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Re: GMDXv9.0 Announced

Posted: Sat Mar 04, 2017 6:47 pm
by RoSoDude
Is the "News" tab not functioning properly? I would assume it would be possible to view the old v9.0 announcement on the new website, but I can't find it.

Re: GMDXv9.0 Announced

Posted: Sat Mar 04, 2017 7:21 pm
by Defaultplayer001
I've just updated it to the most recent news, I thought previously there was a copy of the same content on moddb, but now realize I was wrong.

Do you think it would be good to add an page for old news posts for this and future posts? I could do so pretty easily.

Also thanks for trying out the site and reporting feedback! Really appreciate it.

Re: GMDXv9.0 Announced

Posted: Sun Mar 05, 2017 2:18 am
by Cybernetic pig
"I removed the text"

I still can see a bit poking out from underneath the layer. :P
Do you think it would be good to add an page for old news posts for this and future posts? I could do so pretty easily.
Probably best to only have one active news post at a time. I'll have to give it a little revamp soon too (for a new news update, primarily).
Still waiting on bird though.

Re: GMDXv9.0 Announced

Posted: Wed Mar 08, 2017 4:40 am
by RoSoDude
I agree that the actual newest post should be front and center, but I also think it'd be good if there were some way to refer to an archive of previous posts. If you fully transfer over the site, the announcement post for version 9.0 will be gone, which I think would be a shame.

Re: GMDXv9.0 Announced

Posted: Wed Mar 08, 2017 8:58 am
by Made in China
I support archived news posts - erasing history is never a good thing. And it also stands as a testament to how GMDX improves on Deus Ex and gives explanations for things that might look a bit out of the blue.

Website feedback:
It's weird that the site opens in the news section, and has a different home page. One should be removed, or the first news post will be integrated into the homepage.

The section selection bar needs some reordering - it's kind of illogical as it is right now.

Images shift position. I'm guessing that the text is plain HTML text and the images are inserted via CSS - I'm not a web designer by any means. Anyway, as far as I understand it they clash because the formatting doesn't apply for the text - which can be fixed by inserting the text into text boxes and applying the formatting to those.
http://imgur.com/a/TlXBe

Audio section might benefit from actual audio clips.

Graphics & Effects section needs more photos.

Re: GMDXv9.0 Announced

Posted: Wed Mar 08, 2017 6:55 pm
by Defaultplayer001
Thanks so much you two for trying out the site and reporting feedback!

I agree on the news page and have been toying with ideas to condense the sections. As there's quite a bit of redundancy between them.

I like the idea of news being integrated into the "home' section.

And that image shift is odd.. I'm sure I screwed something up somewhere, thanks for the screens! They really help a bunch, I'll get on figuring that out.

Extra media is a low priority right now, especially with the release of 9.0 looming, but something I will def keep in mind!

Thanks so much again! Reports are invaluable to me!

As far as the archived news posts, I def agree! I'll work on to add a section while at the same time keeping it unobtrusive

Re: GMDXv9.0 Announced

Posted: Wed Mar 08, 2017 7:29 pm
by RoSoDude
Late suggestion because I didn't think of it earlier. When you get thrown into the MJ12 lab beneath UNATCO, you lose all of your equipment but keep your ammunition. This is odd, to say the least. Would it be possible to also take your ammunition from you and put it in the room with the rest of your equipment? That could understandably get a bit messy, and it would be super frustrating if there are any bugs with it, but I think it would enhance the "use your wits to escape" design of that level.

Re: GMDXv9.0 Announced

Posted: Wed Mar 08, 2017 7:49 pm
by Shadowdancerxxl
RoSoDude wrote:Late suggestion because I didn't think of it earlier. When you get thrown into the MJ12 lab beneath UNATCO, you lose all of your equipment but keep your ammunition. This is odd, to say the least. Would it be possible to also take your ammunition from you and put it in the room with the rest of your equipment? That could understandably get a bit messy, and it would be super frustrating if there are any bugs with it, but I think it would enhance the "use your wits to escape" design of that level.
Seconded.

This is definitely possible, because not sure which mod (shifter, biomod, smoke's mod etc) did it, but it already exists and works just fine. I kinda feel sorry for Miguel in the prison when he's so happy he managed to smuggle in a knife and a medkit too! JC is like "Heh-heh.. and I smuggled in TWENTY FUCKING ROCKETS"

Re: GMDXv9.0 Announced

Posted: Thu Mar 09, 2017 12:58 pm
by Made in China
I'm totally behind that, but you have to consider the implementation.
If you scatter the ammunition around the armory, it'll really make it feel like you're raiding a real-life armory. Stacks of ammo boxes, each kind in a different place.
However, it also means JC actually carried all of that on his body and in hammerspace. This is potentially immersion breaking, and could probably sway some people to reduce it to one-object of each ammo type or just an all-in-one object.

Speaking of which, nano keyring could probably use a reset as well. The only places that are relevant after being captured are the UNATCO HQ doors - office doors, JC's office, Manderley's office, maintenance closet, and the medical cabinet.

Re: GMDXv9.0 Announced

Posted: Thu Mar 09, 2017 1:48 pm
by Bogie
I'm not entirely sure if the nano-key ring can actually be removed from the players inventory without the game throwing a fit.

Re: GMDXv9.0 Announced

Posted: Thu Mar 09, 2017 2:10 pm
by Made in China
Probably not - it also raises issues if you remove the nanokey itself, but I meant only about the keys it contains. I think it was done TNM, so it isn't impossible.

Re: GMDXv9.0 Announced

Posted: Thu Mar 09, 2017 2:22 pm
by Cybernetic pig
If there's a will there's probably a way. Unfortunately there's not much a will here on my part. Same for the ammo.

Ammo

1. It may be a little too late. Test build should be ready within the week (Bird's back). This would be a volatile, bug-prone feature so it's probably too late.

2. Currently a combat-focused/weapon specialist player only has to stealth takedown or melee beatdown one guy, then they can get his gun and take the rest on in combat. Remember a big intention behind the game of Spector's was to make stealth or combat always a valid option. Personally I don't care too much for that intention as someone who likes both stealth and combat games, as well as games that mix it up and give the player no option in the matter, but I do respect it.

3. Furthermore that level is already difficult (and was potentially one of the most difficult vanilla too), and this would make it substantially more. Especially for a combat build that has no investment in stealth-related augs/skills, and probably a lack of understanding in how stealth generally works too.

Personally I think the level would be better with ammo removed, mixing things up and forcing combat players to think outside the shooting box, try different tactics and sneak, as well as making things more realistic, but the reasons above are not to be overlooked. If it were to happen it would be exclusive to realistic/hardcore difficulty.

Re: GMDXv9.0 Announced

Posted: Thu Mar 09, 2017 6:06 pm
by Cybernetic pig
Regarding the website: a news update is coming very soon, so I'll be working on it a lot over the next few days. Please prioritize the moddb CSS, if you don't mind.

Re: GMDXv9.0 Announced

Posted: Sat Mar 11, 2017 5:38 pm
by Cybernetic pig
Are there any more texture artists around? I ask because some HDTP skins are low-res, like the Sniper Rifle. Just look at how amazing the texturing is on the LAW, GEP and Flamethrower, then look at the Sniper Rifle. That same level of quality on it would do a lot for eye candy and consistency.

Re: GMDXv9.0 Announced

Posted: Mon Mar 13, 2017 10:35 am
by Made in China
Website feedback:
My former feedback applies especially in high-DPI devices (such as mobile phones). Most of the images (such as the skill icons and the gifs) are pushed to the bottom due to CSS basically breaking.

Also the logo is displayed twice - it seems that in normal browsers we don't see it because one of them is overlaid on top of the other.