Search found 39 matches

by RoSoDude
Sat Feb 25, 2017 11:24 pm
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

Question, does your stamina still not recharge when you're crouched? I thought I had seen you remove that feature. I ask because I really liked it, but since I wasn't actually doing much stealth in my v8.0 playthrough I don't know how much it affected gameplay. Would love to see a puzzle in the Ocea...
by RoSoDude
Sat Feb 25, 2017 4:21 am
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

Well, there's that: simulated function Tick(float deltaTime) { if (bLasing && (Emitter != None)) { loc = Owner.Location; loc.Z += Pawn(Owner).BaseEyeHeight; // add a little random jitter - looks cool! rot = Pawn(Owner).ViewRotation; rot.Yaw += Rand(5) - 2; rot.Pitch += Rand(5) - 2; Emitter.SetLocat...
by RoSoDude
Sat Feb 25, 2017 3:05 am
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

Laser mod: as has been stated before, when using the laser mod the dynamic xhairs no longer draw when aiming at a target (which acted as target confirmation) in v9.0, making medium-long range shooting with the laser difficult. Somehow missed that in previous discussions. I think I'm actually satisf...
by RoSoDude
Fri Feb 24, 2017 5:27 am
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

I don't see why ADS should be changed to an EMP forcefield, which is inconsistent with the datacube describing the ADS... to be consistent with the datacube describing Walton Simon's ADS. That's pretty nonsensical. Also, I think the ADS is quite balanced as an aug, if a little clunky to use, compare...
by RoSoDude
Sun Feb 19, 2017 5:57 am
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

Hey, one more thing while it's on my mind. There's been a bug since vanilla where interacting with ATMs causes whatever key you have bound for interaction to be inputted into the "Account #" field. Most players might not know this because the default interact keybinding is RMB, so it doesn't input ...
by RoSoDude
Sat Feb 18, 2017 11:43 pm
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

Hey, one more thing while it's on my mind. There's been a bug since vanilla where interacting with ATMs causes whatever key you have bound for interaction to be inputted into the "Account #" field. Most players might not know this because the default interact keybinding is RMB, so it doesn't input a...
by RoSoDude
Fri Feb 17, 2017 6:54 pm
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

A long while back I noted that this nanokey in Vandenberg is missing from the GOTY version as well as GMDX v8.0. Any thoughts on whether restoring it would be a good idea? It might have been removed because it was too easy to find, and thus worth keeping out.
by RoSoDude
Fri Feb 10, 2017 11:24 pm
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

Sharp-Eyed you'll be able to get without investing in the Low-Tech skill. Means there will also be a list of non-skill related perks? Because that would be awesome. https://www.youtube.com/watch?v=N9pv-MUGnOc&index=39&list=PLKkxnBwFOJGKYQo3EGYjE4FhJUbBq_2U5 https://www.youtube.com/watch?v=05CFeiOJn...
by RoSoDude
Fri Feb 10, 2017 5:43 am
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

Ah, didn't notice the gradient. It's actually pretty nice, with the header clearly separate from the description. I do recall the v8.0 menu feeling a bit dense, and little things like this help to lead the eye to discern info more easily. Same with the icon.
by RoSoDude
Fri Feb 10, 2017 3:21 am
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

Lockpicking skill has three perks in the latest build. Should have been there in v8.0 really but I was being too pedantic about it being overly realistic for no good reason, considering the skill system is also only very loosely based in realism. Also, updated stylization for the perk menu: https:/...
by RoSoDude
Thu Feb 09, 2017 6:26 am
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

As stated elsewhere, I'm still in favor of leaving Ford Schick in on the third visit. My reasoning, more concretely: - The code doesn't seem intentional: Though there is some ambiguity, I think a scripting typo is still the more parsimonious explanation. While it's true setting the flag to 1 elegant...
by RoSoDude
Thu Feb 02, 2017 3:16 pm
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

New environment looks great. Jagged cave walls are a huge boost to believability, the catacombs always looked a little weird for how uniformly prismatic/planar they were. The rock texture under the dislodged bricks is a great addition too. Sandy ground texture is also more convincing. The barrel its...
by RoSoDude
Thu Feb 02, 2017 1:14 am
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

As before, I don't think there's a strong difference in how overpowered it is compared with equipping it from the toolbelt. However, here are two proposed solutions, if it really is a problem: 1. Make it a heal over time rather than a burst heal. Applying more could extend the duration rather than s...
by RoSoDude
Wed Feb 01, 2017 8:38 pm
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

It's only one additional button click over spamming the medkit from the toolbelt. You have to put away and re-equip your weapon, but it's not a huge difference. In both cases, you can get an insane amount of HP regeneration in a very short amount of time, depending on your number of medkits. I don't...
by RoSoDude
Wed Feb 01, 2017 7:48 pm
Forum: General Discussion
Topic: GMDXv9.0 Release
Replies: 983
Views: 589828

Re: GMDXv9.0 Announced

I can't see why it'd be a super big deal to allow full healing off of medkits equipped as secondary weapons, if it's from a high-level perk. At that point you've already invested a lot of skill points into it, and while medkits are common they're still a resource. The only difficulty where it's more...