Deus Ex: Human Renovation (fan patch/mod)

A refuge for those migrating from the fallen DXEditing.com and a place for general discussion relating to Deus Ex editing (coding, mapping, etc).
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G-Flex
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by G-Flex »

PlausibleSarge wrote:IIRC, the games AI can still see you in dark as its based on just LoS rather than LoS + Light Levels [citation needed]. The Thievery Mutator adds in the light levels to the visbility system, as well as adding a light-gem ala the Thief games.
Lighting does matter in Deus Ex, just not a hell of a lot. Judging by that post you linked to, all the Thievery Mutator does is add a light gem, as opposed to changing the visibility system. The MediaFile link is dead, so I can't check out myself anyway.
Deus Ex: Unreal Revolution also contains a download link. You should download it, its a very good mod, aswell as making you more able to see these animations.
It looks pretty funny, so I might look into it someday, but I don't think it would have any bearing on my own mod.
nerdenstein
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by nerdenstein »

As far as I can tell, the Thievery mutator doea change the system slightly; I recall the player going partially invisible when the mutator detects a low lighting level.
I posted it on Moddb awhile back but Androids stock browser is a pain in the arse...

EDIT: http://www.moddb.com/mods/deus-ex-fan-missions
On here if you're interested in looking.
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DDL
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by DDL »

Thing is, player translucency has no effect on AI detection (simply there for visual effect), so presumably they did some monkeying around with AI too.

EDIT: nope, just had a look. What they did was actually pretty simple: remember that optional float visibility bit I mentioned before (the one that acts as a flat modifier to all subsequent output of AICansee)? Well normally all that does is use a value derived from CalculatePlayerVisbility(), which is a check for cloak/radartrans (depending on who's asking) and/or adaptivearmor, in which case it returns 0, otherwise, 1.

They just added a constant lightlevel calculation (based on summed light effects of all actors around the player..ish) and used it to generate a float value 'vis' for the player that (in absence of cloak etc) would make CalculatePlayerVisbility() return numbers lower than 1, or if sufficiently dark ('vis' below 0.05), return zero.

It's...hacky, and for a lot of functions that just check for non-zero final numbers, it would only work when very dark, which a bCheckVis=true setting would do anyway, a lot of the time.

Still, clever idea.
Last edited by DDL on Tue Sep 27, 2011 2:45 pm, edited 1 time in total.
G-Flex
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by G-Flex »

It's looking that way... but I've never worked with mutators before. How would you go about extracting the source from the .u file for it?
DDL
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by DDL »

G-flex: just load it up into unreal ed and hit export. Or use wotgreal.

Or just wander through the .u in notepad: .u files keep the original classes in readable form (presumably so you can decompile it easily), they're just hidden amongst fucktons of random gibberish.
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by Marcelo »

G-Flex wrote:I'd rather keep this stuff as-is. I'd rather have chargeable items stay in the inventory, and I especially wouldn't like it to be auto-activated... seems too brainless for my taste.

Regarding stairs, I just don't see the need for a stairs animation, especially if it requires you to actually click on the stairs. Walking suffices!
It's a matter of opinion. I find the going up and down the stairs in DX a hassle. I find myself falling unnecessarily because of bad control.
G-Flex wrote:You do know that the entire point of Unreal Revolution is to mock those kinds of mechanics in Human Revolution, right? It's all very tongue-in-cheek, and in my opinion doesn't really belong in Deus Ex... certainly not in a (relatively) minimalistic mod like this.

But just to humor the concept, there's no reason for takedown animations in Deus Ex. Sneak-attacks (well, attacking from behind, technically) already do more damage, and the damage depends on location as well. It's a whole lot more fluid, in my opinion, for the mechanics already in place to suit their function well than to add a "sneak kill this dude right now" button that automagically does the work for you.

Yes, I understand the mod was a joke but he made the mod a week before the release of the game. So it was based mostly in looking at youtube videos rather than in-game feel. He didn't experienced the game firsthand to make a concrete conclusion of the mechanics. If I had to chose the vanilla or the option in this mod for the stairs mechanic, I'll go with the one in the mod. It's a matter of how the game feels. And HR is a very good game. To me, DX 1 is superior in art direction (by small margin), Storyline and some game elements. I agree the take-down animation is not a necessary option but having more than one option is always good.


G-Flex wrote:I tried Hardcore once, and I honestly found it ridiculous. The second I threw the DTS and it pinged around a room like a stubborn popcorn kernel, I ceased being able to take it at all seriously. Hilarious, though.
Yes I agree some elements in Hardcore are ridiculous but the AI in the Vanilla is bland, stupid and ridiculous too. At least the AI in hardcore is more responsive than in vanilla. In vanilla, the AI is retarded. They can't see you even if you are right at their noses, plus they seem to be deaf too. In hardcore they can hear a gunshot through walls and from a very long distance. You can even shot from one side of the Liberty statue building, wait for all the AI to go outside and then run to the other entrance and get in with most of the AI outside looking for you. They also seem to analyze what weapon you have and if the weapon overpower theirs they run and hide from you. In vanilla the AI also starts running laterally in a same space in a very nonhuman way.

With this I'm not saying the AI in hardcore is perfect. I has many flaws too. but keeping in perspective they have twice as much enemies compared to the vanilla map. It would be interesting to see this same AI work interact in the original vanilla map composition. A combination with a similar AI and the convenience of hiding in shadows and sneaking behind them is ideal at least in my opinion. But not hiding in the shadows and just disappearing in front of them as a more natural AI will follow you even if you hide in the shadows, at least if they see you doing it.
G-Flex wrote:What's different about recoil in 2027? I've been tooling around with that myself. In my working version, higher recoil affects your accuracy as well, effectively reducing your standing-still bonus with each shot. I'm still not 100% sure I like it; I'll probably alter it a bit before release.
I'm not sure. But it feels different. Keep in mind I'm a new gamer so I might have a completely different perspective of how the game feels for me. That's why I mentioned those ideas might be too trivial since they ignite discussions about different points of view.
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by G-Flex »

I'm getting antsy about actually being able to release the new version, so out of boredom I made a version of the assault shotgun that shoots bullets in a heart-shaped pattern and is otherwise wacky and stupid (no, it won't be in the game). I probably should do something more productive instead.
Marcelo wrote:It's a matter of opinion. I find the going up and down the stairs in DX a hassle. I find myself falling unnecessarily because of bad control.
Bad control? I'm not sure what you mean. Walking up/down stairs in Deus Ex is exactly the same as an incline, or on flat ground. Why would you be falling off the edge of the stairs? Are you sure you aren't talking about ladders?
I agree the take-down animation is not a necessary option but having more than one option is always good.
I think the idea that anything is good as long as it's optional is... not quite true. Making something optional still takes time to develop, and still directs the flavor of the product and its quality. I would rather spend my time looking for other things to improve, rather than do something that I don't think would improve the game, or that doesn't suit it well. If this were a different sort of mod, then I would look into it, but since I don't see the issue with stairs to begin with, I can't say.
Yes I agree some elements in Hardcore are ridiculous but the AI in the Vanilla is bland, stupid and ridiculous too. At least the AI in hardcore is more responsive than in vanilla. In vanilla, the AI is retarded. They can't see you even if you are right at their noses, plus they seem to be deaf too. In hardcore they can hear a gunshot through walls and from a very long distance. You can even shot from one side of the Liberty statue building, wait for all the AI to go outside and then run to the other entrance and get in with most of the AI outside looking for you. They also seem to analyze what weapon you have and if the weapon overpower theirs they run and hide from you. In vanilla the AI also starts running laterally in a same space in a very nonhuman way.
Yeah, Deus Ex's AI leaves a lot to be desired. I'm not sure what I can do about that, though, or how much. Hearing/visual sensitivity and basic response time might be kind of trivial, though. If a problem is something like "the NPC doesn't do X for long enough//doesn't do it soon enough/does it for too long" or "the NPC's threshold for X is too low/high" then it can probably be improved just by changing a few numbers around. Changing how the behavior works is a lot trickier, and I'm kind of afraid to start touching that.
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by Marcelo »

Understood. At least if the AI is able to hear a gun shot from a fair distance and through walls, that would be a huge improvement. I also find strange that when I hack the turrets and they shoot the AI immediately seems to get my exact location even if they're not looking at me.
G-Flex
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by G-Flex »

New version is up!
+ HDTP compatibility added (from Shifter)
+ Enviro aug lowers drug timer duration (from Shifter)
+ Overlap bug doesn't work when cheats are off (from shifter)
+ Alarm panels/laser tripwires deactivated via EMP are deactivated for a time relative to damage (from Shifter)
+ Laser-type effects fade out near death when applicable (from Shifter)
+ Master computers skill lets you get free vending machine goods (from Shifter)
+ Compared to vanilla DX, Advanced computers skill lets you hack a little longer, and Master computers skill lets you hack for significantly longer
+ Athletics has lesser effect on jumping (default jump height is now same as vanilla DX)
+ Increase skill cost of Athletics to that of medicine/demolitions
+ Slightly nerf running/jumping bonuses from speed aug
+ Spy drone has much lower energy drain and moves 50% faster, but has significant (30 unit) energy drain on activation
+ Field of View angle is now automatically corrected based on aspect ratio, both for the normal view and for scope/binocular views
+ Standing bonus goes up a bit faster, and no longer goes down when reloading
+ EMP Shield passive and protects against electricity a bit (25% at level 3 then 50% at 4)
+ Fixed up angle calculations a bit for the laser and firing offsets so they're more accurate now
+ Modified the laser sight wander mechanism a bit (might still require tweaking)
Feedback is especially appreciated for the things in bold, as those are the things that are newest or that I'm least sure of.
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by nerdenstein »

That is so cool. I'll give it a try sometime.
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by G-Flex »

Note about the laser sight: At really bad accuracy, sometimes it'll wander outside the targeting reticle. Your first reaction to this might be that something's dreadfully wrong, as was mine, but it's really the fault of the reticle being restricted to a certain size. The game is pretty misleading that way; after a certain point, the reticle area stops growing even though your accuracy doesn't stop getting worse. This shouldn't be a problem, for the most part, but I might loosen that restriction a bit in further updates. So yeah, if you encounter that, the problem isn't the laser sight, it's the reticle itself, and not a problem I caused.

Of course, if the laser does other totally wacky things, like spiral off into oblivion or get stuck in the corner/middle or anything silly like that, then I want to know. :P


Edit: Released minor update v1.21. The spy drone now works properly when you're underwater, my speed increase to the drone has been reverted (it's unnecessary with the lower running cost), the hazmat suit now protects against all burning damage (not just flamethrowers and white phosphorous), and a couple minor changes to charged item interface behavior.
doog1114
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by doog1114 »

Hey. I am having FOV issues when I load up the game, and also when I actually start to play the game. I followed the install instructions very carefully, including the part about getting kentie's launcher. No problems there... but still no dice. I have no other mods, and I'm using the steam version so I'm sure it's up to date. To clarify those "FOV issues", I mean that the game looks zoomed in as soon as I start it. The Deus Ex logo itself gets cut off, and this follows into the actual gameplay.
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by Neveos »

I've been kinda wanting to include a fan-patched version of deus ex for my mod, but I don't want shifter because it looks like there's simply way too many things that look quirky rather than realistic. (Although, I'm particularly attracted to the nano-sword = 1 slot thing)

I read the OP, but not the whole thread, and I like what you've changed so far. So athletics replaces swimming, and influences jumping and movement speed?

How would I actually implement this into my mod, and would these act as alterations to the classes themselves. For instance, would I need to put down a special auto-shotgun for the altered sabot shot or is it simply a default feature of every sabot shot?

Do you also have some of TNM's aug logistics where you can use an identical aug canister to upgrade the aug, and is the energy-replicator-aug thing "constant" (automatic) as it is in TNM?

I dunno, I want to make core game-altering moves eventually, in fact I really want to have a Max-Payne/The Specialist-esque, bullet-time-dive-shoot dynamic aug eventually, but I'm no rush for this.
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G-Flex
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by G-Flex »

doog1114 wrote:Hey. I am having FOV issues when I load up the game, and also when I actually start to play the game. I followed the install instructions very carefully, including the part about getting kentie's launcher. No problems there... but still no dice. I have no other mods, and I'm using the steam version so I'm sure it's up to date. To clarify those "FOV issues", I mean that the game looks zoomed in as soon as I start it. The Deus Ex logo itself gets cut off, and this follows into the actual gameplay.
That's quite strange.

First off, are other aspects of the mod working properly? For instance, is "Swimming" called "Athletics" and does increasing it raise you jump/run speed a bit? If so, you almost certainly installed it right.

Are you running it in a window or fullscreen, and in what resolution?

Does changing the FOV in kentie's launcher change anything, or does the mod always appear to set it to the same thing?

There is a problem with the FOV not getting adjusted until after the title screen. However, it shouldn't persist into the game itself. You're sure that the problem persists even after you start a new game?


In a bit, I'll download the currently uploaded version of the mod and make sure that everything is working okay. I can't verify that it works fine with the Steam version, though, because I have the old retail CD.
Neveos wrote:I read the OP, but not the whole thread, and I like what you've changed so far. So athletics replaces swimming, and influences jumping and movement speed?
Yep! I'm still not 100% sure of the balance of it, especially when the speed aug is also involved, but it doesn't seem atrocious or problematic, at least.
How would I actually implement this into my mod, and would these act as alterations to the classes themselves. For instance, would I need to put down a special auto-shotgun for the altered sabot shot or is it simply a default feature of every sabot shot?
Like most gameplay mods, my mod alters the classes used by the actual game. It doesn't alter the maps at all. For example, if you alter how shotguns work, by editing their class script, all shotguns already placed in the game should comply just fine with that.

There's no real easy way to merge mods, as far as I know. What you'll probably want to do is download the source from my mod, then manually merge all your mod's changes into mine by copying and pasting between script files. I definitely wish there were an easier way, but for mods that affect gameplay mechanics so much, I don't think there is.
Do you also have some of TNM's aug logistics where you can use an identical aug canister to upgrade the aug, and is the energy-replicator-aug thing "constant" (automatic) as it is in TNM?
I haven't incorporated that upgrade mechanic, because I haven't really considered the balance ramifications of it. I might in the future, but I'm not sure.

By "energy-replicator-aug" do you mean the power recirculator? If so, yes, I copied over Shifter's change so that it always turns on when it would be beneficial and turns off when it wouldn't be. I even double-checked their math and did a little testing. Basically, you never have to touch the button for that aug, it'll always be used when useful and not used when not useful.

I might change some more augs in the future, as well. I've made Run Silent hopefully a bit more attractive now that you can't run so fast with the speed aug when crouched (and now that athletics provides another avenue for increasing your speed a little), and EMP Shield and Spy Drone function a bit differently as well. I fully admit that I have how to salvage Aqualung or the first level of the vision aug.
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Re: Deus Ex: Human Renovation (fan patch/mod)

Post by Neveos »

how do gameplay mods alter the original packages? Are they new and different packages which operate upon the core packages somehow hijack (amend) the old ones, and uninstalling the mod simply removes these different packages without affecting the core ones? Or are they they new core packages, in which I'd have to keep the old core packages somewhere outside of the system file in case I want to untinstall?
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