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Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
I just made this:

https://www.youtube.com/watch?v=BZawy1gIN1o

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Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

K8.0 posted:

Why would you even want regenerating bio energy? There are so many biocells and repair bots in Deus Ex past the first two levels the idea that you could actually run out seems a bit ridiculous.


Do you not know about the medibot hidden in the crates near the start?
I was too busy being badass. I know about the medibot hidden in the crates AND the repair bot hidden in the crates.

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
Let me demonstrate shortly... give me just a few minutes

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
Okay sorry my bad it was another med bot. Still I don't think many people know about it.

https://www.youtube.com/watch?v=5OvDz8NqyrI

EDIT: Sorry about the doublepost

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
Okay this thing gave me an idea. I was looking for a let's play of Deus Ex in the lparchive and found nothing. Apparently one was already done, but it's in the forum archives which I don't have access to so I don't know what the deal is.

Anyway I'm tempted to do another one with a twist - but I'm not sure what the twist would be yet. I'm looking for something that would be fun to watch. "Nobody must see you" playthrough would be kinda painful as I'd have to wait around a lot.

Yeah or Nah?

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

GreatGreen posted:

All GEP Gun, All The Time.

Actually, that would probably get boring, too. Maybe limit yourself to something like any 2 weapons and any 2 augs? I'd go for the DTS and maybe the silenced pistol. Augs should be Strength to go with the DTS and maybe, um... Regeneration or Night/Sonar Vision?

I don't know I was thinking that apparently any one approach when done for too long gets old. How about doing a playthrough making an rear end out of the game as much as possible without actually breaking it. Generally going through it being the biggest rear end in a top hat possible.
Something like this - I love that first level:
https://www.youtube.com/watch?v=jCmQtOkU-UA

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
Whew. Okay this took me like half a day but since I'm on a sick leave, who cares.

This is a playthrough of Deus Ex GOTY edition, vanilla, on Realistic difficulty with a twist. I tried to screw around with the game as much as possible leading to some hilarious moments. I left all the cutscenes pretty much intact so you can follow the story. Naturally there are spoilers.
The twist is that JC gets "premonitions" of horrible ways he's going to die in black and white.


https://www.youtube.com/watch?v=HKm_ZgsiDjg
In this episode among other things you'll see some Super Mario action, Gunther going apeshit, and learn that NSF all have a severe case of autism.

Let me know if you liked it and want to see more so that I'll start an LP thread or something.
I plan to play through the game doing stupid poo poo like this, starting out nonlethal and growing progressively violent towards the end.

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

Doc Hawkins posted:

*Obligatory pointing out that the Twin Towers are absent from the game's New York skyline, despite existing at the time it was published.*
DUDE!

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
Haha oh god. This kid got so much abuse in the past 10 years.


Anyway I started the Let's Play thread I mentioned, in case you're interested.

Lamebot, may I link to your video in the LP thread? It perfectly fits with the theme!

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
JC meets a pimp in Hell's Kitchen:

https://www.youtube.com/watch?v=piOpEb6MqUs

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

StickySweater posted:

I knew experimenting too much would break it.


This exact thing happened to me too. My ~16y.o. self was so amused by throwing Paul's own corpse at him. I think it happens when you exit through the window and quickload to exit through the front door and both flags stay in the memory or something. The game thought Paul died though. What a sh...

EDIT: I need to stop saying that

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
lol

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

Earwicker posted:

yeah it's a very well done map, though bizarrely flat (prague is quite hilly irl). definitely the best in the series and a lot more interesting than many larger open world style cities where content is more generic and gets repeated

I live in Prague and it's fine the old town isn't really hilly which most of the districts are modelled after. The thing that bothers me is the hosed up translation job. Apparently it was outsourced to a polish localization studio that outsourced the job to a Czech translator. I was listening to a podcast with this translator and apparently either eidos montreal just google translated most of it or the polish company ignored his corrections, but it's all horrible.

The toy shop sign reads "Child female gamers", the red light district "Pleasure The District", Do Not Enter "Do not input", or the Překážka district means "Hurdle" instead of the real district in Prague called Ohrada which means "Pen" like in animal pen.

Like 70% of the czech text is either nonsense or just moves punctuation around randomly. Also introduces some punctuation that only exists in polish.

It's hilariously jarring.

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

jojoinnit posted:

:psyduck: From the translation style it definitely sounds like the whole thing was just run through Google Translate. Why would you use a location setting without contracting the translation/writing directly to people in that country? :wtc:

According to the Czech translator they gave him the broken czech beta test version for review. This was after the czech voice acting was done (which is spot on btw). The weird part is that of the 100+ corrections he made they just straight up didn't fix anything. So either nobody cared, the fuckup responsible didn't want to get outed, or they ran out of budget to fix anything since it's basically every texture with text in the game. Or all of the above.

But yeah having the whole game taking place there and loving up so badly is an achievement.

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

aniviron posted:

That depends very heavily on the game and the people working on it; but generally development doesn't start with God laying out an exact blueprint of where every exact thing is going to go and then it's just a matter of filling in the outlines until it's shipped; rather, it tends to be a chaotic process. You make something, see if it's fun, if it's not, you cut it or alter it, and see if the new thing is fun, or fits the game. Sometimes this process is left to design leads, but sometimes it's up to the whims of the people who are working on any given segment to fill it out. This is particularly true for games with large play spaces; a good example are the vaults from Fallout 3 & New Vegas. These weren't heavily planned ahead of time - there was going to be a vault there, but then it was largely up to the designers for the areas what to put in. That's why there is a vault where everyone just says Gary, the level designer put that in during a fit of whimsy and it stuck.

I'd guess that DXMD had a more structured/hierarchical approach than that, but I would be shocked if there wasn't some designer autonomy. Even on a project with heavy oversight however, things that are made early in the project are relatively unlikely to survive late into development, so hiring someone to do translation on text that may be gone in a week isn't an ideal prospect.

I agree that there should have been an audit of this kind of thing before release, but it's easy to see how something like that slips through the cracks on a game of this size.

If Prague was just a smaller location out of several, or if the game was a shooter where you're not expected to look through everything inch by inch, I wouldn't think twice about Gary doing stuff quick and dirty.

But MD's hub is the most detailed thing in any Deus Ex yet, and just plopping what Gary thought sounds good when everything else is so meticulously detailed is the baffling part. The Prague intro cinematic reads "hlvani mesto" instead of "hlavni mesto" (captial city). You look at jensen's bulletin board and there's "Buy more paper(adjective)" and "Not touching my sandwich!" Even for a first pass with just google translate it's strange:



They had to rely on someone who only thought they spoke czech and then ubieidos didn't have time or knew to fix it. At first I was like "Aww Jensen's trying to learn czech, what a cute little thing." Then I went outside and the first thing I see is a sign reading "Ancient District" pointing to Old Town.

E: And that person just had to be polish:

Vic fucked around with this message at 21:03 on Dec 8, 2021

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
So I figured I'd dig more into the credits:

This is the Polish localization company that worked on it: https://q-loc.com/about-us/
They don't list Mankind Divided in their portfolio. Interesting.

This is the localization project manager:
https://www.mobygames.com/developer/sheet/view/developerId,272579/

Whose last credit is a project manager on Cyberpunk 2077, and his linkedin says he no longer works there as of June this year.

His current position is "Project Ritualist" at no doubt his own studio

:thunk:

Vic
Nov 26, 2009

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Is the window correct resolution? If so try Borderless Gaming app, I've been using a lot for older games.

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
Yeah I'm using Kentie's launcher, just switched to software rendering and it works. However I get some z-buffering issues (see screenshots)



The faces look much better, they're like pixelart.

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
I got a texture pack installed but it doesn't touch the character textures, just signs, crates, material etc.

The Deus Ex textures were done by Kenneth Scott I think - the same dude who did the texturework for Quake 3, Daikatana and Deus Ex.

https://www.artstation.com/artwork/L3Nmzw

It's got a distinct style

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

infernal machines posted:

You can modify one of the shader files to do it

I did it and now it works perfectly:

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
I learned to not give a poo poo, if the game is good, and HR is good, I'll have a great time with it. But when I first played it I was incredibly disappointed. I was imagining Deus Ex with a bigger budget therefore more complex, detailed and polished.

Instead I got a deus ex flavored game. Almost every aspect of the original was poorly translated imo. People talk a lot about shooting being bad in original, but it really was just gated behind skill points. It was risky. In HR/MD it's always right there as the easiest option. And as Hbombr correctly points out, there's no downside to it.

The hub in MD was a step toward what I wanted.

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
Rainbow Six Siege will send your bullets in a 90 degree cone if you're not ADSing. It's a gameplay mechanic. "It feels bad because you wanna shoot the center of the screen. But the bullets don't go there! They should fix it." No, then certain types of characters are irrelevant and others overpowered.

In Deus Ex the guns shoot ok on trained, minimal spread on advanced, laser precision on master. Additionally you have mods that eliminate any bullet spread. The argument that JC denton is a trained agent and must shoot gun good, is bad and boring. Why can't he be a notoriously bad shot hacker? Why can't he be a melee weapon specialist?

The difference between Morrowind and OG Deus Ex is the bullets will still oneshot a dude, in Morrowind the sword clearly goes through but somehow misses. Also if you shoot someone from close range, you don't miss either. Deus Ex is also built around different ways of dealing with your enemies, Morrowind isn't. You gotta kill to level up.

Plenty of current FPS games actively hamper your "skill as a player" with bullet spread with types of guns, made up rules where shotguns don't work further than 3 meters, etc. Clicking heads is trivial. It also isn't the point of Deus Ex, but is possible and easy to achieve almost immediately. DX shooting bad always was a weak argument and it's being repeated as some obvious truth for some reason. There are countless current examples in explicitly first person shooters where similar obstacles to your clicking heads are in place.

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

moot the hopple posted:

Ever hacking mini-game I've ever played has never achieved the abstraction of making me feel like I'm a crafty hacker man entering the matrix, now I'm suddenly playing a baby game or a newspaper word scramble in the middle of another game.

Actual hacking is pretty mundane and amounts to running some scripts tapping around for vulnerabilities. Abstracting it would pretty much be what HR/MD did. Oblivion/Skyrim abstracted lockpicking pretty well too.

There's no point to abstracting it though, because you're abstracting "having knowledge" into pressing buttons.

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX

Phigs posted:

I would unironically love a more realistic hacking system where it's based around acquiring scripts that exploit vulnerabilities for all the various security system brands and versions in the game. So you'd be researching what kind of security a place is likely to have and then trying to track down the scripts that work for that software. Oh but this place has upgraded so it's no longer vulnerable to your old script so you gotta get a new one. Your script supplier has some new scripts in but you can't/don't want to buy them all so you gotta pick based on what kind of systems you want to hack into most.

I think that would be cool.

Maybe even a service you can call into and they'll hack a system for you for cheaper than a script but it's per hack. So many possibilities.

Not gonna lie that sounds pretty awesome. Would tie in nicely with you reading everyone's emails.

Vic
Nov 26, 2009

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Captain Walker posted:

projectiles instead of bullets

:eng99:

Vic
Nov 26, 2009

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Big Scary Owl posted:

Jesus Mankind Divided crashes so much on my PC

Yeah I got memory leaks or something after a few hours pretty consistently. Happened mostly in the Prague hub.

Vic
Nov 26, 2009

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Gynovore posted:

Did anyone else guess the truth about Eliza before meeting her?

Yes:
https://en.wikipedia.org/wiki/ELIZA

Vic
Nov 26, 2009

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site posted:

is that a link to a beastiality site

https://en.wikipedia.org/wiki/Blind_men_and_an_elephant

Vic
Nov 26, 2009

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Did you know there's a Deus Ex randomizer?

https://www.youtube.com/watch?v=XsoIKbn_suE

https://github.com/Die4Ever/deus-ex-randomizer/releases

Vic
Nov 26, 2009

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sebmojo posted:

You could buy in game money for cash. It was revolting.

Yeah and there was nothing to buy either it was vile and useless.

Vic
Nov 26, 2009

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https://www.videogameschronicle.com/news/a-new-deus-ex-is-reportedly-in-early-development-at-eidos-montreal/

Vic
Nov 26, 2009

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quote:

“Eidos Montreal, which remains intact, canceled the Stranger Things-inspired ‘kids on bikes’ game that was rumored recently,”

It’s now reportedly working on [...] a Deus Ex game that’s “very very early” in development...

Ah the kids on bikes genre

Vic
Nov 26, 2009

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https://www.bnnbloomberg.ca/embracer-group-shuts-down-montreal-video-game-studio-1.1840243

Embracer Group shuts down Montreal video game studio posted:

Video game publisher Embracer Group AB is shutting down Onoma, a Montreal, Canada-based video game studio that it acquired just months ago.

Onoma, formerly known as Square Enix Montreal, was best known for creating the Go series of mobile games such as Hitman Go. The company informed employees Tuesday that some staff would be transferred to a sister studio, Eidos Montreal, said people familiar with the situation.

A representative for Embracer confirmed Tuesday that the company is closing Onoma and said the move would impact around 200 employees.

The shutdown is unusual because of the timing. Onoma was purchased in May and on Oct. 10 announced a new name and branding.

Sweden-based Embracer has been on a video game industry shopping spree, buying companies both big and small over the past few years. Onoma was part of a large acquisition earlier this year, alongside Eidos Montreal, San Francisco-based Crystal Dynamics and a handful of franchises including Tomb Raider and Deus Ex.

The move appears to be part of a larger cost-cutting initiative. Eidos Montreal has reduced the scope of one unannounced project and will cancel another one, said the people familiar with the situation who asked not to be identified because they were not authorized to speak publicly. The company also plans to work with Microsoft Corp. to help develop some games, including one in the Fable franchise led by U.K.-based Playground Games.

Vic
Nov 26, 2009

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Cheston posted:

I'm doing my first vanilla run since my first playthrough in like ~2009, so I'm paying a lot of attention to how things are balanced. It feels very deliberate how few prod charges you get on Liberty Island. Halfway through Hell's Kitchen you can have max prod ammo, but in that first level the scarcity really teaches you to combo with the baton.
Stun prod is one hit ko if you hit directly from the back. You walk and crouchwalk faster than npcs do. Hitting their heels is the same as the back of the head.

Run speed aug is much better than quiet run aug and allows for high jumps.

Vic
Nov 26, 2009

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I also realized I replay deus ex for the hong kong and new york section. The game's good until the end, but you're dealing with much more enemies and less side quests.
Also you ran out of inventory space by then so you have to leave a ton of stuff behind. It would be fine if there was a real choice to make, but you're pretty much set with what you have at that point.

Vic
Nov 26, 2009

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Casimir Radon posted:

Yeah. You could cheese hacking pretty well in the base game. Just on trained you could quickly turn off all the cameras and click through every email before the timer runs out. Emails will then be in the comms section of the tab menu to read at your leisure.

The other thing I had to adjust for when playing GMDX is they made the Dragon’s Tooth’s damage go over 3, I think, hits. So it may not meet the damage threshold on many doors and containers. So you can’t just use it as an infinite lock pick for the last quarter of the game like you can in the base game.

The emails are not recorded in Deus Ex. Only the conversations, transmissions and datacubes. Master hacking gives you time to actually read those emails.

Serephina posted:

It's weird, Liberty Island is a great showcase of all the different features; You've got chatty characters, both to overhear and to berate you about nonviolence, alternate plot paths and scenario resolutions (eg Gunther), like four different ways to progress into the main building, a bunch of optional side areas... except that nobody gets hooked playing it the first time, it was doing too much without guidance and player attention levels plummet after the first accidental gunfight.

So like, as a standalone demo it would have been amazing (anyone remember Junkyard demo for Fallout?), but maybe something more structured for the first ten minutes post-tutorial whoulda been better in hindsight.

But that's exactly what the DX demo is, and 14 year old me played the poo poo out of it. I can't think of a better introduction to a game too. The terrorist leader in the Statue of Liberty which you see at all times. The NSF are spaced out far enough you can just shoot everyone in the head without a supressor. It's the perfect playground and bouncing off it means bouncing off the game's mechanics.

Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
The dock workers/us navy are american, and the crew of the chinese super frieghter are chinese. It's a whole plot point about FEMA taking control of the shipyard because a chinese ship with "pesticides" came in which the us navy guys call bullshit on. And you know Vinnie and he's cool.

e: Also "chinese for some reason" lol you just destroyed a giant plague printer in China, how did you miss that you're now scuttling a tanker full of aids?

Vic fucked around with this message at 08:08 on Apr 21, 2023

Vic
Nov 26, 2009

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Big Bizness posted:

I'm experiencing really bad stuttering whenever I explode multiple things simultaneously. The game basically freezes for 2 to 3 seconds. I'm using Kentie's DX launcher and Biomod, and have tried every combination of the DX10 renderer, OpenGL, Software, borderless fullscreen, regular fullscreen, capping the FPS to 60 both in the launcher and in the Nvidia Control Panel, taking the resolution all the way down to 720p, and toggling "use single cpu". Nothing has worked. I'm on a very powerful PC and this is obviously quite an old game, does anyone have a fix? Is it just an engine thing when too many gibs have to be drawn? The game runs flawlessly otherwise, it's just a shame to have everything seize up if I decide to get buck with the GEP gun.

I hade stuttering issues (not during explosions though) and fixed it by:

Setting max FPS on driver level to 120 or 144 (use your monitor's refresh rate) and editig DeusEx.ini (there's a link to it in the Kentie launcher window) FPSLimit=0 fixed it for me.

And when you say you have a new PC, isn't your CPU one of those with low power helper cores? Older games will have a problem with this so you have to run them on priority ones manually.

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Vic
Nov 26, 2009

malae fidei cum XI_XXVI_MMIX
Hong Kong theme :colbert:

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