Terminus Machina - A DX Mod

A refuge for those migrating from the fallen DXEditing.com and a place for general discussion relating to Deus Ex editing (coding, mapping, etc).
Cybernetic pig
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Re: Terminus Machina - A DX Mod

Post by Cybernetic pig »

No help from me, but a suggestion: How about having the health menu from the infolink display what your player looks like. Replace that picture of JC's anatomy with a picture/real-time model of TM player character that changes based on whatever it is you are doing/wearing/I have no idea. Far more complex than what you are trying to do but it would be a nice feature.

You may just want the camera display for testing purposes though, but this is just an idea.

Something like this actually (the character on the right clothes change when you equip/unequip) :

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SilverSpook
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Re: Terminus Machina - A DX Mod

Post by SilverSpook »

Yeah, might not be able to get to that level of complexity. Right now I just have a face monitor that pops up when you change your electronic identity mask to another face so you can tell who you are projecting at any given moment.

Yeah, might not be able to get to that level of complexity. Right now I just have a face monitor that pops up when you change your electronic identity mask to another face so you can tell who you are projecting at any given moment.

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SilverSpook
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Re: Terminus Machina - A DX Mod

Post by SilverSpook »

Still need one more voice actor and one more voice actress. These are pretty small parts (less than 6 lines) If anyone wants to or knows anyone who can help out this will help to get Terminus Machina out by the June deadline. Thanks!
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SilverSpook
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Re: Terminus Machina - A DX Mod

Post by SilverSpook »

Got this weird problem where I can't run Deus Ex with DX10 renderer without the game crashing when I look at a mirror or certain srfaces. I'm trying to play DXN with Kenties and DX10 but when I run the intro sequence the game just goes black and I have to force-shutdown. Not sure why this is happening.
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FastGamerr
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Re: Terminus Machina - A DX Mod

Post by FastGamerr »

You sure you have the latest version - i.e. Version 28 - of the DX10 renderer? (Then again, the DXN installer does install it, though)

Also, best of luck with getting the remaining voice acting recorded!
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SilverSpook
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Re: Terminus Machina - A DX Mod

Post by SilverSpook »

Yeah I'm pretty sure I've got everything updated. Still not sure what the deal is.

Also, I'm thinking about making a Wiki for Terminus Machina so people can get help with the game mechanics and hints/tips etc. Does anyone have any experience with this and if so what's the best site to use for making a Wiki for a mod? Thanks.
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SilverSpook
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Re: Terminus Machina - A DX Mod

Post by SilverSpook »

What's the code/method for returning to the main menu from inside a level? Like after a training mission is finished?
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FastGamerr
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Re: Terminus Machina - A DX Mod

Post by FastGamerr »

Well, in 00_TrainingFinal it just appears to be a MapExit to DX.dx
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SilverSpook
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Re: Terminus Machina - A DX Mod

Post by SilverSpook »

Thanks!

Help help help!

I just tried doing an install of Terminus Machina on a fresh computer and I'm getting this error:

Code: Select all

Log: Log file open, 06/07/13 14:47:32
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 1100
Init: Compiled: Jan 29 2001 16:45:52
Init: Command line: INI="C:\DeusEx\System\Terminus.ini" USERINI="C:\DeusEx\System\TerminusUser.ini" -h4x0r
Init: Base directory: C:\DeusEx\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: JLCPC
Init: User: jlc
Init: Memory total: Phys=2087292K Pagef=4174584K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=1596.022662 MHz
Init: CPU Page size=4096, Processors=2
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Localization: No localization: sstm.General.Start (int)
Log: Bound to DeusEx.dll
Log: Bound to Extension.dll
Log: Bound to ConSys.dll
Log: Loading: Package DeusEx
Log: Loading: Package Core
Log: Loading: Package Engine
Log: Loading: Package Extension
Log: Loading: Package DeusExCharacters
Log: Loading: Package DeusExUI
Log: Loading: Package DeusExItems
Log: Loading: Package Effects
Log: Bound to Fire.dll
Log: Loading: Package Fire
Log: Loading: Package ConSys
Log: Loading: Package DeusExSounds
Log: Loading: Package DeusExDeco
Log: Loading: Package UBrowser
Log: Loading: Package UWindow
Log: Bound to IpDrv.dll
Log: Loading: Package IpDrv
Log: Bound to DeusExText.dll
Log: Loading: Package DeusExText
Log: Loading: Package Ambient
Log: Loading: Package MoverSFX
Log: Loading: Package IpServer
Log: Loading: Package MPCharacters
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 0 0 65536
Init: Client initialized
Log: Bound to Render.dll
Log: Loading: Package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: entry.dx
Log: Loading: Package Entry
Log: Loading: Package Title_Music
Log: Loading: Package DXMod
Log: Loading: Package DXModUI
Log: Loading: Package DXModItems
Log: Loading: Package DXModCharacters
Log: Loading: Package DXModSounds
Log: Loading: Package EotPPlayerTex
Log: Loading: Package DXOgg
Log: Loading: Package DXModUI2
Log: Game class is 'ModGameInfo'
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame: 
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: DX.dx?Name=Player?class=DXMod.ModMale
Log: Doing load, not loadgame
Log: Current mission number is -1, next is -1
Log: LoadMap: DX.dx?Name=Player?class=DXMod.ModMale
Log: Loading: Package DX
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Render
Log: Garbage: objects: 33623->33622; refs: 374078
Log: Game class is 'ModGameInfo'
Log: Bringing Level DX.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?class=DXMod.ModMale
ScriptLog: Base Mutator is DX.Mutator1
Init: Initialized moving brush tracker for Level DX.MyLevel
Critical: appError called:
Critical: Can't bind to native class DXOgg.DXOgg
Critical: Windows GetLastError: The system cannot find the file specified. (2)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Critical: UClass::Bind
Critical: (Class DXOgg.DXOgg)
Critical: ULinkerLoad::CreateExport
Critical: (DXOgg 8786)
Critical: IndexToObject
Critical: ULinkerLoad::CreateExport
Critical: (DXOggMusicManager 8786)
Critical: ULinkerLoad::CreateImport
Critical: IndexToObject
Critical: ULinkerLoad<<UObject
Critical: (LinkerLoad Transient.LinkerLoad23 2096939))
Critical: SerializeExpr
Critical: (20)
Critical: SerializeExpr
Critical: (61)
Critical: SerializeExpr
Critical: (19)
Critical: SerializeExpr
Critical: (2F)
Critical: UStruct::Serialize
Critical: (Function DXMod.MyCreditsWindow.StopMusic)
Critical: UFunction::Serialize
Critical: LoadObject
Critical: (Function DXMod.MyCreditsWindow.StopMusic 2096939==2096939/3622753 2096905 69)
Critical: ULinkerLoad::Preload
Critical: LinkProperties
Critical: UStruct::Link
Critical: UState::Link
Critical: UClass::Link
Critical: UStruct::Serialize
Critical: (Class DXMod.MyCreditsWindow)
Critical: UState::Serialize
Critical: UClass::Serialize
Critical: (Class DXMod.MyCreditsWindow)
Critical: LoadObject
Critical: (Class DXMod.MyCreditsWindow 2096939==2096939/3622753 208813 232)
Critical: ULinkerLoad::Preload
Critical: PreLoadObjects
Critical: UObject::EndLoad
Critical: UObject::StaticLoadObject
Critical: (Core.Class DXMod.ModMale NULL)
Critical: UObject::StaticLoadClass
Critical: ULevel::SpawnPlayActor
Critical: UGameEngine::Init
Critical: XGameEngineExt::Init
Critical: DDeusExGameEngine::Init
Critical: InitEngine
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 06/07/13 14:48:14
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bjorn98009_91
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Re: Terminus Machina - A DX Mod

Post by bjorn98009_91 »

Something wrong with DXOgg. Make sure both the .u and the .dll file is present. Also I got that bind error once, when opening UED, because the EditPackages had the wrong capitalization and read something like DxOgg instead of DXOgg.
Producer and Quality Assurance Manager for Deus Ex: Revision.
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SilverSpook
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Re: Terminus Machina - A DX Mod

Post by SilverSpook »

K thanks, that was exactly right (needed DXOgg in the DeusEx/System dir)

Anyone know how the timing works when you're animating a cinematic intro? The intro is ending like 5 seconds before the dialog narration finishes, but it seems like the end of the intro is not controlled by the camera points.

What determines the time at which the intro cinematic ends and the game starts?
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SilverSpook
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Re: Terminus Machina - A DX Mod

Post by SilverSpook »

Related to this problem, when I press ESC during the intro cinematic, the camera points keep going, the black dialog rectangles that appear on the bottom and top of the screen to narrow the view don't go away, though the text and voice narration stop.

This also means the game won't start a new game if you try to exit the intro before it's finished.
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FastGamerr
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Re: Terminus Machina - A DX Mod

Post by FastGamerr »

That issue only seems to occur on my end in the endings (well, last time I checked), but it's definitely a lot more annoying if it comes up in the intro.

(And in regards to the endings, I just put a note in the readme saying "well, don't do that" >_>)

Also, I'm hoping that I can take a shot at the Terminus Machina demo sometime very soon! I've been looking forward to this for quite a while now!
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SilverSpook
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Re: Terminus Machina - A DX Mod

Post by SilverSpook »

Any clues as to how this issue occurs?

(I actually have Terminus Machina ready to go but I'm waiting on this issue to drop the news bomb >.> )
Last edited by SilverSpook on Sat Jun 08, 2013 6:00 pm, edited 1 time in total.
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SilverSpook
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Re: Terminus Machina - A DX Mod

Post by SilverSpook »

It seems like it's not the map itself because any old level that I run seems to have the same problem.
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