.MenuMain1.MenuUIClientWindow2.MenuUIMenuButtonWindow10
Log: Assigning Last Button Window to MenuUIMenuButtonWindow DX.JCDentonMale0.otpRootWindow0.MenuSelectDifficulty0.MenuUIClientWindow3.MenuUIMenuButtonWindow23
Log: Assigning Last Button Window to TextWindow DX.JCDentonMale0.otpRootWindow0.MenuScreenNewGame0.MenuUIClientWindow4.MenuUISkillInfoWindow0.TextWindow5
Log: Assigning Last Button Window to MenuUIActionButtonWindow DX.JCDentonMale0.otpRootWindow0.MenuScreenNewGame0.MenuUIActionButtonBarWindow1.MenuUIActionButtonWindow4
Log: Tried to remove lastbuttonwindow descendant. MenuUIActionButtonWindow DX.JCDentonMale0.otpRootWindow0.MenuScreenNewGame0.MenuUIActionButtonBarWindow1.MenuUIActionButtonWindow4
Log: Export travel for: Player
Log: Browse: 00_Intro?Name=Player?Class=DeusEx.JCDentonMale
Log: Doing load, not loadgame
Log: Current mission number is -2, next is 0
Log: Attempting to get player
Log: LoadMap: 00_Intro?Name=Player?Class=DeusEx.JCDentonMale
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Loading: Package 00_Intro
Log: Loading: Package Catacombs
Log: Loading: Package Paris
Log: Loading: Package Airfield
Log: Loading: Package area51textures
Log: Loading: Package CoreTexMisc
Log: Loading: Package CoreTexGlass
Log: Loading: Package CoreTexStone
Log: Loading: Package FreeClinic
Log: Loading: Package NYCBar
Log: Loading: Package CoreTexEarth
Log: Loading: Package HK_MJ12Lab
Log: Loading: Package Rocket
Log: Loading: Package CoreTexCeramic
Log: Loading: Package MJ12_lab
Log: Loading: Package CoreTexTiles
Log: Loading: Package CoreTexSky
Log: Loading: Package BatteryPark
Log: Loading: Package CoreTexWallObj
Log: Loading: Package Intro_Music
Init: Shut down moving brush tracker for Level DX.MyLevel
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package DXFonts
Log: Unloading: Package saveInfo
Log: Garbage: objects: 36893->36659; refs: 498602
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level 00_Intro.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=DeusEx.JCDentonMale
ScriptLog: Base Mutator is 00_Intro.Mutator2
ScriptLog: DeusExLevelInfo - Spawned new mission script 'DeusEx.MissionIntro'
Log: Loading: Package DeusExConText
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Login: Player
Log: Possessed PlayerPawn: JCDentonMale 00_Intro.JCDentonMale1
ScriptLog: All inventory from Player is accepted
Init: Initialized moving brush tracker for Level 00_Intro.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
DevMusic: Unregister music: Music Title_Music.Title_Music
DevMusic: Load music: Music Intro_Music.Intro_Music
ScriptLog: **** InitStateMachine() - 00_Intro.JCDentonMale1 started mission state machine for INTRO
Log: Loading: Package DeusExConAudioIntro
Log: Assigning Last Button Window to Window 00_Intro.JCDentonMale1.otpRootWindow0.ConWindowActive0.Window29
Log: Tried to remove lastbuttonwindow descendant. Window 00_Intro.JCDentonMale1.otpRootWindow0.ConWindowActive0.Window29
Log: Unloading: Package 00_Intro
Log: Export travel for: Player
Log: Browse: 01_NYC_UNATCOIsland?Name=Player?Class=DeusEx.JCDentonMale
Log: Doing load, not loadgame
Log: Current mission number is 98, next is 1
Log: Attempting to get player
Log: LoadMap: 01_NYC_UNATCOIsland?Name=Player?Class=DeusEx.JCDentonMale
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Loading: Package 01_NYC_UNATCOIsland
Log: Loading: Package Mobile_Camp
Log: Loading: Package Constructor
Log: Loading: Package CoreTexBrick
Log: Loading: Package Supertanker
Log: Loading: Package OceanLab
Log: Loading: Package CoreTexConcrete
Log: Loading: Package V_Com_Center
Log: Loading: Package CoreTexFoliage
Log: Loading: Package CoreTexTextile
Log: Loading: Package LibertyIsland_Music
Init: Shut down moving brush tracker for Level 00_Intro.MyLevel
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package DeusExConText
Log: Unloading: Package CoreTexTiles
Log: Unloading: Package FreeClinic
Log: Unloading: Package Paris
Log: Unloading: Package HK_MJ12Lab
Log: Unloading: Package Airfield
Log: Unloading: Package CoreTexEarth
Log: Unloading: Package MJ12_lab
Log: Unloading: Package Intro_Music
Log: Unloading: Package CoreTexCeramic
Log: Unloading: Package area51textures
DevMusic: Unregister music: Music Intro_Music.Intro_Music
Log: Unloading: Package DeusExConAudioIntro
Log: Garbage: objects: 40477->37973; refs: 629858
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level 01_NYC_UNATCOIsland.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=DeusEx.JCDentonMale
ScriptLog: Base Mutator is 01_NYC_UNATCOIsland.Mutator3
Log: Loading: Package DeusExConText
ScriptLog: DeusExLevelInfo - Spawned new mission script 'DeusEx.Mission01'
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Login: Player
Log: Possessed PlayerPawn: JCDentonMale 01_NYC_UNATCOIsland.JCDentonMale2
ScriptLog: All inventory from Player is accepted
Init: Initialized moving brush tracker for Level 01_NYC_UNATCOIsland.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
DevMusic: Load music: Music LibertyIsland_Music.LibertyIsland_Music
ScriptLog: **** InitStateMachine() - 01_NYC_UNATCOIsland.JCDentonMale2 started mission state machine for 01_NYC_UNATCOISLAND
Log: Loading: Package DXFonts
Log: Assigning Last Button Window to MenuUIMenuButtonWindow 01_NYC_UNATCOIsland.JCDentonMale2.otpRootWindow0.MenuMain2.MenuUIClientWindow5.MenuUIMenuButtonWindow34
Log: Assigning Last Button Window to MenuUIActionButtonWindow 01_NYC_UNATCOIsland.JCDentonMale2.otpRootWindow0.MenuUIMessageBoxWindow0.MenuUIActionButtonBarWindow2.MenuUIActionButtonWindow9
Log: Tried to remove lastbuttonwindow descendant. MenuUIActionButtonWindow 01_NYC_UNATCOIsland.JCDentonMale2.otpRootWindow0.MenuUIMessageBoxWindow0.MenuUIActionButtonBarWindow2.MenuUIActionButtonWindow9
Log: appRequestExit(0)
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Window.dll
Log: Unbound to Core.dll
Log: Unbound to Engine.dll
Log: Unbound to DeusEx.dll
Log: Unbound to Extension.dll
Log: Unbound to ConSys.dll
Log: Unloading: Package DeusEx
Log: Unloading: Package Core
Log: Unloading: Package Engine
Log: Unloading: Package Extension
Log: Unloading: Package DeusExCharacters
Log: Unloading: Package DeusExUI
Log: Unloading: Package DeusExItems
Log: Unloading: Package Effects
Log: Unbound to Fire.dll
Log: Unloading: Package Fire
Log: Unloading: Package ConSys
Log: Unloading: Package DeusExSounds
Log: Unloading: Package DeusExDeco
Log: Unloading: Package UBrowser
Log: Unloading: Package UWindow
Log: Unbound to IpDrv.dll
Log: Unloading: Package IpDrv
Log: Unbound to DeusExText.dll
Log: Unloading: Package DeusExText
Log: Unloading: Package Ambient
Log: Unloading: Package MoverSFX
Log: Unloading: Package IpServer
Log: Unloading: Package MPCharacters
Exit: Game engine shut down
Log: Unbound to WinDrv.dll
Log: DirectDraw End Mode
Log: DirectDraw RestoreDisplayMode: DDERR_NOEXCLUSIVEMODE
Log: Flushing cache
Exit: DirectDraw released
Exit: Windows client shut down
Log: Unbound to Render.dll
Exit: Lighting subsystem shut down
Exit: Rendering shut down
Log: Unloading: Package Entry
Log: Unloading: Package Title_Music
Init: Shut down moving brush tracker for Level 01_NYC_UNATCOIsland.MyLevel
Log: Direct3D 10 renderer exiting.
Log: Uninit.
Log: Bye.
Log: Unbound to otpUIfix.dll
Log: Unloading: Package otpUIfix
Log: Unbound to D3D10Drv.dll
Log: Unbound to Galaxy.dll
DevAudio: Galaxy SetViewport: NULL
DevMusic: Unregister music: Music LibertyIsland_Music.LibertyIsland_Music
Exit: Galaxy shut down
Log: Unloading: Package CoreTexGlass
Log: Unloading: Package CoreTexMetal
Log: Unloading: Package CoreTexStone
Log: Unloading: Package Rocket
Log: Unloading: Package BatteryPark
Log: Unloading: Package CoreTexWood
Log: Unloading: Package NewYorkCity
Log: Unloading: Package UNATCO
Log: Unloading: Package Catacombs
Log: Unloading: Package CoreTexWallObj
Log: Unloading: Package CoreTexMisc
Log: Unloading: Package CoreTexDetail
Log: Unloading: Package CoreTexSky
Log: Unloading: Package NYCBar
Log: Unloading: Package Mobile_Camp
Log: Unloading: Package Constructor
Log: Unloading: Package 01_NYC_UNATCOIsland
Log: Unloading: Package CoreTexBrick
Log: Unloading: Package Supertanker
Log: Unloading: Package CoreTexFoliage
Log: Unloading: Package CoreTexTextile
Log: Unloading: Package OceanLab
Log: Unloading: Package CoreTexConcrete
Log: Unloading: Package V_Com_Center
Log: Unloading: Package DeusExConText
Log: Unloading: Package LibertyIsland_Music
Log: Unloading: Package DXFonts
Log: Garbage: objects: 48351->0; refs: 629858
Exit: Object subsystem successfully closed.
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Memory Allocation Status
Uninitialized: Curr Memory 3.528M / 2.121M
Uninitialized: Peak Memory 255.183M / 255.758M
Uninitialized: Allocs 156 Current / 783906 Total
Uninitialized: Log file closed, 09/09/15 17:15:50



Sep 9 2015 Anchor

Unfortunately you have loaded up the game since the crash happened, so the details are not there. The log file is re-written every time you load the game. Sorry but if the crash is reproducible (which I am assuming it is) can you load up the game, get to the point where it crashes, then repost the log before loading the game again.

Sep 9 2015 Anchor

After the crash:

Log: Log file open, 09/09/15 17:24:08
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 1100
Init: Compiled: Jan 29 2001 16:45:52
Init: Command line:
Init: Base directory: C:\Program Files (x86)\DeusEx\System\
Init: Character set: Unicode
Log: Bound to Window.dll
Log: Bound to Core.dll
Log: Bound to Engine.dll
Init: Object subsystem initialized
Log: Cd Path: E:\
Init: Computer: GOODPC
Init: User: GOOD
Init: Memory total: Phys=4194303K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2594.157655 MHz
Init: CPU Page size=4096, Processors=4
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Log: Bound to DeusEx.dll
Log: Bound to Extension.dll
Log: Bound to ConSys.dll
Log: Loading: Package DeusEx
Log: Loading: Package Core
Log: Loading: Package Engine
Log: Loading: Package Extension
Log: Loading: Package DeusExCharacters
Log: Loading: Package DeusExUI
Log: Loading: Package DeusExItems
Log: Loading: Package Effects
Log: Bound to Fire.dll
Log: Loading: Package Fire
Log: Loading: Package ConSys
Log: Loading: Package DeusExSounds
Log: Loading: Package DeusExDeco
Log: Loading: Package UBrowser
Log: Loading: Package UWindow
Log: Bound to IpDrv.dll
Log: Loading: Package IpDrv
Log: Bound to DeusExText.dll
Log: Loading: Package DeusExText
Log: Loading: Package Ambient
Log: Loading: Package MoverSFX
Log: Loading: Package IpServer
Log: Loading: Package MPCharacters
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 6 10 1
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Pilote d’affichage principal)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Log: Loading: Package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: entry.dx
Log: Loading: Package Entry
Log: Loading: Package Title_Music
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: DX.dx?Name=Player?Class=DeusEx.JCDentonMale
Log: Doing load, not loadgame
Log: Current mission number is -1, next is -1
Log: LoadMap: DX.dx?Name=Player?Class=DeusEx.JCDentonMale
Log: Loading: Package DX
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Render
Log: Garbage: objects: 33603->33602; refs: 372156
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level DX.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=DeusEx.JCDentonMale
ScriptLog: Base Mutator is DX.Mutator1
Init: Initialized moving brush tracker for Level DX.MyLevel
ScriptLog: Login: Player
Init: *** DEUS EX VERSION Mon Apr 9 14:35:36 2001 v1.112fm_F1 ***
Log: Bound to otpUIfix.dll
Log: Loading: Package otpUIfix
Log: otpUIfix >> Function hooking complete, DetourTransactionCommit returned code 0
Log: Possessed PlayerPawn: JCDentonMale DX.JCDentonMale0
ScriptLog: All inventory from Player is accepted
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3D10Drv.dll
Log: Initializing Direct3D 10 renderer.
Log: Initializing Direct3D.
Log: C:\Program Files (x86)\DeusEx\System\d3d10drv\firstpass.fx(11,10): warning X3582: texture access must have literal offset and multisample index, forcing loop to unroll

Log: Bound to Galaxy.dll
Init: Galaxy is using DirectSound
Init: Galaxy initialized
DevAudio: Galaxy SetViewport: WindowsViewport0
Init: Game engine initialized
DevMusic: Load music: Music Title_Music.Title_Music
Log: Loading: Package DXFonts
Log: Assigning Last Button Window to MenuMain DX.JCDentonMale0.otpRootWindow0.MenuMain0
Log: Assigning Last Button Window to MenuUIMenuButtonWindow DX.JCDentonMale0.otpRootWindow0.MenuMain0.MenuUIClientWindow0.MenuUIMenuButtonWindow0
Log: Assigning Last Button Window to MenuUIMenuButtonWindow DX.JCDentonMale0.otpRootWindow0.MenuSelectDifficulty0.MenuUIClientWindow1.MenuUIMenuButtonWindow13
Log: Assigning Last Button Window to MenuUIActionButtonWindow DX.JCDentonMale0.otpRootWindow0.MenuScreenNewGame0.MenuUIActionButtonBarWindow0.MenuUIActionButtonWindow1
Log: Tried to remove lastbuttonwindow descendant. MenuUIActionButtonWindow DX.JCDentonMale0.otpRootWindow0.MenuScreenNewGame0.MenuUIActionButtonBarWindow0.MenuUIActionButtonWindow1
Log: Export travel for: Player
Log: Browse: 00_Intro?Name=Player?Class=DeusEx.JCDentonMale
Log: Doing load, not loadgame
Log: Current mission number is -2, next is 0
Log: Attempting to get player
Log: Unloading: Package DX
Log: LoadMap: 00_Intro?Name=Player?Class=DeusEx.JCDentonMale
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Loading: Package 00_Intro
Log: Loading: Package CoreTexMetal
Log: Loading: Package CoreTexDetail
Log: Loading: Package Catacombs
Log: Loading: Package Paris
Log: Loading: Package UNATCO
Log: Loading: Package Airfield
Log: Loading: Package NewYorkCity
Log: Loading: Package area51textures
Log: Loading: Package CoreTexMisc
Log: Loading: Package CoreTexGlass
Log: Loading: Package CoreTexStone
Log: Loading: Package FreeClinic
Log: Loading: Package CoreTexWood
Log: Loading: Package NYCBar
Log: Loading: Package CoreTexEarth
Log: Loading: Package HK_MJ12Lab
Log: Loading: Package Rocket
Log: Loading: Package CoreTexCeramic
Log: Loading: Package MJ12_lab
Log: Loading: Package CoreTexTiles
Log: Loading: Package CoreTexSky
Log: Loading: Package BatteryPark
Log: Loading: Package CoreTexWallObj
Log: Loading: Package Intro_Music
Init: Shut down moving brush tracker for Level DX.MyLevel
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package DXFonts
Log: Garbage: objects: 36886->36659; refs: 498602
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level 00_Intro.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=DeusEx.JCDentonMale
ScriptLog: Base Mutator is 00_Intro.Mutator2
ScriptLog: DeusExLevelInfo - Spawned new mission script 'DeusEx.MissionIntro'
Log: Loading: Package DeusExConText
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Login: Player
Log: Possessed PlayerPawn: JCDentonMale 00_Intro.JCDentonMale1
ScriptLog: All inventory from Player is accepted
Init: Initialized moving brush tracker for Level 00_Intro.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
DevMusic: Unregister music: Music Title_Music.Title_Music
DevMusic: Load music: Music Intro_Music.Intro_Music
ScriptLog: **** InitStateMachine() - 00_Intro.JCDentonMale1 started mission state machine for INTRO
Log: Loading: Package DeusExConAudioIntro
Log: Unloading: Package 00_Intro
Log: Export travel for: Player
Log: Browse: 01_NYC_UNATCOIsland?Name=Player?Class=DeusEx.JCDentonMale
Log: Doing load, not loadgame
Log: Current mission number is 98, next is 1
Log: Attempting to get player
Log: LoadMap: 01_NYC_UNATCOIsland?Name=Player?Class=DeusEx.JCDentonMale
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Loading: Package 01_NYC_UNATCOIsland
Log: Loading: Package Mobile_Camp
Log: Loading: Package Constructor
Log: Loading: Package CoreTexBrick
Log: Loading: Package Supertanker
Log: Loading: Package OceanLab
Log: Loading: Package CoreTexConcrete
Log: Loading: Package V_Com_Center
Log: Loading: Package CoreTexFoliage
Log: Loading: Package CoreTexTextile
Log: Loading: Package LibertyIsland_Music
Init: Shut down moving brush tracker for Level 00_Intro.MyLevel
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package DeusExConText
Log: Unloading: Package Paris
Log: Unloading: Package CoreTexTiles
Log: Unloading: Package HK_MJ12Lab
Log: Unloading: Package CoreTexCeramic
Log: Unloading: Package Airfield
Log: Unloading: Package Intro_Music
Log: Unloading: Package MJ12_lab
Log: Unloading: Package CoreTexEarth
Log: Unloading: Package FreeClinic
Log: Unloading: Package area51textures
DevMusic: Unregister music: Music Intro_Music.Intro_Music
Log: Unloading: Package DeusExConAudioIntro
Log: Garbage: objects: 40477->37973; refs: 629858
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level 01_NYC_UNATCOIsland.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=DeusEx.JCDentonMale
ScriptLog: Base Mutator is 01_NYC_UNATCOIsland.Mutator3
Log: Loading: Package DeusExConText
ScriptLog: DeusExLevelInfo - Spawned new mission script 'DeusEx.Mission01'
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Login: Player
Log: Possessed PlayerPawn: JCDentonMale 01_NYC_UNATCOIsland.JCDentonMale2
ScriptLog: All inventory from Player is accepted
Init: Initialized moving brush tracker for Level 01_NYC_UNATCOIsland.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
DevMusic: Load music: Music LibertyIsland_Music.LibertyIsland_Music
ScriptLog: **** InitStateMachine() - 01_NYC_UNATCOIsland.JCDentonMale2 started mission state machine for 01_NYC_UNATCOISLAND
Log: Loading: Package DXFonts
Log: Assigning Last Button Window to MenuUIMenuButtonWindow 01_NYC_UNATCOIsland.JCDentonMale2.otpRootWindow0.MenuMain1.MenuUIClientWindow3.MenuUIMenuButtonWindow24
Log: Assigning Last Button Window to MenuUIActionButtonWindow 01_NYC_UNATCOIsland.JCDentonMale2.otpRootWindow0.MenuUIMessageBoxWindow0.MenuUIActionButtonBarWindow1.MenuUIActionButtonWindow6
Log: Tried to remove lastbuttonwindow descendant. MenuUIActionButtonWindow 01_NYC_UNATCOIsland.JCDentonMale2.otpRootWindow0.MenuUIMessageBoxWindow0.MenuUIActionButtonBarWindow1.MenuUIActionButtonWindow6
Log: appRequestExit(0)
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Window.dll
Log: Unbound to Core.dll
Log: Unbound to Engine.dll
Log: Unbound to DeusEx.dll
Log: Unbound to Extension.dll
Log: Unbound to ConSys.dll
Log: Unloading: Package DeusEx
Log: Unloading: Package Core
Log: Unloading: Package Engine
Log: Unloading: Package Extension
Log: Unloading: Package DeusExCharacters
Log: Unloading: Package DeusExUI
Log: Unloading: Package DeusExItems
Log: Unloading: Package Effects
Log: Unbound to Fire.dll
Log: Unloading: Package Fire
Log: Unloading: Package ConSys
Log: Unloading: Package DeusExSounds
Log: Unloading: Package DeusExDeco
Log: Unloading: Package UBrowser
Log: Unloading: Package UWindow
Log: Unbound to IpDrv.dll
Log: Unloading: Package IpDrv
Log: Unbound to DeusExText.dll
Log: Unloading: Package DeusExText
Log: Unloading: Package Ambient
Log: Unloading: Package MoverSFX
Log: Unloading: Package IpServer
Log: Unloading: Package MPCharacters
Exit: Game engine shut down
Log: Unbound to WinDrv.dll
Log: DirectDraw End Mode
Log: DirectDraw RestoreDisplayMode: DDERR_NOEXCLUSIVEMODE
Log: Flushing cache
Exit: DirectDraw released
Exit: Windows client shut down
Log: Unbound to Render.dll
Exit: Lighting subsystem shut down
Exit: Rendering shut down
Log: Unloading: Package Entry
Log: Unloading: Package Title_Music
Init: Shut down moving brush tracker for Level 01_NYC_UNATCOIsland.MyLevel
Log: Direct3D 10 renderer exiting.
Log: Uninit.
Log: Bye.
Log: Unbound to otpUIfix.dll
Log: Unloading: Package otpUIfix
Log: Unbound to D3D10Drv.dll
Log: Unbound to Galaxy.dll
DevAudio: Galaxy SetViewport: NULL
DevMusic: Unregister music: Music LibertyIsland_Music.LibertyIsland_Music
Exit: Galaxy shut down
Log: Unloading: Package CoreTexWallObj
Log: Unloading: Package CoreTexWood
Log: Unloading: Package CoreTexMisc
Log: Unloading: Package CoreTexStone
Log: Unloading: Package CoreTexDetail
Log: Unloading: Package CoreTexMetal
Log: Unloading: Package CoreTexSky
Log: Unloading: Package Rocket
Log: Unloading: Package NYCBar
Log: Unloading: Package CoreTexGlass
Log: Unloading: Package NewYorkCity
Log: Unloading: Package UNATCO
Log: Unloading: Package BatteryPark
Log: Unloading: Package Catacombs
Log: Unloading: Package DeusExConText
Log: Unloading: Package 01_NYC_UNATCOIsland
Log: Unloading: Package Mobile_Camp
Log: Unloading: Package Constructor
Log: Unloading: Package CoreTexBrick
Log: Unloading: Package Supertanker
Log: Unloading: Package OceanLab
Log: Unloading: Package CoreTexConcrete
Log: Unloading: Package V_Com_Center
Log: Unloading: Package CoreTexFoliage
Log: Unloading: Package CoreTexTextile
Log: Unloading: Package LibertyIsland_Music
Log: Unloading: Package DXFonts
Log: Garbage: objects: 48200->0; refs: 629858
Exit: Object subsystem successfully closed.
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Memory Allocation Status
Uninitialized: Curr Memory 3.526M / 2.059M
Uninitialized: Peak Memory 255.356M / 255.945M
Uninitialized: Allocs 154 Current / 729454 Total
Uninitialized: Log file closed, 09/09/15 17:24:37

Sep 9 2015 Anchor

It looks like you ran out of memory. Try changing renderer (found in "configure" before launching the game) to DX9 or OpenGL for this particular event.

Sep 10 2015 Anchor

I tried on DX10 (Because i was on DX9 already) and OpenGL. It did the same :/.

What do you mean by "running out of memory"?

Sep 10 2015 Anchor

Uninitialized: Curr Memory 3.526M / 2.059M

Looks like you went over your limit, but perhaps not.

Well, this is strange. This is the first time such a problem has been reported.

At what point does it crash, after the helicopter cutscene and into the loading of the next map?
What operating system are you using (win7, linux etc)?
Would you be willing to try again if I send you an alternate version of the Hong Kong map? Link: Mediafire.com

Edited by: |Totalitarian|

Sep 10 2015 Anchor

Into the loading of the next map, right after the helicopter cutscene.

I'm using windows 7

I'll try with your hong kong


Just try your new file and it's still the same unfortunately :/.

Sep 10 2015 Anchor

Alright, can you send me the contents of your save folder? Documents\DeusEx\GMDX\Save. Thanks for your patience.

That neither Hong Kong map works indicates a problem with the save info or your hardware/software setup. The Hong Kong map I sent you was the vanilla map from the deus ex map patch, so that narrows it down. Did you place the map in DeusEx\GMDX\Maps before trying though? I forgot to mention that.

Edited by: |Totalitarian|

Sep 10 2015 Anchor

It's ok i'm the one who need help.

Here is the link for my savefiles: Mega.nz

Sep 10 2015 Anchor

I just tried. The closest save I could find was UNATCO MJ12 lab after you raided the armory. It loaded the Hong Kong map fine, so that
should rule out the save info. I see from the save location that you are playing in French, perhaps that could be where the problem stems?

What mods are you using? What version of DX (GOTY, Steam, GOG etc)?

Edited by: |Totalitarian|

Sep 10 2015 Anchor

Yes i'm playing in french. I'm using Gmdx (of course), New vision and a french patch (for french subtitles). My Deus ex is the CD version.

Sep 10 2015 Anchor

Send me a save right before you board the helicopter and I'll send you it back off the helicopter in Hong Kong.

Sep 10 2015 Anchor

Next to the helicopter: Mega.nz

Sep 10 2015 Anchor

Sorry, I also need to know which version of GMDX you are using. I assume it is v7?

Sep 11 2015 Anchor

Gmdx v7.0.

I wanted to know why you did you change Paul AI in the ton hotel's gunfight? He is not shooting anymore.

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