HDTPaway / Maximum Immersion / DeusExConversation.u Compile

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Defaultplayer001
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HDTPaway / Maximum Immersion / DeusExConversation.u Compile

Post by Defaultplayer001 »

Cybernetic pig wrote:Your early work is likely to be shit
This is my first time using UnrealEd, I've gone in changing stuff at a whim and googling stuff when it doesn't work. Surprised how much I've been able to do by just poking it.
Suffice to say it's almost absolutely certainly crap.
I'll get better.
Probably.

https://drive.google.com/open?id=0B2_-k ... 05DRncwbGc

The above link is the tutorial level/concept demonstration release of a mod I'm planning to make for GMDX "HDTPAway" + a MISSON00 DeusExConversations.u recompile assistant .BAT file,
Meant to install on a GMDX v8 installation *without* New Vision. Your install must also be "modding ready" as instructed here : https://www.reddit.com/r/gmdx/comments/ ... barebones/
If you don't have it, you can get it here : http://www.moddb.com/mods/gmdx/downloads
To install , backup, then switch out the relevant files in your System and Maps folder with these. Detailed install instructions are included.

Also included is the incomplete 01_NYC_UNATCOIsland.dx version, which includes changes made for a "Maximum Immersion/UnrealisticRealism" mod idea that would sit on top of HDTPa.
Here's a brief description of each mod+the bat file

HDTPAway :

Restores the vanilla look of the game to GMDX. It’s Not Old, It’s Retro
Despite the name, it does NOT remove HDTP, the name was chosen because it explains simply what it does, even though it is not 100% technically correct. Still a working title btw, totally open to suggestions.
Rather it changes the meshes/textures loaded to the DX1 default. All the sound/code changes remain, and I plan on making custom "DX1 Style" replacements to the scopes and other mods.
I also plan on making a version that restores vanilla sounds, but that's lower priority.
Please note that I love HDTP and have nothing but respect for the creators, I just both love the vanilla look of DX & the lack of consistency ends up bugging me.
I'd love to know if anyone else but me wants this mod! I'm aware some (most?) people might see this as a needless step backwards.....

Maximum Immersion / UnrealisticRealism :

"Realism above all, even Realism"
Two very slightly different mod ideas. An immersion based mod inspired by this thread and Cyber's suggestion : http://www.offtopicproductions.com/foru ... &start=285
The first being a mod that focuses on realism/immersion above traditional game design. For example giving vendors the items they offer to sell in their inventory and lootable upon disabling them. With little to no regard for gameplay being broken.
The second is a simple but meaningful expansion of that idea, but with absolutely NO regard for game-play balance.
BInvincible=false for everyone! http://imgur.com/a/BoGRp
Each level will be treated as a stand alone "sandbox" in this mode, with all plot essential characters magically reappearing if killed when needed http://i.imgur.com/04guhGI.gif

mission00CompilableConvert.bat :

This is for renaming files generated by WOTgreatexporter or Deus Ex Extractor to ones that UCC wants. I did this by hand once before realizing that a batch script would be a reusable+distributable way of doing it, and no one else would have to do it again!
I noticed there wasn't any documentation on this process for some reason, so thought I would make some going along, in fact all the sources I've found seem to list it as not able to compile? Seems to be before the availability of a tool to extract the .con files?
I've tested and there aren't any issues I've come across at all, however. I've only completely generated the Mission00 however.
There is a 4 byte difference between the compiled M00 and the vanilla : http://i.imgur.com/6aNEM3i.png
It will take a while but I plan to make ones (eventually one mega one) for the whole set of convo files.
My understanding it's usually best to avoid modifying core files and I intend to avoid that, I just wanted the option mostly. Also there are interesting comment's fun to go through, http://i.imgur.com/qQuWGCN.png, http://i.imgur.com/wNotbIL.png.
Also apparently there was a cut outside range! http://i.imgur.com/7tBXyWH.png
Another thing interesting to note is this empty window on the stealth course, it seems as though an NPC should go there.
Edit: So I found a post here made years ago : http://www.offtopicproductions.com/foru ... 36&t=10072 , the author mentioned briefly in his very last post about a feature that would automatically do all the above! Which is fantastic as that's hours of work in a button press.
You simply (deedcui "C:\ExampleSource" /D:"C:\ExampleDestination") without the parentheses and it will grab the file/folder names automatically! From there you can place the files in ConversationMissionList to a new DeusExConversations directory in your Deusex folder, delete/move/rename deusexconversations.u, then compile as normal.

Oh, you will also have to remove the "M_00_" tags and stuff before the .con files.

I've included a more detailed&polished read me in the above link, as well as Deus Ex Extractor. I'm assuming redistribution is OK, as it was included in DXEditing Pack. If not I'd be more then happy to remove it! I tried to find permission rights on the original release site but it's hard to decipher.
My included recompiled DeusExConAudioMission00.u has a "*Test*" string of text at the very first infolink message.

-

There are a few bugs, despite hours and hours and hours of trying I can't get the securitybot2 and lockpick to work right. The Bot's Mesh I can manage to change just fine but no matter what I do the HDTP texture sticks, so I left it full HDTP for now. The Lockpick I can't seem to get the playerviewmesh or texture to change.
Items given to the player by any means are also HDTP. I tried using "Custom Item Transfer Trigger" http://www.nexusmods.com/deusex/mods/52/?
With triggers placed in .con files, but for some reason they keep not triggering. I messed with it for a while to get it to work, but eventually focused on other things. They do log themselves as not being used, so the script is running at least.
Also I noticed just before posting, but when the alarms are activated they go all semi-droste, with the HDPT texture appearing inside. http://i.imgur.com/cu8GJwx.png
The pistols in the rifle-range are also a smidge screwey, screenie here : http://i.imgur.com/9S7yGMI.png, but that's just laziness, I just didn't feel like re-adding/positioning all those right now :P. That's what happens when you only modify the mesh/texture files by clicking on them, instead of creating a custom class.
And yup just noticed the pre-placed LAM's are all borked too. Set them back to normal HDTP.

I tried to edit/compile HDTPitems.u to try to fix some of the bugs. but in my quick(and admittedly lone) attempt to fix the LAM glitch, I just switched it to a different looking glitch :/ . So for now I set them to just default HDTP
Nonetheless I've included the recompiled HDTPitems.u as a quick demonstration.
Also TBH just cause I'm proud I managed to do it finally! Was a major pain. Took DAYS to get everything to compile without an error. I was in disbelief when it did! I was beginning to think it might not ever work!.
Really wish there was more documentation for this kinda stuff. Hence the reason for all the detail in this post as well, I figured I'd be comprehensive for anyone who has to do similar stuff in the future.
I'll try to make a BAT for getting the extracted HDTP files compile ready , as the /d function does not rebuild it's files in the same way as it did with the conversation files.
Will take a while tho, and I think some of it will have to be done manually no matter what, tbh I can't even remember everything I did, it's all an absurd blur.

-

Here's a quick summary of what I've done so far for anyone interested:

First of all I had to get GMDX modding ready, a detailed account can be read by following mine and Cyber's exchange starting here : http://www.offtopicproductions.com/foru ... &start=615
Here's the final organized solution, with so many helpful tips by Cyber in the comments : https://www.reddit.com/r/gmdx/comments/ ... barebones/

From there I just poked around in UnrealEd, I quickly discovered just by clicking items : http://i.imgur.com/Mb5N3gp.png, I could do a lot to change their looks. Higher poly items need you to change the "multiskin" texture : http://i.imgur.com/uPZTovw.png. For items that you can place in your inventory, you can also customize their display properties on the "inventory" section : http://i.imgur.com/QJRnedN.png. But as shown above with the pistols, this can cause issues and it's better to create a custom class.
It took me forever to discover a few crucial things, like resizing the display window : http://i.imgur.com/XDhFLH9.png , and typing on the mesh screen to browse quickly through them, for example after typing "CR" : http://i.imgur.com/1KdT2IF.png.
It's also come in handy to change what level I'm working on to a .unr ,by simply editing the .dx extension to unr, so that it show's up immediately on attempting to open a level, as UnrealEd shows only those by default.
Probably should have read a guide, but this was way funner!

It become apparent after a bit some items, like inventory items, needed a custom class with HDTP code modified to work properly. Originally I just placed them roughly under the default weapons class with an HDTPaway tag at front. After a bit it seemed that placing each one as a subclass of the default class I was modifying, as well as putting the HDTPaway tag at the end was easier/neater/faster and meant that I/others would have to modify their "workflow" less.
For example : http://i.imgur.com/o0BeRhn.png vs http://i.imgur.com/Ayu11Wn.png. I thought about doing WeaponBatonHDTPaway, but the BatonHDTPaway format showed up better on the limited screen area, at least imho.

I also realized most people in the past seem to have used a "uccmake.bat" rather then using ucc.exe manually, I've found it really helpful so I've also Included a copy.
Alternatively, you can create one easily by making a text document, typing in "ucc make" without the quotes, and saving as a .BAT file. Run in the same directory as ucc.exe.

As mentioned above, as far as I could tell, it seemed that modifying given items required modifying .con files, or the HDTP files? IDK HDTP always ends up confusing me but it seems so.
Either way I decided to look into recompiling them. And luckily despite taking forever the conversation files weren't all that technically hard to get working. Unfortunately I didn't realized ConEdit can't transfer custom objects? Despite letting you input custom names it won't load them? Luckily again there is custom item transfer trigger, but unfortunately again I can't seem to get it to work properly.

After getting encountering some bugs still, decided to try compiling HDTPitems.u, since it seemed like being able to edit that may help. In hindsight probably could have spent more time looking into other ways to fix it.
But got pretty attached to doing that, it seemed like it would make a bunch of things easier. Here's a really incomplete/brief walk-through of the steps taken I made while creating it. I'll fill it out better later, realize it's super dingy.
But hahaha.
Tired.

HDTPitem.u compile:

1. Rename assets and assemble according to the folder structure in the hdtpitems .u files, bmps must be 256 colors,
2. Move classes to a new HDTPitems directory in your deusex folder
3. Move assets to HDTPitems directory
4. Export AssaultSilenced.wav as AssaultGunSilenced.wav into a new "Sounds" folder in HDTPitems http://i.imgur.com/cSD89oJ.png
5. Compile/pray

There are other necessary steps IIRC that I haven't listed, I'll have to redo it to remember probably.

Like I mentioned above, I only actually tried very briefly to use that work to fix any of the bugs :p
Was up all last night and just about every night since the 5th on this so I thought I'd finally give it a break and play ONI or something for a bit.


Well, anyways, thanks for reading if you've come this far!
I know all of this is probably known to everyone here, but I thought I'd at least describe my experience with some of this stuff. Similar accounts have been indispensable to me. It also just helps to organize my thoughts/work.
Also, I'm aware I'm likely doing some/all things wrong.
I don't wanna ask anyone too much but if those could be pointed out that'd be so helpful! I'd also be ecstatic for any comments/suggestions/general thoughts as well!
Last edited by Defaultplayer001 on Tue Feb 14, 2017 5:55 pm, edited 1 time in total.
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Bird
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Re: HDTPaway / Maximum Immersion / DeusExConversation.u Comp

Post by Bird »

szivar made an extractor ages ago (he and myself cannot find the .exe, but I found some ancient .bat files doing nearly the same). I know those .bat files produces one or two bugs in HKShared and VersaLife when the actor just stands there and does not speak but its conversation text appears.

Those have been fixed in the directory structure I am attaching, releasing those .bat files would be some work and I was always working with that now lost .exe and I don't know what those .bat files would produce.

Enjoy.

EDIT: We never used DEED to extract these.
Attachments
DeusExConversationsAudio.7z
Uncompressed size is around 26 MB around 10,074 files.
(48.59 KiB) Downloaded 606 times
Defaultplayer001
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Re: HDTPaway / Maximum Immersion / DeusExConversation.u Comp

Post by Defaultplayer001 »

Bird wrote:szivar made an extractor ages ago (he and myself cannot find the .exe, but I found some ancient .bat files doing nearly the same). I know those .bat files produces one or two bugs in HKShared and VersaLife when the actor just stands there and does not speak but its conversation text appears.

Those have been fixed in the directory structure I am attaching, releasing those .bat files would be some work and I was always working with that now lost .exe and I don't know what those .bat files would produce.

Enjoy.
Thanks so much!
It's frustrating that these didn't show up, that mean's there's no reproducible way to get them. I'd love to take a look at those .BAT files/put them in a releasable state.

Uh wait, I just started looking at the files more in depth while making this post...every single file is JC saying "Thanks". Are they meant just as filler?

Edit: I've done a comparison of the directory structure and they seem to be 100% identical http://i.imgur.com/zk14g1u.png
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Re: HDTPaway / Maximum Immersion / DeusExConversation.u Comp

Post by Bird »

You are welcome!

I had to choose the smallest .mp3 file, so that is why JC says thanks more than ten thousand times. That is perfectly normal.

These dummy .mp3 files are needed to correctly recompile all those .con files into a .u package. Make sure you backup your DeusExConAudio___.u files or everyone in the game would say thanks. In the end we are exclusively interested in DeusExConText.u which would be correctly generated.

Those two missing files are TeaHouseRedArrow04.mp3 and VL_Secretary04.mp3 maybe. I edited HK_Shared.bat just now to fix these (line 2301 and 2191).

Code: Select all

COPY Blank.mp3 HK_Shared\VL_Secretary\VL_SecretaryBarks\VL_Cop01.mp3 -> COPY Blank.mp3 HK_Shared\VL_Secretary\VL_SecretaryBarks\VL_Secretary04.mp3 
COPY Blank.mp3 HK_Shared\TeaHouseRedArrow\TeaHouseRedArrowBarks\TeaHouseCustomer01.mp3 -> COPY Blank.mp3 HK_Shared\TeaHouseRedArrow\TeaHouseRedArrowBarks\TeaHouseRedArrow04.mp3
I translated the readme file real quick and edited those HKShared lines (I did not bother myself with translating Hungarian lines in BAT files, sorry. Those are just comments like [DIRECTORIES FOR AIBARKS] and [LITTLE DOODAHS FOR INTRO]. Naja means something like 'uhm, yeah OK'.
Attachments
DeusExConversationsAudioBatchfilesByszivar.7z
Stuffs made by szivar nearly 10 years ago in order to generate DeusExConversations files.
(69.72 KiB) Downloaded 611 times
Defaultplayer001
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Re: HDTPaway / Maximum Immersion / DeusExConversation.u Comp

Post by Defaultplayer001 »

Bird wrote:You are welcome!

I had to choose the smallest .mp3 file, so that is why JC says thanks more than ten thousand times. That is perfectly normal.

These dummy .mp3 files are needed to correctly recompile all those .con files into a .u package. Make sure you backup your DeusExConAudio___.u files or everyone in the game would say thanks. In the end we are exclusively interested in DeusExConText.u which would be correctly generated.

Those two missing files are TeaHouseRedArrow04.mp3 and VL_Secretary04.mp3 maybe. I edited HK_Shared.bat just now to fix these (line 2301 and 2191).

Code: Select all

COPY Blank.mp3 HK_Shared\VL_Secretary\VL_SecretaryBarks\VL_Cop01.mp3 -> COPY Blank.mp3 HK_Shared\VL_Secretary\VL_SecretaryBarks\VL_Secretary04.mp3 
COPY Blank.mp3 HK_Shared\TeaHouseRedArrow\TeaHouseRedArrowBarks\TeaHouseCustomer01.mp3 -> COPY Blank.mp3 HK_Shared\TeaHouseRedArrow\TeaHouseRedArrowBarks\TeaHouseRedArrow04.mp3
I translated the readme file real quick and edited those HKShared lines (I did not bother myself with translating Hungarian lines in BAT files, sorry. Those are just comments like [DIRECTORIES FOR AIBARKS] and [LITTLE DOODAHS FOR INTRO]. Naja means something like 'uhm, yeah OK'.
Thanks a bunch!

I can see why that would work, but why not use the real mp3s? That's what I've done, Deus Ex Extractor grabs them just fine, I also have TeaHouseRedArrow04.mp3 and VL_Secretary04.mp3 already.

Edit: So I looked at the .bat files, it's p much exactly what I planned to make! The execution is different but the concept is the same. Luckily Deus Ex Extractor can do all this.
Last edited by Defaultplayer001 on Tue Feb 14, 2017 5:27 pm, edited 1 time in total.
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Re: HDTPaway / Maximum Immersion / DeusExConversation.u Comp

Post by Bird »

Back in the day when szivar did this DEED did not exist yet.
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Re: HDTPaway / Maximum Immersion / DeusExConversation.u Comp

Post by Cybernetic pig »

SecurityBot2 problem:

Code: Select all

function BeginPlay()
{
	Super.BeginPlay();

	switch (SkinColor)
	{
		case SC_UNATCO:		MultiSkins[1] = Texture'HDTPSecbot2tex1'; break;
		case SC_Chinese:	MultiSkins[1] = Texture'HDTPSecbot2tex2'; break;
	}
}
The lockpick would undoubtedly have something similar. Just look through class Lockpick, and if nothing is found there then try its parents.
Last edited by Cybernetic pig on Tue Feb 14, 2017 5:31 pm, edited 1 time in total.
Defaultplayer001
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Re: HDTPaway / Maximum Immersion / DeusExConversation.u Comp

Post by Defaultplayer001 »

Bird wrote:Back in the day when szivar did this DEED did not exist yet.
Ahh ofc, thanks so much for going into detail! It's great to know more about this process & have an alternative method!

I'll go through szivar's work and confirm it matches up.
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Re: HDTPaway / Maximum Immersion / DeusExConversation.u Comp

Post by Cybernetic pig »

Good call on not removing HDTP outright, as GMDX uses it in many subtle ways, such as the new Plasma Rifle effect using two HDTP textures:

Image

I'm wondering how the weapons feel without HDTP, but with all of GMDX's weaponry optimizations. I can think of a few things that would break though...
Last edited by Cybernetic pig on Tue Feb 14, 2017 5:36 pm, edited 1 time in total.
Defaultplayer001
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Re: HDTPaway / Maximum Immersion / DeusExConversation.u Comp

Post by Defaultplayer001 »

Cybernetic pig wrote:SecurityBot2 problem:

Code: Select all

function BeginPlay()
{
	Super.BeginPlay();

	switch (SkinColor)
	{
		case SC_UNATCO:		MultiSkins[1] = Texture'HDTPSecbot2tex1'; break;
		case SC_Chinese:	MultiSkins[1] = Texture'HDTPSecbot2tex2'; break;
	}
}
The lockpick would undoubtedly have something similar. Just look through class Lockpick, and if nothing is found there then try its parents.
Thanks so much! I didn't expect anyone to solve my problems for me, but I really appreciate it :P . I'll look into that!
Cybernetic pig wrote:Good call on not removing HDTP outright, as GMDX uses it in many subtle ways, such as the new Plasma Rifle effect using two HDTP textures:

Image

I'm wondering how the weapons feel without HDTP, but with all of GMDX's weaponry optimizations. I can think of a few things that would break though...
Yeaaah I could tell that would be unleashing a nest of issues, not to mention HDTP has a bunch of really cool stuff aside from aesthetics I'd hate to get rid of.

Edit : So when I recompiled HDTPitems.u I borked something and now a pair of floating arms are holding you hostage. http://i.imgur.com/nqb5MSY.png. Only happens on some guns. Eh, I'll fix it later. Oni Time
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