Deus Ex Junk

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Smoke39

whatever
Jun 2, 2001
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Then run away and hide. :b

Someone I met at DXE is making some changes to maps for hiding secret items. I haven't made any of the items yet (trying not to let myself until I finish the other stuff), but it should be neat to have some new things to find.
 

Smoke39

whatever
Jun 2, 2001
1,793
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The plasma rifle now shoots through stuff. The method I used for shooting through walls doesn't really work if there's a wall close behind the wall you're trying to shoot through, but besides that it works quite nicely with the new tech goggles or new vision aug at a high level.
 

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Smoke39

whatever
Jun 2, 2001
1,793
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You should now be able to shoot through glass windows with bullets. It works at the silo place, in any case.
 

Smoke39

whatever
Jun 2, 2001
1,793
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Ejected sabot shells are now blue, as seen in the ammo pickup boxes. Also, shotgun shells are ejected when the sawed off shotgun is pumped, rather than when fired. Someday I'd like to improve the ejection code for all bullet shell casings to position the shell better.
 

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Smoke39

whatever
Jun 2, 2001
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What would be the purpose of that, other than being cool and making the sniper rifle perhaps even more powerful than it already is?
 

Smoke39

whatever
Jun 2, 2001
1,793
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Some new shell casings I'm about to import into the game.
 

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Postal

I apear to have lost my pin.
Nov 14, 1999
1,388
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WoD.BeyondUnreal.com
Several times I have lined up shots of a couple of NSF. Im not asking for more damage or ROF, Im only asking to be able to get 2 for the price of one.

Funny this time Im replaying DX, I find my self mainly using a scoped sil pistol. Even though I got an upgraded sniper and ar. Seems after the first mission, pulling off headshots with the silenced pistol is much more effective then the traq darts or the AR.
 

Smoke39

whatever
Jun 2, 2001
1,793
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Lots of people find themselves using a modded pistol through most of the game. That's what I always did. Both the laser and scope used to make weapons perfectly accurate when they were used, so you could pull off headshots way too easily from too far away with them.

Spydrones can now frob keypads, computers, ATMs, and information devices (datacubes, books, etc.). The frobable items' frames don't show up in the right place, but besides that the spydrone is quite a bit more interesting now.
 

Postal

I apear to have lost my pin.
Nov 14, 1999
1,388
0
0
WoD.BeyondUnreal.com
I love how the MIB explode when they die, I wanna explode when I die.

Anywho, youre mod sounds awesome, I will replay the game again when you release it.
 

Smoke39

whatever
Jun 2, 2001
1,793
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Small detail: the frames that appear around stuff you're pointing at now oscillate smoothly, rather than moving inward and then jerking back outward. Also, the shuriken have a standing accuracy bonus indicator on the crosshair, like other weapons that fire projectiles.

I fixed the spydrone issue, and changed the way you see from its POV.

One tenth of the damage you deal to pawns goes toward paying for the next level of that weapon's skill. That's 10 points for the average pawn. I'm not sure if that's the perfect amount; it has to be enough to make a difference, but not so much that you end up having too many skill points.
 

Smoke39

whatever
Jun 2, 2001
1,793
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The resolution of Deus Ex's mesh format is too low. D:< Look what it did to my shotgun.
Edit: I just thought of something. The sword and shuriken are both detailed enough to have an enviromap just a tiny bit above the blade. Why isn't my shotgun taking advantage of that added resolution? Plus there are those smoothing groups that make no sense. I can never get models into Unreal engine games right!
Edit: Using 3ds2de instead of the Deus Ex exporter I got for MS3D seemed to fix most of the errors. Animating with 3ds2de is gonna be a huge pain, though...
 

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Smoke39

whatever
Jun 2, 2001
1,793
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New WP rocket explosion.
 

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Smoke39

whatever
Jun 2, 2001
1,793
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I've reworked the headshot detection code slightly. It was possible to get headshots consistently before if you knew how the code worked, but now you can get headshots consistently by actually aiming at their head.
 

Smoke39

whatever
Jun 2, 2001
1,793
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0
The assault gun now fires three instead of five round bursts. Firing a longer stream also sounds more continuous rather than a string of bursts.
 

Smoke39

whatever
Jun 2, 2001
1,793
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0
Shells now bounce with some randomness, so they don't form nice neat little piles anymore. Observe the shot. Also, the shell ejection code has been rewritten and works nicely. :) The AG, sawedoff, and pistol all spawn shells in the proper place. The rest still need to have their offsets calibrated.
 

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Postal

I apear to have lost my pin.
Nov 14, 1999
1,388
0
0
WoD.BeyondUnreal.com
BTW, a properly tuned gun with good ammo should be consistant with its brass ejection patterns. When the brass starts ejecting farther, or faster, then you know the recoilsping is taking a set, and should be replaced.
 

Smoke39

whatever
Jun 2, 2001
1,793
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Does that mean the new piles are bad? But the old ones looks so stupid. XP

The carcass frob code has been largely rewritten. Besides fixing some weird errors, the summary of what you find is now completely graphic, with items you can't pick up being displayed in red.
 

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