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2027 Deus Ex Port. 
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NSF

Joined: Wed Sep 28, 2011 10:48 pm
Posts: 99
Post 2027 Deus Ex Port.
The 2027 Port for Deus Ex is completed.

Needed Mods-
Shifter/Deus Ex Enhanced.
New Vision

Optional but Prefered-
HDTP Demo
DX9/DX10 Renderer


Deus Ex Enhanced- http://www.moddb.com/mods/deus-ex-enhanced

-All enemies have 2027 weapons. Also maps have them laying around as well. [I left shifter exclusives though]
-I did put Sabot/Dragon ammo on the shotguns.
-I added a new ammo. 30.06 Sabot Slugs for the sniper rifle.
-The Desert Eagle can use the 10mm Explosive rounds. It's unique because no other weapons can. The DE is specially made for magnum rounds.
-Enemy AI and enemy timeout times have been increased.


https://rapidshare.com/files/2781478742/2027Mod.rar

Directions:
-Rename your maps folder to Backup Maps or something.
-Just extract files into the Deus Ex Directory.

Everything should work fine at that point and enjoy.
Please PM me or post any problems/bugs.

I had permission from Ded and Clyzm. All models are creatins of respective authors.

Bug: Due to my play test info link portraits aren't showing up. I'm working on this. Im guess since I was working with new Vision on they didn't show up on my steam install. it was either missing the InfoPortrait.utx or just needed New Vision.

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Last edited by Captain_Destro on Thu Nov 03, 2011 5:53 am, edited 1 time in total.

Sun Oct 23, 2011 5:12 am
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NSF
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Joined: Tue Mar 22, 2011 3:31 pm
Posts: 51
Post Re: 2027 Vanilla Deus Ex Port.
Awesome! Thank you Destro. A new excuse to play DX once again. =D>


Mon Oct 24, 2011 6:46 am
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UNATCO

Joined: Tue Oct 12, 2010 10:35 pm
Posts: 160
Location: Acheron LV-426 Hadley's Hope
Post Re: 2027 Vanilla Deus Ex Port.
nice job captain. Does the weapons work like in 2027 or they use the annoying burst fire.


Thu Oct 27, 2011 9:35 am
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NSF

Joined: Wed Sep 28, 2011 10:48 pm
Posts: 99
Post Re: 2027 Vanilla Deus Ex Port.
I believe only the M16 has burst fire. Making weapons under the assault gun class isn't a problem as long as you edit the shot time. Also as long as the models don't have a longer animation for burst fire.


Thu Oct 27, 2011 4:47 pm
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NSF

Joined: Wed Sep 28, 2011 10:48 pm
Posts: 99
Post Re: 2027 Vanilla Deus Ex Port.
Was wondering if anyone tried this yet. Just want your guys opinions. Not so much on the weapons but the AI. My Modern Weapon project is going to have about the same AI if not better.


Wed Nov 02, 2011 5:43 pm
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UNATCO
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Joined: Sat Jul 10, 2010 10:06 am
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Post Re: 2027 Vanilla Deus Ex Port.
Whoa, just noticed this one. Yet I wonder how it can be "vanilla" if it requires the Shifter mod. >.> I'll give it a shot whenever I can!

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Wed Nov 02, 2011 10:01 pm
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Thug

Joined: Tue Nov 01, 2011 1:33 am
Posts: 10
Post Re: 2027 Vanilla Deus Ex Port.
the ai of 2027 solve
thing like this :
http://www.youtube.com/watch?v=LphOH3y1Bcw
and that glitch that you throw a knive on a npc then he says i heard somethig and ignore the sound of jc runnig on him


Wed Nov 02, 2011 11:40 pm
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Off Topic Productions
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Post Re: 2027 Vanilla Deus Ex Port.
betto212 wrote:
http://www.youtube.com/watch?v=LphOH3y1Bcw

Hahah nice. Wait, why is that a bug? He's cloaked... isn't that how it's supposed to work?

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Thu Nov 03, 2011 12:16 am
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Thug

Joined: Tue Nov 01, 2011 1:33 am
Posts: 10
Post Re: 2027 Vanilla Deus Ex Port.
damn you right , but would much more fun if you could be detect even invisible if are too near a npc. like crysis
if i remember correcly in the graveyard some mj12 have heat vision that take you if you are invisible

but about the throwing knive im sure that is a glitch


Thu Nov 03, 2011 12:45 am
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NSF

Joined: Wed Sep 28, 2011 10:48 pm
Posts: 99
Post Re: 2027 Deus Ex Port.
Wasn't throwing a dart/object near an enemy a legit tactic to sneak by them? Could of swore they told you to do that in training mode.


Thu Nov 03, 2011 1:32 pm
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Traditional Evil Scientist
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Joined: Mon Oct 17, 2005 10:03 am
Posts: 3768
Post Re: 2027 Deus Ex Port.
Can't watch the vid, coz at work, but:

Objects landing, and projectiles hitting walls both send AI events of 'loudnoise', generally over a fairly wide radius. Running also sends 'loudnoise', but that gets modulated by the surface you're running on (grass is quiet, metal is loud), and your speed (faster is louder).
Sadly the AI callback functions are all native, but I'd guess that it works by receiving a loudnoise, filtering it by score (based on whether it's a friendly noise or not, so allies don't make them go OMG WUT), and then if valid, calling 'handleloudnoise'. There's probably a timer on it, though (so it doesn't fire too often: fragments send loudnoise, so a large mover breaking would send off like 20 or 30 events), thus a guy in the process of reacting to a loudnoise from a throwing knife, whereby they enter state seeking: destination "where the fucking noise came from", would not be able to react to footstep noise for a few seconds.


Also, no MJ12 troops in the graveyard or otherwise have heat vision, at least in vanilla DX. NPC heat vision doesn't exist in vanilla DX.


Thu Nov 03, 2011 3:34 pm
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X-51
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Post Re: 2027 Deus Ex Port.
DDL wrote:
(based on whether it's a friendly noise or not, so allies don't make them go OMG WUT)
omg lol. Btw, you found a good job? What do you do?

On the subject of DeusEx AI, I love the concept of "SurprisePeriod". Anyone who goes into weapons training for a concealed weapons license knows that in realistic confrontational situations (i.e. me [in ur faces {jk}]), there is a hesitation factor similar to DX's surprise period that you have to plan ahead for.

I don't have a clue why, but Bethesda seems to have gotten rid of the surprise period in their most recent games. In Morrowind, there is something of a surprise period (a pause in music and behavior), but not so much because the NPC usually yells something like, "Die Fetcher!" the moment they become surprised.

In DX, though, they are either quiet or they say something like, "Is someone there?" or "umwohogho (shitting pants)", wait 2 seconds, and then flee or become hostile.

In Oblivion and Fallout 3, if you attack someone, they immediately grimace with incredible anger (no matter how under-matched they are), and say something cocky like, "What's the matter!? Afraid of the sight of your own blood?" It's so irritating. Hope Skyrim improves on that.

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Thu Nov 03, 2011 9:24 pm
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NSF
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Joined: Tue Mar 22, 2011 3:31 pm
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Post Re: 2027 Deus Ex Port.
is there a way to keep the New Vision coronas with this mod? It seems the mod replaces those with the ones in 2027.


Fri Nov 04, 2011 12:57 am
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Thug

Joined: Tue Nov 01, 2011 1:33 am
Posts: 10
Post Re: 2027 Deus Ex Port.
Neveos wrote:
DDL wrote:
(based on whether it's a friendly noise or not, so allies don't make them go OMG WUT)
omg lol. Btw, you found a good job? What do you do?

On the subject of DeusEx AI, I love the concept of "SurprisePeriod". Anyone who goes into weapons training for a concealed weapons license knows that in realistic confrontational situations (i.e. me [in ur faces {jk}]), there is a hesitation factor similar to DX's surprise period that you have to plan ahead for.

I don't have a clue why, but Bethesda seems to have gotten rid of the surprise period in their most recent games. In Morrowind, there is something of a surprise period (a pause in music and behavior), but not so much because the NPC usually yells something like, "Die Fetcher!" the moment they become surprised.

In DX, though, they are either quiet or they say something like, "Is someone there?" or "umwohogho (shitting pants)", wait 2 seconds, and then flee or become hostile.

In Oblivion and Fallout 3, if you attack someone, they immediately grimace with incredible anger (no matter how under-matched they are), and say something cocky like, "What's the matter!? Afraid of the sight of your own blood?" It's so irritating. Hope Skyrim improves on that.



would be better if the reaction were randomized 3 or 4 behaviors , but i suspect that would be too hard or impossible to do


Fri Nov 04, 2011 2:40 am
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Traditional Evil Scientist
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Joined: Mon Oct 17, 2005 10:03 am
Posts: 3768
Post Re: 2027 Deus Ex Port.
Wait, what?

Care to provide examples of 4 possible behaviours?

I mean, at the moment they (depending on their settings) either attack, run to an alarm unit and THEN attack, run to an alarm unit and then run away, or just run away.

And they do so in a pretty appropriate manner (i.e. MJ12 troops don't run away at the sight of you, scientists don't attack you). Plus if they're set to raise the alarm and there aren't any alarm units, they don't run around like headless chickens, they just jump straight to attacking.

All in all I thought it was pretty good, really.


Fri Nov 04, 2011 9:39 am
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