Intended! That's how it was in v8 and I prefer it; stamina just isn't important enough for stealth players if you get it back while crouching. Now finding times to stretch your legs and walk is important to conserve stamina for running/melee!
Intended! That's how it was in v8 and I prefer it; stamina just isn't important enough for stealth players if you get it back while crouching. Now finding times to stretch your legs and walk is important to conserve stamina for running/melee!
I've not been very active recently, but I do have an in-progress update that I intend to finish and release eventually.
It would require some modding of your own. I increased the damage threshold because I felt they were too prone to exploding in benign circumstances. I'd have to expose it to user config edits to make it an easy revert.
Next couple of weeks? Hmm. I have an internal dev version with a few tweaks if you want it, but I haven't had time to put out a real update. Beta 2.1 is pretty stable.
Check the Version RSD fork for active development.
Check your Nvidia driver, if you use their GPUs. Lagging in any of the D3D renderers in Deus Ex is a known issue for nvidia drivers above 442.74, which is the last known one to not cause it.
Reddit.com
Thanks for your support! I like unlockables too, though I tend to dislike NG+ carryover that lets you cheese replays. There are a few more things I could add to enhance replay value, though (for the time being, I recommend looking into the playthrough modifiers I've added to the character creation screen -- I may add more, let me know if you have any ideas).
Make sure you get the 2.1 hotfix too!
Yeah, GMDX added the extra fan room segment to Area 51. My only change was the making the fan speed controls functional with lowered gravity. I'll try to fix up that door and take a look at the lighting too.
I reduced the stack limit on cigarettes because you could get way too many early in the game, but I'll try to add some more pickups later on, maybe as NPC inventory. I can look at extending the withdrawal delay, but I definitely do want it to be something you have to deal with if you're constantly abusing drugs. I fully expect zyme users to suffer long-term for the beserk melee buff. The addiction meter will go down as you progress through the game, so if you are able to go cold turkey for a while you'll eventually be cured. Still, I'll try to tighten up the numbers so it's something that's satisfying to engage with in different ways.
Thanks for playing and providing feedback!
No changes to dialogue files. Only text strings for game info (item descriptions, etc.) have been altered.
Unreal Evolution already has a dedicated dodge key, with many other improvements to dodging as well. You can use the key and disable double click dodging in the menu so you don't do it accidentally.
Sorry, Deus Ex with DX11 is just not ready for primetime. Nothing I can do about it at the moment, it's way outside my area of expertise. Thanks for your comments, though.
Back to normal in what way? To its old overpowered status? Not possible.
I wanted to have dynamic ammo capacities for several reasons (they also scale with weapon skill), and I thought Energy Transference had problematic design so I saw an opportunity for it. I agree it's not the most exciting aug in the world, as much as I think it adds to build diversity. Microfibral Muscle is already rather overloaded with features as it is.
Hi there. I'll be working to polish it up over the next couple of months, as I won't be adding significant new features anymore (hopefully).
You can access Hardcore mode and the unlocked menus by going to your Documents\Deus Ex\GMDXvRSD\System\GMDXUser.ini file and setting bHardcoreUnlocked=True and bFirstTimeGMDX=False.
The Weapon Model Selection menu allows you to toggle between vanilla and HDTP weapon model assets, plus a few others. I may consider some more toggle options for HDTP crates and creatures in the future as well.
The menu in action: Vimeo.com
No need. You can use any standard unpacking utility (e.g. 7-zip) to open the archive and extract its contents manually. It's the same size a .zip archive would be, but you get both options.
Beta 2.1 hotfix here: Mega.nz
No need to start a new save game.
Thanks for playing!
Yeah, I could probably come up with something to make aug select use your frob key instead of your fire key. Probably needs to be a separate menu option, though.
Very interesting find on the laser dot texture. Probably something weird with skins. Do you know what kind of objects this happens on? I've never seen this before.
And yeah, that's a pretty funky decal or something. Will clean up.
Augmentation guide -- true, I'll have to fix that.
Auto reload -- Can't replicate. Auto reload works for me.
Decimal damage upgrade -- This one's just a bugged display in the tooltip, fixed in the next version.
Crossbow rate of fire -- technically, ROF mods decrease the time between shots, and your ROF is still increased. I'll address the tooltip.
This is because of what you reported earlier; enemies becoming hostile to the player as soon as they're attacked by a player-allied turret, as hostile enemies always see through cloak. I still haven't addressed this, but it's on my list. Preferably, they'd try to get out of the line of fire and search for the player.
Well this is funny. I thought I had *fixed* Run Silent giving diminishing fall protection as you upgraded it, but it turns out I had misinterpreted the perfectly functional code and implemented that myself. Whoops! Thanks for reporting that.
My Regen aug is switching off after healing damage. Can you give any tips to replication?
I might adjust the new projectile formula a bit. Right now all projectiles have the same 50% gravity multiplier as before (except 20mm HE, which now has 60% gravity), they just drop as soon as they're fired rather than after certain hidden ranges. I did a bunch of math modeling to determine what the gravity multipliers ought to be to keep the same max ranges as the old formula, but I never actually applied them. I'll stick in the optimized dart gravity (around 45%) so it's not so drastic a change.
Thanks, I'm glad you're enjoying it! I worked hard on this update. Will be hotfixing some issues soon.
Oh, I did forget about that -- any active buffs from using drugs or debuffs from withdrawal will be permanent, so hopefully you didn't save at those moments. To re-enable addiction mid-playthrough, press your "Say" key, delete Say, and enter 'set human bCheats Enabled true', and then enter 'set human bAddictionSystem true' (without quotes).
You're probably okay continuing where you left off. I can't absolutely guarantee there won't be issues, but I frequently test changes on old and new saves to make sure everything is stable. Have fun!
Yes, you can disable New Vision in the launcher's Data Directories. I believe you can also run New Vision 2.0 (the AI upscaled vanilla textures) as well. As you probably also know, you can also toggle HDTP weapon models at will -- I'll try to get other assets included later as well.
Beta 2.0 is live with a new standalone installer. There were some unforeseen bugs in the original upload, so please redownload if you grabbed the one before this message.
Sorry, I've been extremely busy over the last month, I'm getting back to modding now. There are four major parent classes for game objects in DX. Each of them has specialized code in GMDX to let you knock them around and break them.
DeusExDecoration.uc (child of Unreal Decoration.uc): All physics objects, like crates and chairs. Also includes security elements like cameras and turrets.
DeusExPickup.uc (child of Unreal Pickup.uc): All inventory item pickups except weapons and ammo
DeusExWeapon.uc (child of Unreal Weapon.uc): All weapons
DeusExAmmo.uc (child of Unreal Ammo.uc): All ammo
You'll want to search each of these parent classes for the TakeDamage() function and go from there. Generally, any child class that overrides this function will also do a Super.TakeDamage() call to its parent. Beware of hacks!
I think you're misunderstanding the feature. All damage was strictly rounded down before, which meant that you needed at least +33% damage boosts on the Assault Gun or shotguns to get any actual increase in DPS. Rounding up instead would just change the bands of required increases. This adds appropriate variance so all damage increases count correctly on average.
It's possible this is an engine limitation, but I doubt it. I'll check and see if it can be changed (without hampering performance too much).
RoSoDude
joined
This member has provided no bio about themself...