Search found 21 matches
- Sat May 28, 2016 10:22 am
- Forum: General Discussion
- Topic: The Mechanical Apartheid: Deus X-Men?
- Replies: 2
- Views: 9438
The Mechanical Apartheid: Deus X-Men?
Wow it's like they just lazily ripped off the entire "mutants vs normal people" concept from X-Men. https://www.youtube.com/watch?v=D7XCAgj0TtI There's also some controversy because they turned Alex Jones into an augmented terrorist. They seem to want to draw paral lels between current events (right...
- Thu Jun 25, 2015 3:05 am
- Forum: DXEditing
- Topic: First Person Conversations
- Replies: 3
- Views: 5206
Re: First Person Conversations
What about infolinks with conversation options? If you make it an infolink (text on top of screen instead of bottom) you could make the player and NPCs walk around or be in a firefight during the convo or do anything. You'd just have to add something that automatically ends the conversation if the p...
- Sat Feb 21, 2015 6:25 am
- Forum: DXEditing
- Topic: Disobedient Corona
- Replies: 7
- Views: 7933
Re: Disobedient Corona
It happens when a trigger (including teleporters) is blocking the view. Place triggers low for that reason.
- Thu Jan 15, 2015 11:39 pm
- Forum: DXEditing
- Topic: DXMP soccer mod
- Replies: 3
- Views: 6010
Re: Need help coding physics of a soccerball
Well, this thing has been released by now. For those wondering what it turned out like:
http://www.moddb.com/mods/soccer-mod
http://www.moddb.com/mods/soccer-mod
- Thu Sep 18, 2014 2:27 am
- Forum: DXEditing
- Topic: Deus Ex-based skeleton with NPC animations?
- Replies: 12
- Views: 12563
Re: Deus Ex-based skeleton with NPC animations?
But... but... where are the ragdoll physics? (just kidding of course, I know that would be hella work)Cybernetic pig wrote:HDTP improves a number of animations, though unfortunately too few. 2027 had some great ones too, though it's a TC.
- Tue Sep 16, 2014 1:33 am
- Forum: DXEditing
- Topic: Deus Ex-based skeleton with NPC animations?
- Replies: 12
- Views: 12563
Re: Deus Ex-based skeleton with NPC animations?
If you will be the one to make the first "DX with animations" mod I will paypal you ten Heinekens.
- Wed Jun 04, 2014 7:45 am
- Forum: DXEditing
- Topic: DXMP soccer mod
- Replies: 3
- Views: 6010
Re: Need help coding physics of a soccerball
Hey, thanks for the help! We've used some of your suggestions in the new code, unfortunately we've run into new problems now. WCCC is looking into it atm, if he can't figure it out I'll post again. For now we're only testing in SP btw, it's not a MP issue.
- Sat May 31, 2014 4:10 am
- Forum: DXEditing
- Topic: DXMP soccer mod
- Replies: 3
- Views: 6010
DXMP soccer mod
EDIT: The soccer mod has been released. For those wondering what it turned out like: http://www.moddb.com/mods/soccer-mod Old post: Me and WCCC are working on a soccer mod for DXMP. We're having a problem with the soccerball code. When the ball is about to stop bouncing it starts shaking like mad fo...
- Tue Sep 03, 2013 10:15 am
- Forum: DXEditing
- Topic: Deranged still looking for a coder
- Replies: 11
- Views: 11592
Re: Deranged still looking for a coder
Currently we have about 17 new weapon models that need to get animations and be imported. Some are high poly (around 1500). We're looking for somebody who can reduce the number of polys and who can make the new animations and import it all successfully. We are looking for people who want to make ski...
- Mon Jul 29, 2013 6:45 pm
- Forum: DXEditing
- Topic: Deranged still looking for a coder
- Replies: 11
- Views: 11592
Re: Deranged still looking for a coder
Making a custom exe in a nutshell: right click deusex.exe, copy rename copy to mymod.exe copy deusex.ini and user.ini rename them to mymod.ini and mymoduser.ini make changes to mymod.ini to load your packages and gameinfo, console and paths make changes to mymoduser.ini to use your playerclass and ...
- Mon Jul 29, 2013 11:55 am
- Forum: DXEditing
- Topic: Deranged still looking for a coder
- Replies: 11
- Views: 11592
Re: Deranged still looking for a coder
You don't build a new .exe when creating a mod. Just copy one of the enhanced .exe's out there and rename it to whatever you'd like. Then make sure to create .int files (with another file extension), so your mod contains all the appropriate strings. You'll need one that is called DeusEx.whatever an...
- Fri Jul 26, 2013 9:31 pm
- Forum: DXEditing
- Topic: Deranged still looking for a coder
- Replies: 11
- Views: 11592
Re: Deranged still looking for a coder
Because I'm the mapbuilder and storywriter and the scripts we need are just for spawning NPC's and other stuff. There have been (and are still) several others involved in this project. For some things we've got small missionscripts already but we're all still in the learning process so we could real...
- Fri Jul 26, 2013 4:07 pm
- Forum: DXEditing
- Topic: Deranged still looking for a coder
- Replies: 11
- Views: 11592
Deranged still looking for a coder
Hi, can you code? Get in touch! We received various offers for tasks and I'd like to thank everybody who sent us emails and supported us. But despite having made a lot of progress unfortunately we still don't have a coder. We need someone who's advanced at coding and missionscript. There's various t...
- Tue Feb 16, 2010 6:53 am
- Forum: General Discussion
- Topic: Deranged Demo v1.0 released (new DX mod!)
- Replies: 16
- Views: 11689
Re: Deranged Demo v1.0 released (new DX mod!)
@ Jonas yeah but they're ordered to run a certain path now. So if I changed it to an attack order they'd only run so far, I'd have to add different triggers again to make them run properly and it would all become very complicated. I'd like to be able to make the AI respond quicker in general, using ...
- Mon Feb 15, 2010 5:45 pm
- Forum: General Discussion
- Topic: Deranged Demo v1.0 released (new DX mod!)
- Replies: 16
- Views: 11689
Re: Deranged Demo v1.0 released (new DX mod!)
@ Hassat Hunter I mean DX in general. When enemies spot someone (including the player) they always pause for a second before engaging in action. I think this is coded but if there's a property to make them respond quicker I'd like to know it. @ DDL I set bTickVisibleOnly to false and this seemed to ...