Search found 3541 matches
- Fri Sep 04, 2015 3:06 pm
- Forum: DXEditing
- Topic: Possessed PlayerPawn
- Replies: 6
- Views: 8249
Re: Possessed PlayerPawn
I wrote all my stuff to work with vanilla deusex.u (coz I didn't like the idea of replacing core code), so my player class literally sweeps through the entire level at runtime and replaces every actor with my own modified versions, transferring properties across as necessary. It's insanely inefficie...
- Fri Sep 04, 2015 12:03 pm
- Forum: DXEditing
- Topic: Possessed PlayerPawn
- Replies: 6
- Views: 8249
Re: Possessed PlayerPawn
Prebeginplay, beginplay, postbeginplay and even postpostbeginplay. There are loads. What are you trying to do, exactly? If your code is critically dependent on a possessed playerpawn, why not have the playerpawn itself call it once possessed? I've put fucktons of code into my playerclass because it'...
- Tue May 26, 2015 11:05 am
- Forum: DXEditing
- Topic: Decals Attached to Actors
- Replies: 18
- Views: 18067
Re: Decals Attached to Actors
Honestly, if you're going to be doing the hit tracing that crudely, it might just be easier to make a few textures with blood decals on them already, and just swap the textures. So something like UNACOTroopTex2_hitfront UNACOTroopTex2_hitback UNACOTroopTex2_hitboth Or similar. Less elegant, but also...
- Thu May 21, 2015 5:41 pm
- Forum: DXEditing
- Topic: Decals Attached to Actors
- Replies: 18
- Views: 18067
Re: Decals Attached to Actors
No, see the problem is when you draw to a scripted texture, it draws to ALL incidences of that texture. So if you have a texture for a dustbin and you code it so a bullet hole appears in it when shot, it will appear on every single dustbin. You need to pre-import enough identical (but uniquely named...
- Thu May 21, 2015 11:09 am
- Forum: DXEditing
- Topic: Decals Attached to Actors
- Replies: 18
- Views: 18067
Re: Decals Attached to Actors
It doesn't, I've tried. It's yet another total scripting nightmare ("how does position XYZ on a mesh transpose to texture coordinates U and V on this meshmap?"), plus requires a unique set of scripted textures for each actor. With potentially 8 multiskins per NPC, this gets very silly, very quickly....
- Thu Apr 09, 2015 11:43 am
- Forum: General Discussion
- Topic: Deus Ex: Mankind Divided
- Replies: 37
- Views: 39524
Re: Deus Ex: Mankind Divided
I think they're giving up on basically any hope of realistically fitting it into the actual DX universe. Mind you, they did that as soon as "LOL CYBER RENAISSANCE" was a thing. And everything became orange.
But hey. WRISTBLADE ALL THE THINGS
But hey. WRISTBLADE ALL THE THINGS
- Thu Apr 09, 2015 11:32 am
- Forum: DXEditing
- Topic: Numerous keyboard controls unresponsive
- Replies: 18
- Views: 16848
Re: Numerous keyboard controls unresponsive
Vandenburg tunnels map is an odd one. I seem to recall encountering weird problems with that map too: I think it's a map issue rather than a playercode issue. It doesn't have a missionscript, I remember that much (though this shouldn't be a requirement). One difference between entering a level in-ga...
- Wed Apr 08, 2015 10:33 am
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 471401
Re: HDTP beta
No idea, it should be incredibly easy to export them (they're just .pcx files). You should be able to do it via the editor, even.
- Wed Mar 04, 2015 11:57 am
- Forum: DXEditing
- Topic: Turning off crosshairs
- Replies: 8
- Views: 9744
Re: Turning off crosshairs
It doesn't, but it does have a tremendous range. Since accuracy is implemented by adding an arbitrary offset to your starting fire vector position and then extending it to the weapon's maxrange, weapons with long ranges are inherently more accurate. i.e. Weapon pistol, deviating at 500uunits off to ...
- Wed Mar 04, 2015 11:41 am
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 471401
Re: HDTP beta
No idea why that should be. The only thing HDTP does is handle a skinswap via renderoverlays.
- Tue Feb 10, 2015 2:10 pm
- Forum: DXEditing
- Topic: Turning off crosshairs
- Replies: 8
- Views: 9744
Re: Turning off crosshairs
You could just press "toggle crosshair" every time you bring up the rifle.
Bear in mind that the crosshair itself doesn't affect accuracy at all: it just displays your current accuracy. You'll still get more accurate if you stop moving and wait, even without the crosshair.
Bear in mind that the crosshair itself doesn't affect accuracy at all: it just displays your current accuracy. You'll still get more accurate if you stop moving and wait, even without the crosshair.
- Thu Jan 22, 2015 11:48 am
- Forum: HDTP Discussion
- Topic: [Request] Asset only package with constant naming convention
- Replies: 3
- Views: 11307
Re: [Request] Asset only package with constant naming conven
Um. While I can see where you're going with this, I'm more or less certain that what you're asking is wholly beyond my time budget (and indeed ability) to do. And given that the HDTP team at the moment is....me, this does present a fairly insurmountable stumbling block.
- Tue Jan 20, 2015 10:57 am
- Forum: DXEditing
- Topic: Deus Ex Editing PACK 2.2 [RELEASE]
- Replies: 85
- Views: 110103
Re: Deus Ex Editing PACK 2.2 [RELEASE]
Nice work!
- Mon Jan 19, 2015 2:11 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 471401
Re: HDTP beta
Odd. The .uc clearly says book, yet the imported files in the .u say books, as noted. The mind boggles. As for the two missing books, it's entirely possible textures were never made for them. I didn't make out a list of textures, DaveyBoy just sent me textures for all those books he could find, as f...
- Mon Jan 19, 2015 1:27 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 471401
Re: HDTP beta
Oh, well fuck knows what I was thinking, then. If I get time to implement it, then I'll do it. I was thinking I should upload the latest build sooner rather than later, though, so since it might be a bit of work porting all my code across and removing humorous references and shit, maybe I'll try upl...