General Bug Reports
(Games : Deus Ex : Mods : GMDX : Forum : Final Version : General Bug Reports)
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Mar 27 2015
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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
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Mar 27 2015
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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|
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Mar 27 2015
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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
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Mar 29 2015
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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|
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Mar 29 2015
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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!
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Mar 29 2015
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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).
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Jun 25 2015
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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.
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Jun 25 2015
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Yeah, as a circumvention to the vanilla bug where the door closes. Good idea.
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Aug 9 2015
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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
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Aug 10 2015
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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.
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Sep 9 2015
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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
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Sep 9 2015
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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.
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Sep 9 2015
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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
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Sep 9 2015
Anchor
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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.
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Sep 10 2015
Anchor
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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"?
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Sep 10 2015
Anchor
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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|
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Sep 10 2015
Anchor
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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 :/.
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Sep 10 2015
Anchor
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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|
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Sep 10 2015
Anchor
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It's ok i'm the one who need help.
Here is the link for my savefiles: Mega.nz
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Sep 10 2015
Anchor
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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|
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Sep 10 2015
Anchor
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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.
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Sep 10 2015
Anchor
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Send me a save right before you board the helicopter and I'll send you it back off the helicopter in Hong Kong.
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Sep 10 2015
Anchor
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Sep 10 2015
Anchor
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Sorry, I also need to know which version of GMDX you are using. I assume it is v7?
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Sep 11 2015
Anchor
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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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