Numerous keyboard controls unresponsive

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bjorn98009_91
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Re: Numerous keyboard controls unresponsive

Post by bjorn98009_91 »

ggrotz wrote:
bjorn98009_91 wrote: And well it's possible to add variables to native classes one MUST do it at the end, but since it still creates a binary mismatch it's not really recommended. If you can move those variables to a non-native class that would be much better.
Modifying the native classes to add variables causes a size mismatch anyway, which really is not only not recommended, but a bad idea in general. Adding to the end doesn't displace the other variables in how it expects things, but if you end up with a bigger size class than a non-modified caller is expecting, you might be stomping on variables that exist AFTER the class if they're defined and causing problems.

So basically a big-no. Modifying a descendant class is always the right/better move as Bjorn states.
I should have rephrased that; if one necessarily has to add vars to a native class at the end would be the only way to not screw everything up, thus only potentially screwing stuff up. ^^
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Cybernetic pig
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Re: Numerous keyboard controls unresponsive

Post by Cybernetic pig »

native(720) final function PlayerPawn GetPlayerPawn();

What does this actually return, specifically? I'm assuming it just returns PlayerPawn as a class so you can access and/or reference check it, but a definitive answer would be great.

Edit: yes that is what it does as "native(720) final function PlayerPawn GetPlayerPawn();"
Last edited by Cybernetic pig on Fri Apr 10, 2015 5:42 pm, edited 2 times in total.
Cybernetic pig
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Re: Numerous keyboard controls unresponsive

Post by Cybernetic pig »

Edit: hmm.
Cybernetic pig
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Re: Numerous keyboard controls unresponsive

Post by Cybernetic pig »

Nothing to do with var declaration it seems. The full details I do not know, but I fixed this by giving the script var of the DeusExLevelInfo actor in that map "class'DeusEx.Mission12'". Basically I made it use Mission Script, but it begs the question of why did it not use mission script to begin with? I'm guessing because it didn't exactly need one as there isn't any scripting that goes down on that map, but the map is definitely just weird and I haven't a clue. I don't even know why assigning it that class fixed it, because I don't recall coding anything that related to mission script since the release of v7. Whatever.

Here's the changelog, and I don't see how any of it relates to MS:
AI:

-When killing the enemy with high-powered weaponry they are knocked back by the force.
-AI sometimes drop thier weapon when killed by a knockback shot.
-If chasing the player, dogs (Doberman only) bark a ton and alert enemies. Doberman also have a new sighting sound, new variation of attack sound and run & attack faster.
-Gave Simons a number of performance-related buffs.
-AI burn faster/dont run around on fire for too long.
-Slowed down the augmented mibs by 11%
-Improved various Karkian stats.
-All AI that use projectile weapons (rockets, Greasel spit, grenades etc) have an element of randomization to whether or not they will use target leading to predict your future position when moving. In short, when you are moving sometimes they will fire straight at your position, other times they will attempt to predict where you will be when firing their projectiles. This change makes thier attacks a little less predictable & abusable (before you could strafe left/right repeatedly to abuse the AI calculations).
-When using ranged attacks, Grays alternate between focused attacks and wide spread attacks. Gray also always fire directly at your postion, no target leading.
-Turrets rotate a little faster.
-Blowing up NPCs doesn't destroy their inventories (Credit: Yuki of Shifter).
-Increased the range at which AI can use the flamethrower.
-Gave some types of MiB 2052's answer to the Typhoon aug.
-Whilst AI death animation is playing there is no longer invisible collision that blocks bullets and enemy decision-making algorithms.

AI camping system improvements:

-Some campers no longer camp & instead advance on the player under certain conditions.
-All campers do not immediately forget about the player.

Effects & audio:

-Crossbow Dart effect can be seen when fired by enemies too, making them easier to dodge.
-Made plasma gibs glow and gave them a new texture.
-More explosion refinements.
-New sounds when in and floating on the surface of water.
-Improved the muzzle flash effects of both shotguns.
-The Sawed-off shotgun now ejects shell casings when you cock the pump, not immediately upon firing.
-Gave the Sawedoff shotgun new dry fire & normal fire sounds.
-gave the assault shotgun a new dry fire sfx.
-Added another metal landing sfx variant.
-Gave the assault gun a new firing sound
-Refined melee attack camera effects
-Added new camera effect for when landing into water from height.
-Made some minor tweaks to flamethrower effects.
-Thermoptic camo also provides visual cloaking effect.
-Altered drug/poison effects: FOV isn't lowered and held weapons do not disappear.
-New electro-shock effect when zapped by spiderbots. Only happens if shocked in the head.
-Spiderbots have a unique sound when damaged.
-Improved EMP grenade explosion effects.
-Various new effects when shooting Bots with different ammo types.
-Improved enemy cloak activation effect.
-Improved simulated camera recoil effects.
-Added a new death sound exclusive to headshots by bullets.
-Improved the blood spurt effect when player and enemies are shot.
-Added gore splat sounds for when the gore falls off the wall/ceiling and hits the ground.
-Gave the sword a more suitable drop sound.
-Added new blood splat effect if a load of blood goes in your face.
-Added glass crack decal when attacking glass with melee weapons or guns.
-New Grenade launcher fire sound added & increased g.launcher rate of fire.
-Added head decapitation to high-damaging weapons.
-Augmentation canisters emit light.
-Improved effects when attacking & destroying carcasses.
-Plenty Bubbles are spawned when landing in water from height.

Weapons:

-New weapon mods: damage.
-Added new ammo type: gamma-ionized plasma ammo for the plasma rifle. Reduced default plasma ammo pickup counts to compensate.
-Added weapon sway when running.
-Recoil system further improved: recoil is no longer bound by firing animation and the view interpolation is much faster.
-Weapons that fire multiple projectiles no longer display the damage value of all projectiles multiplied, but rather the value of a single projectile.
-Added a "Installed Modifications" menu to weapon inventory descriptions.
-Added new heavy weapon: a laser rifle.
-Hipfiring with the sniper is now unreliable unless you mod it and/or are skilled in rifles.
-Lowered Assault gun range and restored its compatibility with range mods now that they are worthwhile.
-Adjusted the viewoffset & firing offset for various weapons (their positioning when held by JC and the exact point the projectile is spawned from).
-Rotated the held assault gun, sawed-off & the flamethrower models so they aim at a more realistic angle.
-GEP can have rate of fire mods and rifle can have range mods.
-Increased the base firing rate of numerous weapons.
-The UMP no longer has a sight rail & red dot sight.
-Reduced Taser dart ammo pickup count per pickup by 1.
-Reduced the radius of AI-alerting sound produced by the darts & throwing knifes.
-Sped up LAW & Commando rocket.

Miscellaneous:

-Decoration & pickups have spoofed physics when taking damage as well as bumping into each other.
-Also improved pool ball physics.
-Improved mantling system to be 100% reliable as long as you can reach the ledge.
-Walking & running speed is faster, and less noise is produced when walking.
-Hardcore expansion: in Hardcore mode you are forced to walking and must use the sprint key (default shift) to run. Stamina also drains faster when running in hardcore mode.
-Changed some font styles to be less ugly.
-Improvements to the fragility of fragile objects such as being broken when stepped on or having another object dropped on top.
-Cigarette & vending machines display how many credits are required.
-Lowered biocell recharge amount to 20 and lowered max carry amount to 20.
-Added more new interactive decorations.
-Decoration in flight damages the player if heavy & fast enough.
-Throwing reasonably heavy objects at NPCs damages them (regardless of microfibral muscle use) and altered a number of object mass values for realism.
-Lowered the sound radius of alarms a little.
-added randomized tips that appear in the GMDX options menu.
-Pickups break when thrown against walls.
-You must first complete the game on any difficulty to unlock hardcore mode.

New Stamina system:

-Aqualung reduces stamina drain & increases stamina regeneration.
-Swimming skill now named "Athletics" & increases total stamina in addition to the vanilla perks.
-Low-Tech reduces stamina drain from swinging melee weapons.
-Stealth skill enables stamina regeneration when crouch-walking.
-The oxygen meter text is now blue and always visible (as it doubles as stamina/breath & stamina bar are one and the same).

The stamina system has great impact on a number of systems and results in more tactical and in-depth gameplay.

Augmentations:

-Radar Transparency now has a visual effect unique to the visual effect cloak provides.
-Reduced speed gained by speed enhancement since base running speed is now faster. Jumping remains untouched.
-Lvl 4 of the Microfibral muscle aug makes you immune to dropping held decorative objects when shot.
-Updated various aug descriptions for clarity.

Spy drone:

-The Spy Drone now has cloaking.
-Use mouse right click to emit noise from the drone and distract enemies from their patrols.

Skills:

-Hacking into ATMs now requires advanced hacking skill. Re-balanced the skill costs.
-Increased the sound radius of the demolition skill advanced proximity mine beeping.
-Updated various skill descriptions for clarity.

Bugs:

//Old vanilla bugfix not listed in previous versions: Turret Rotation is optimal (turrets would not always aim at the player correctly).
//Fixed new game inventory bug for good (vanilla bugfix).
//Fixed MJ12 Lab inventory exploit for good.
-You cannot shoot when dying. (vanilla bugfix).
-Fixed the flamethrower fire sound not playing under certain conditions (Vanilla bugfix).
-Flares no longer ignite when thrown at NPCs. (GMDX bugfix)
-Fixed Heavy weapon inventory size reduction quirk where the weapon's size was not reduced until they were in your inventory first. (GMDX bugfix)
-Fixed the spy drone malfunctioning if used in combination with synthetic heart. (GMDX)
-Fixed a bug where you could mantle onto thrown weapons. (GMDX)
-AI no longer get angered if they witness you kill a rat (GMDX).
-In v7 death sounds were prevented from playing when an NPC is blown up. Instead pain sounds decided to play in place of them, and this is now fixed.
-Fixed a bug where radar Transparency only let you pass through laser beams at lvl 1. (GMDX).
-Fixed stealth pistol rate of fire issues. (GMDX)
-Made some additional performance optimizations.

Maps:

-Liberty Island (maybe add vACANT guard post + DO OTHER VISITS)
-UNATCO (All visits).
-Battery Park (All visits).
-Hotel (All visits).
-Smugglers (All visits).
-Airfield Helibase
-747
-Hangar
-Tongs base
-Paris Metro
-Paris Everett
-Oceanlab_lab

-Improved the scripting of the MJ12 ambush and UNATCO Troop events on NYC Streets 08
-Fixed an error with the prison cell door code during the UNATCO escape and various other tweaks to other maps.
-Restored friendly status of troops in the Hong Kong Versalife lvl 1 labs, but made them far more reactive to bad behavior they observe in the player.
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