GMDX: v4. (HDTP Compatible)

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Cybernetic pig
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GMDX: v4. (HDTP Compatible)

Post by Cybernetic pig »

GMDX: A Deus Ex gameplay, challenge & general improvements mod.

Download the mod here: http://www.moddb.com/mods/gmdx

HDTP is a requirement to play this mod (GMDX is compatible with HDTP and New Vision).

Here is the reason the mod wasn't released on time: http://www.youtube.com/watch?v=QlCFJKqGo9o

Showcase of the mods notable features: http://www.youtube.com/watch?v=RuNGjpJ6zRA

GMDX may or may not be updated when the final version of HDTP is released.

Full feature List:
||--------------------------------------------------------------------------||
|| GMDX feature list: ||
||--------------------------------------------------------------------------||


WEAPONS:

General weapon changes:

-More weapon modding options
-heavy weapons take up 6 inventory slots instead of 8,
-more recoil for most.
-Unsilenced weapons are noisier and will alert those in the immediate area.
-Firing a semi-automatic weapon requires individual mouse clicks to simulate pulling the trigger each
time and because it requires more skill. vanilla if you held down fire a pistol would fire like
an automatic weapon for example.
-Less ammo to be found for all.
-Hit trace weapons give a smoke effect when hitting a wall; this just looks much better and also is
useful to see weapon spread/accuracy clearly.
-Scope toggle is no longer restricted by rate of fire and doesn't automatically zoom back in after reloading.
-turning laser on disables crosshair, turning it off again enables crosshair.

Pistol/Glock: The starting firearm. Outclassed by the two unique variants of the weapon (Silenced
Glock & Smuggler's Custom Glock) as well as the Stealth Pistol. reduced damage to prevent instakills
to player's torso on realistic & hardcore. The only redundant firearm.

Silenced Glock (extends vanilla glock): Very high damage (for a pistol), very low accurate range,
has silencer.

Custom Glock (extends vanilla glock): high Damage, High Clip Size, High rate of fire. low accurate
range.

Stealth Pistol: Increased rate of fire, Increased Damage, Increased clip size, less accurate range.

Riot Prod: Slightly increased damage and range. Clip Size=2, but can have reload speed and clip size
mods.

Baton: Increased damage. You will need to "upgrade" the baton via various damage increasing methods
to K.O tougher AI late in the game in one strike.

Mini Xbow: Increased damage. Can now silently take down enemies at range easier. Can also have clip
size mods but starts with 3 bolts per clip.

Assault Gun: Can now have Scope, Cannot have accurate range (didn't do anything), increased damage.
increased clip size.

UMP762c: New weapon. rivals the assault gun. better in ways, others not so much. Assault gun is
the better weapon overall but the UMP45c only takes up 3 inventory slots, among other things.
Note pistol skill governs the UMP's stats.
("Universale Maschinenpistole", German for "Universal Machine Pistol") it's actually a sub-machine
gun technically but balance wins here.

Assault Shotgun: Increased damage. Can have range mods.

Sawn-off shotgun: Increased damage. Can have range mods.

Sniper Rifle: Increased damage.

Custom Sniper Rifle (extends sniper rifle): Lowered damage, faster rate of fire, high recoil,
low accurate range, cannot be silenced. Damage per second is insane but it has a lot of downsides.
Has a custom skin.

Plasma Rifle: Increased damage. Upgrading with range mods increases projectile speed.
Increased projectile light radius (it just looks cool).

GEP gun: No lock-on targeting. As cool as it was we don't want it. Damage lowered. Upgrading with
range mods increases projectile speed. Can have laser mod.

Flamethrower: Upgrading with range mods actually increases range now. halved cannister size.

LAW: These I WIN! launchers are much rarer now.

Throwing Knifes: Increased damage, increased speed, increased carrying capacity, much more common.
Upgrade low-tech to become a throwing knife ninja.

Crowbar, Combat Knife & Sword: Increased damage, though still the redundant melee weapons 'cept maybe
the sword.

Dragons tooth Sword: Lowered damage. Entirely new behavior, you'll have to wait & see.
Hopefully it should actually be balanced now though whilst still giving the sense of
"the ultimate sword".

Note some damage increases and some other stats apply to weapons enemies use too.

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AUGMENTATIONS:

note: Some augs made passive/always active, mostly in the name of a balanced aug system.
4 passive in total.

Microfibral Muscle (Passive): Right click to drop, left click to throw. Deal damage to enemies
based on mass, velocity, aug level & hit location. A very fun aug with a lot of depth to it's systems.
Also should be noted that if you KO a MIB/WIB you can use their corpse as a explosive grenade
by throwing them at higher aug levels.

Combat Strength (Passive): Passive to balance out against new & improved Microfibral muscle. May add EMP damage too.

--

Regeneration: Faster energy drain, Less health gained per 2 seconds (it cycled every 1 second vanilla).

Energy Shield (Passive): Made passive to be a worthy choice over regeneration.
Regeneration may arguably be better overall but don't underestimate this aug now it's passive.
It protects against the damage types 'Explosive', 'Plasma' and 'burnt' up to 80%. Very handy.

--

Ballistic Protection: Reduced protection values to 20% 30% 40% 50%

EMP Shield (Passive): Made passive to rival Ballistic protection. values of 25% 50% 75% 100% (EMP
Damage is a far rarer damage type than ballistics, it was mostly worthless for stealth playstyles too).

--

Spy Drone: Reduced Bioenergy costs.

Aggressive Defense System: No longer detonates Plasma Bolts & Proximity mines.

--

Cloak: Player can visually see JC turning invisible/transparent. A very cool visual effect that
should have been in the game vanilla.

Radar Transparency: Unfortunately this has no visible effect because logically it would not:
"Radar-absorbant resin augments epithelial; microprojection units distort agent's visual signature.
Provides highly effective concealment from automated detection systems -- bots, cameras, turrets".

--

Run Silent: Lowered BE costs. Do not ever take this aug it's completely worthless as many are aware.
Speed Enhancement is the one you want. Something may be done for this aug at a later date maybe.

--

Synthetic heart: Lowered Bioelectric energy costs.

The other augs (AquaLung, Environmental Resistance, speed enhancement, Power Recirculator,
Vision Enhancement, Targeting & light) are left untouched for they are perfect as
they are.

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---------------------------------------------------------------------------------------------------------

OPTIONAL HARDCORE MODE:

-Disables manual saving, enables save points and map transition autosave.
-Cycles through 10 save slots (# of slots can be increased via user.ini).
-Disables weapon auto reloading.
-Disables console commands/cheats.
-Choose the hardcore option from the new game screen.
-If hardcore is not chosen save points will not appear and quicksave is enabled.

This system unlocks Deus Ex's true potential in terms of choice and consequence, challenge and balance.
No crying about wanting your challenge-preventing quicksaves, 'realistic' difficulty is for you
in that case.

----------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------

AI:

Universal AI alterations:

-Faster Reload Speed.
-Further view & hearing range as well as larger FOV (all still not even close to a real humans senses,
peripheral etc, but more challenging and give the enemy a fighting chance ;)).
-Longer Cooldown times.
-Faster Yaw Rotation Speed (makes pawns turning on the spot slightly more convincing)
-Slightly better accuracy.
-Max # of provocations lowered across the board. Shoot them they actually react, commit a crime they
actually react (still no reaction to petty theft unfortunately, but more for breaking and entering).
-Many other miscellaneous changes in behavior and reactions.
-Increased range at which they can open fire.
-Lowered the chances of an enemy running off scared when damaged.
-More of them to kill, KO, avoid, trick or destroy in most maps.

AI Unique to a class changes:

Security Bot 3: Faster Movement Speed.
Doberman: Faster Movement speed and higher attack damage
MilitaryBot: Slightly faster Movement Speed and HDTP-related bugs fixed.
MJ12 Commando: New Death and footstep sounds, lowered damage.
NSF: New female type.
Simons: Increased health.
Turrets and cameras: Increased range. Lowered Hack Strength for both significantly. Cameras spot
corpses and sound an alarm.
Greasels: Increased spit range.
Karkians & baby Karkians: Increased health and movement speed.
Gray: Increased health and movement speed, cannot be set on fire.
Civilians: Some attack if threatened, others cower rather than running laps around the map and into
walls, some others may flee the area for good and much more.

New AI Types (encountered late in the game):

MJ12 Elite: Use cloak, have increased health & a new look.
Military Bot (MJ12/Area51 variant): New Look, super durable.
MIB/WIB MkII: Increased health, speed enhancement, holds two-handed weapons one-handed, never drop their
weapon & cannot be set on fire, though fire still hurts them.

-------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------

SKILL SYSTEM:

Note: Anything not mentioned regarding the skill system remains vanilla.

Heavy Weapons: Lowered cost.

Pistols: Lowered cost (Note: new UMP762c is governed by pistols skill)

Rifles: N/A (see weapons section above for stuff related to weapons skills)

Low-Tech: Lowered cost.

Lockpicking: Less lockpicks to be found. Lowered effectiveness per pick. Altered mover values and
new locked movers (movers are doors).
Lowered skill costs.
Values per skill level= 5%, 10%, 15%, 30%. note the significantly large final jump, an investment bonus
just like the weapons skills have vanilla.

Tech: Same as above. You WILL need to upgrade these if you want to loot everything.

Demolitions: Lowered detonation time & increased proximity radius for enemy-placed mines.
More enemy placed proximity mines in the map.
Proxy mines detonation timer per skill level= 0.5 seconds, 1, 1.5, 3 (significant jump/investment bonus as above).

Environmental Training: Upgrade to stack suits in inventory. Ballistic vest lasts longer but provide reduced
protection (50%). More dangerous hazards to encounter. Lowered costs.

Medical: Small max health bonus to head and torso per upgrade. Use a medkit at advanced and master to
nullify poisoned effect. Raised costs.

Computers: Trained: 50% chance of initial detection. Advanced: 25% chance. Master: 0%. Also very
costly initially but descending costs: this matches it's perks of which usefulness degrades each
upgrade. heh.

Swimming: Swimming is almost a requirement to swim in most instances (there is still plenty of
small bodies of water as well as the aqualung aug) and because of this actually has some worth now.
Drowning damage increased and blurry vision effect whilst drowning. No rebreathers, level design
alterations with swimming in mind, untrained swim value lowered:
0.7, 1, 1.5, 2.5 (significant jump/investment bonus)

Note there may be a few lowered costs but you still cannot have all the skills in one playthrough,
not even half of them. Choose your skills wisely.

----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------

MISCELLANEOUS:

-Lean addition (tiptoes/over cover from crouch). Press and hold Q+E simultaneously to lean up.
-Medbots and repairbots can only be used twice each (not including installing augs).
-New music to replace repeated music for some maps. All of the OST is still in the game, every single track.
-Double right click to pick up a corpse that has items in it's inventory. vanilla you had to take the items first.
-JC Grunts less frequently when jumping and also has a unique grunt for throwing with microfibral Muscle.
-Killing an enemy gives off a sound, a small radius (sound of body falling to the floor).
-Drag&Drop inventory system a la System Shock. Drag an item out of your inventory then release to drop to the floor.
-Option to bypass loading the new game intro scene. Toggle in main menu. Useful for old machines.
-better inventory items descriptions (for non .INT users, rename the .INT file in this package (localisation file)
to your local version (example for German users: German localisation file is .det,
rename the .int file in this package to .det and overwrite your .det. Only if you understand
the English language (need confirmation that this actually works, but should)).
The .int file is needed for many things including the inventory descriptions and displaying which
augs are passive or not but it is optional to install the .int file.

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-----------------------------------------------------------------------------------------------------------

MAPS:

Maps have been worked over on a large scale, but are not comparable to the 'Revision' mod.
The goal was to improve them with better texture alignments (designed with New Vision in mind),
balance of paths, better events, small map expansions, bug fixes, and small changes in the interest of
realism.
The map changes are not detailed in-depth for spoiler reasons. There is no need to know other than
this quick summary. Besides, detailing all changes would be a impossible task.

------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------

BUG FIXES:

-Multitool & Lockpick glitch fixed, you can no longer open anything with one tool/pick.
-Skillpoints glitches fixed, vandenberg and sub base as well as the pistol downgrade trick.
-New game inventory bug fixed.
-Inventory 'stacking behind' glitch fixed.
-Fixed HDTP MilBot walksound/shake bug and also the Chinese variant skin.
-Paul disappearing from the ton glitch fixed.
-various map bugs as well as BSP issues.
Last edited by Cybernetic pig on Tue Apr 01, 2014 3:32 pm, edited 3 times in total.
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bjorn98009_91
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by bjorn98009_91 »

Awesome! Can't wait to test this. Congrats on the final release! =D> :)
Producer and Quality Assurance Manager for Deus Ex: Revision.
Cybernetic pig
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by Cybernetic pig »

Thanks :D
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by nerdenstein »

Congrats on getting a shout out to the 172k people on Facebook via the official Deus Ex Facebook page by the way. ;)
https://dl.dropboxusercontent.com/u/422 ... cebook.PNG
The real trouble with reality is that there's no background music.
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by G-Flex »

Fixed HDTP MilBot walksound/shake bug
Mind explaining what the bug was here, and how it was fixed? I'm curious.
Cybernetic pig
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by Cybernetic pig »

G-Flex wrote:
Fixed HDTP MilBot walksound/shake bug
Mind explaining what the bug was here, and how it was fixed? I'm curious.
Milbot walksound and screen shake didn't work.
Not a bug per se, just a typo in the import lines iirc.
nerdenstein wrote:Congrats on getting a shout out to the 172k people on Facebook via the official Deus Ex Facebook page by the way. ;)
https://dl.dropboxusercontent.com/u/422 ... cebook.PNG
Thanks. I encourage all DX fans to play it on the hardcore mode. The mod is designed specifically for the fans, no newbies in mind, and pushes DX to "another level".
Whilst it is designed to be challenging, it's also designed to be fair. it's not retro hardcore 8)
And it is still DX we all know and love, that you can be assured of. Just DX, but better for the fans.
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by dasraiser »

G-Flex wrote:
Fixed HDTP MilBot walksound/shake bug
Mind explaining what the bug was here, and how it was fixed? I'm curious.
hi, the bug is down to a misspelling of the milbot texture in the import so the texture trigger doesn't call the footstep function.
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by DDL »

the...what?

Um.

It's simply that I omitted to include the correct meshnotify lines when I imported the mesh, because I'm an idiot.
Cybernetic pig
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by Cybernetic pig »

GMDX Patch released: http://www.moddb.com/mods/gmdx/downloads

This patch is intended for those who downloaded the mod before the 30th of July 2013 only as the mod itself is now updated to include these fixes.

Fixes:

DeusEx.u
-Console commands are enabled for all difficulty modes except hardcore as originally intended.
-Saving the game with the dragons tooth in hand no longer sets the crosshair out of sync.

Map HongKong_Storage
Vanilla
-Fixed a vanilla bug with the music on this map.
-Some texture alignments and other minor alts.

GMDX
-Changed turret behaviour to only attack when an alarm is active.
-Made the optional box moving puzzle a little more tricky.
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by rolatis »

How do you make the weapon go transparent when you cloak? I really like how you did it and I want to include it in my 'vanilla' Deus Ex because it adds a lot to the game and cloaking in vanilla Deus Ex didn't 'feel' right. Visible cloaking was something that shouldve been in the vanilla Deus Ex and what you've done with it is spot on. Is there any way you could release a file or something that only has the cloak transparency modifications in it?
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by Cybernetic pig »

Sorry, we don't have time to cater to everybody's individual requests as we have moved on to our next project. You are free to extract it yourself, however. If you release it then give credit of course.
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by bobby 55 »

Cybernetic pig wrote: GMDX
-Changed turret behaviour to only attack when an alarm is active.
Oh yeah! I just hacked the terminal outside of "The Lady" and changed the IFF to attack enemies when the alarms went off. An NSF dude with a knife comes out through the door and heads straight towards me. The turret got both of us. :lol:

HDTP looks great with the DX10 renderer. I've only played the game with OpenGL previously. Anyhow, congrats on the release.
Growing old is inevitable.......Growing up is optional
Cybernetic pig
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by Cybernetic pig »

bobby 55 wrote: Oh yeah! I just hacked the terminal outside of "The Lady" and changed the IFF to attack enemies when the alarms went off. An NSF dude with a knife comes out through the door and heads straight towards me. The turret got both of us. :lol:
That fix was to a specific turret only. Something I overlooked.
You must have been in the turret's line of sight for it to have killed you too whilst it was going for the NSF. That's probably what you meant though.
HDTP looks great with the DX10 renderer. I've only played the game with OpenGL previously.
Yes indeed. New Vision too. The DX10 renderer is a must-have.
Anyhow, congrats on the release.
Thanks.

You playing hardcore?
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by bobby 55 »

Cybernetic pig wrote:
bobby 55 wrote: Oh yeah! I just hacked the terminal outside of "The Lady" and changed the IFF to attack enemies when the alarms went off. An NSF dude with a knife comes out through the door and heads straight towards me. The turret got both of us. :lol:
That fix was to a specific turret only. Something I overlooked.
You must have been in the turret's line of sight for it to have killed you too whilst it was going for the NSF. That's probably what you meant though.
Sorry if there was a misunderstanding. Yeah, the NSF guy was right between me and the turret so it was actually aiming at him, I was collateral damage.
You playing hardcore?
No, I whimped out and I'm playing on realistic.
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Re: GMDX: Gameplay Mod. Final Version Released (HDTP Compati

Post by rolatis »

How would I go about extracting the code (from your edited DeusEx.u presumably)? Just search for all your 'cloak' GMDX lines of code and add it to my DeusEx.u? I just tried it and I get a Bad name index 7536/6749 error. Am i doing something wrong or is there some code I missed
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