Thug on 11/1/2016 at 20:24
Hey guys, thats my first post, i really like your forum.
So yesterday i downloaded and installed for first time in my life Deus Ex the first one from back in 2000. I only had play a demo back it time and i was very impressed but i couldn't afford to buy it.
Yesterday i played just the training, and god this is going to be amazing!
Tannar on 18/1/2016 at 17:59
Welcome to the forum. And yes, Deus Ex is one of the best games ever made. Enjoy your first time through it!
gkkiller on 28/7/2016 at 07:35
So I'm playing Deus Ex with GMDX installed ... And for some reason the game crashes when I quickload. Not every single time, but at least once or twice per hour of play. Makes it annoying as hell. Any fixes?
ZylonBane on 31/7/2016 at 14:24
Die less?
GMDX Dev on 14/8/2016 at 13:40
Disable the "First Person Death Perspective" option. This will be fixed in the next version.
Stargem on 29/8/2016 at 09:25
I was collecting some notes while attempting a playthrough of GMDX. Never finished, but I figured that I might as well pass along my opinion on various bits.
INCONSISTENCIES
The Plague Dogs: Using non-lethal weaponry on canines will result in their death. Not only inconsistent, but also may cause pity in people who still have a heart. In my case, I was worried about failing Paul Denton's request to peacefully subdue the opposition. He has a heart, one that surely loves canines.
Impotent Muscles: Using the Microfiber Muscle augmentation to throw objects at locked doors won't cause any damage. Tossing a lazy-boy into a wooden door should do at least a bit of damage, especially with maxed muscles.
ATM of the Underworld: Withdrawing credits from one ATM via passcode and then hacking it, followed by accessing the other terminal by hacking would result in showing -18 credits in the balance.
NSF Vanished: At some point, the NSF troops that are near the clinic and Ton vanished. I am not sure what action lead to this, but I am guessing that my sniping broke the encounter. Took down four of them from the top of the Ton, then I left for the Underworld and Smuggler's place, deciding to come back later with more tranq darts. The remaining two NSF troopers vanished into the ether. Not terribly important, but weird anyhow.
Tripping on Lasers: The laser tripwire in Smuggler's is very inconsistent. Sometimes tripping it with objects would open the shutter, other times it wouldn't.
Hotel Moans: At the Ton Hotel, a certain room has...noises. Strangely, it seems something in GMDX changed to make it sound like a trash compactor, instead of people.
USER-FRIENDLINESS
The biggest problem of Deus Ex has to do with human aging: My eyes are not what they used to be. A bigger font and GUI would be very nice for geezers like myself.
When my inventory gets filled up, moving bodies becomes inconvenient - the game won't allow me to move them, since they still have items on them. That means adjusting my inventory, moving the body, then retrieving my stuff. It would be nice if holding down the interact button would activate body movement, while just tapping would do a search.
Regarding the ATMs, they are annoying for me: Using a hack to access an ATM prevents further use. This translates into me waiting until the end of the level, accessing with credentials to empty the accounts, only THEN I could hack without worry. It would be nice if ATMs were altered like this: The game checks each account in the machine, and once the balance of all accounts reach zero, the ATM is locked down.
LEVEL DESIGN
Smuggler's Retreat - I think the alternate exit and entrance in Smuggler's garage should be moved beyond the robot. The reasons:
1 - I think it serves as a bolt-hole for the guy. Which is strange, considering that it isn't covered by the robot's tripwire. If I were making a hasty retreat, I would try to make sure no one could intercept me on the way out.
2 - It costs a lockpick to get in through that entrance, unlike the “Bloodshot” entrance. I think it would be appropriate to compensate by allowing the player to avoid the robot. Someone using the Bloodshot entrance and still preferring stealth has two options to deal with the bot: Either use a multi-tool to disable the tripwire, or use objects to hop over them.
Dream Pipe - I don't know the name for it, but there is an underground tunnel with two turrets and a bunch of lasers in Hell's Kitchen. My problem with it is that one laser is placed in such a way, that it isn't possible to skip the lasers by using objects. There is a pipe in the upper-right corner of the tunnel, that is nearly perfect for circumventing the lasers. To offset this solution, I think most of the movable objects could be replaced by something heavier, requiring the strength augment to obtain access.
Tatami Ninja: The hidden floor panel in Jacob's office is a little too well hidden. Aside from the red monitor nearby, there is no “tell” to help a player spot it. Adding a hairline crack would be fine, it just has to be something that makes a player go “Whazzat?”.
Using a fire extinguisher's vapor won't block lasers. I thought the developers intended it to do so, since there are fire extinguishers in the Liberty Statue and Smuggler's that are not far from the tripwires. Mind, I have no idea if that would actually work in real-life...
The Pepper Gun can't be used as a secondary weapon, despite looking easy to wield. Ditto for the stun prod.
PERKS
Heavy Weapons Trainee - Perfect Stance, Heavy Weapons: Generic, but sufficiently useful to be a perk.
Heavy Weapons Expert - HE Rockets: Good effect, but a bit too specific since it only covers the GEP gun. Adding an special effect to the Plasma Gun, Flame Thrower, and LAW would be nice. Maybe a "sticky" flame could be left by the flame thrower and plasma bolts? LAW could also get the same effect as GEP.
Heavy Weapons Master - In Bulk: Shrinking down the size of essential gear is definitely a worthwhile perk. If the HE Rockets perk is broadened, I recommend swapping the perk tier.
Hazardous Environment Expert - Hardened: Good idea, though not that powerful. Might be sensible to merge Clarity into this.
Demolitions Trainee - Sonic-Transducer Sensor: It is unique and useful. I feel it is suitable for the tier it is at.
Demolitions Expert - Short Fuse: Not a bad idea, if it is worked. Suitable for the tier it is at.
Demolitions Master - Knockout Gas: Having master skill in Demolitions already adds non-lethal qualities to gas grenades. To say the least, this perk is redundant and useless. Even if it was valid, it is useless for anyone who has no interest in non-lethal tactics.
Electronics Trainee - Sabotage: Passes with good marks in uniqueness and application. Perfect where it is at.
Electronics Expert - Wireless Strength: Useful and unique. I think it should be swapped with the master tier, as this is rather useful for a variety of situations.
Electronics Master - Handy, if a bit boring. Suitable for the expert tier, in my opinion.
Athletics Trainee - Clarity: Way too situational, not very cool, and is of little use.
Athletics Expert - Athlete's Appetite: Handy for making consumables a lot more flexible, but it isn't very powerful. I recommend it being Trainee tier.
PERK SUGGESTIONS
Demolitions Master - Custom Munitions: This perk combines all four grenade types (EMP, LAM, Gas, Scrambler) into a generic munition, where you can select the munition's effect by swapping ammo. Aside from saving inventory space, this allows the player to tailor their thrown munitions to the situation. Due to the utility, it warrants being very expensive. Alternatively, it could just be a space-saver perk that is cheaper than Packrat.
Athletics Master - Packrat: Adds an extra column to the inventory screen. The ability to carry more stuff is very handy, and makes quite a bit of sense for Athletics. Mild cost, since it is fairly boring when compared to Custom Munitions or Wireless Strength.
RANDOM IDEAS
Merge the Baton and Prod together. The Baton could have two ammo modes, one where it is an regular melee weapon, and the other where it consumes prod charges to be electrified. This would reduce the amount of clutter in the inventory and toolbar. Plus, it seems sensible to me that law enforcement would try to make their toolkit compact.
Merging together the Combat Knife and Throwing knives. Not as realistic when compared to the baton suggestion, but useful for cutting down on clutter. Same concept: Ammo 1 is regular melee and infinite, Ammo 2 consumes knives.
Being able to stick grenades onto the floor would be nice.
In my opinion, it would be cool if increased skill level for each category increased the amount of potential supplies that could be acquired from pickups.
A.J on 23/3/2017 at 21:30
I just heard of the v9.0 update that's coming soon... and no one's even mentioned it here.
GMDX Dev on 24/3/2017 at 15:30
Quote Posted by Stargem
INCONSISTENCIES
The Plague Dogs: Using non-lethal weaponry on canines will result in their death. Not only inconsistent, but also may cause pity in people who still have a heart. In my case, I was worried about failing Paul Denton's request to peacefully subdue the opposition. He has a heart, one that surely loves canines.
Vanilla and fixed in v9.0.
Quote:
Impotent Muscles: Using the Microfiber Muscle augmentation to throw objects at locked doors won't cause any damage. Tossing a lazy-boy into a wooden door should do at least a bit of damage, especially with maxed muscles.
It's capped at 30 damage vs doors for balancing purposes, unless it's an explosive barrel and the like. For reference, door damage threshold ranges from 0-90.
Quote:
ATM of the Underworld: Withdrawing credits from one ATM via passcode and then hacking it, followed by accessing the other terminal by hacking would result in showing -18 credits in the balance.
Will take a look.
Quote:
NSF Vanished: At some point, the NSF troops that are near the clinic and Ton vanished. I am not sure what action lead to this, but I am guessing that my sniping broke the encounter. Took down four of them from the top of the Ton, then I left for the Underworld and Smuggler's place, deciding to come back later with more tranq darts. The remaining two NSF troopers vanished into the ether. Not terribly important, but weird anyhow.
Vanilla. If you enter a loading screen once having alerted them they will vanish, presumed dead by the UNATCO troops.
Quote:
Tripping on Lasers: The laser tripwire in Smuggler's is very inconsistent. Sometimes tripping it with objects would open the shutter, other times it wouldn't.
Fixed in v9.0.
Quote:
Hotel Moans: At the Ton Hotel, a certain room has...noises. Strangely, it seems something in GMDX changed to make it sound like a trash compactor, instead of people.
Depends on the door and the visit. If I recall, vanilla there was heavy handed audio placement. Two doors in one visit would make sex noises, for instance, so the number has been cut down.
Quote:
The biggest problem of Deus Ex has to do with human aging: My eyes are not what they used to be. A bigger font and GUI would be very nice for geezers like myself.
Disable the OTPFix.
Quote:
When my inventory gets filled up, moving bodies becomes inconvenient - the game won't allow me to move them, since they still have items on them. That means adjusting my inventory, moving the body, then retrieving my stuff. It would be nice if holding down the interact button would activate body movement, while just tapping would do a search.
As voodoo said, double click the body.
Quote:
Regarding the ATMs, they are annoying for me: Using a hack to access an ATM prevents further use. This translates into me waiting until the end of the level, accessing with credentials to empty the accounts, only THEN I could hack without worry. It would be nice if ATMs were altered like this: The game checks each account in the machine, and once the balance of all accounts reach zero, the ATM is locked down.
I don't really see the problem here.
Quote:
Smuggler's Retreat - I think the alternate exit and entrance in Smuggler's garage should be moved beyond the robot. The reasons
It would become the dominant path. That route/container door is only locked on the first visit, and the bloodshot password is also only needed on the first visit.
Quote:
Dream Pipe - I don't know the name for it, but there is an underground tunnel with two turrets and a bunch of lasers in Hell's Kitchen. My problem with it is that one laser is placed in such a way, that it isn't possible to skip the lasers by using objects. There is a pipe in the upper-right corner of the tunnel, that is nearly perfect for circumventing the lasers. To offset this solution, I think most of the movable objects could be replaced by something heavier, requiring the strength augment to obtain access.
Use a multitool for once? Chuck an EMP nade? Blow up the lasers? Go the other way? Fine, here's a very cheap trick for dealing with lasers: throw down an object next to the laser emitter, which will trigger the alarm but also block the laser. As soon as it's triggered hide from the turret's line of sight and explore elsewhere for ~30 secs, fiddle with your inventory if you have the real time UI option enabled or whatever, then return and you'll be free to pass the laser without consequence.
Quote:
Tatami Ninja: The hidden floor panel in Jacob's office is a little too well hidden. Aside from the red monitor nearby, there is no “tell” to help a player spot it. Adding a hairline crack would be fine, it just has to be something that makes a player go “Whazzat?”.
There is now a very subtle way to tell via texture offset.
Quote:
The Pepper Gun can't be used as a secondary weapon, despite looking easy to wield. Ditto for the stun prod.
Will take a look.
Quote:
Heavy Weapons Expert - HE Rockets: Good effect, but a bit too specific since it only covers the GEP gun. Adding an special effect to the Plasma Gun, Flame Thrower, and LAW would be nice. Maybe a "sticky" flame could be left by the flame thrower and plasma bolts? LAW could also get the same effect as GEP.
Yeah, maybe.
Quote:
Demolitions Expert - Short Fuse: Not a bad idea, if it is worked. Suitable for the tier it is at.
Fixed in v9.0.
Quote:
Demolitions Master - Knockout Gas: Having master skill in Demolitions already adds non-lethal qualities to gas grenades. To say the least, this perk is redundant and useless. Even if it was valid, it is useless for anyone who has no interest in non-lethal tactics.
You're kidding, it's one of the more powerful perks. Well, I guess you never made it further in the game.
Also, why is it redundant for lethal players, exactly? It knocks an enemy out of commission with ease, and that is what is important. If a lethal player really cares for actual death status of enemies, they can gib their corpse, toss them in water, whatever after the area is cleared out if they really must. That's the joy with lethal builds, they get access to
everything and it all has use, including non-lethal equipment. Meanwhile the non-lethal player is restricted to baton, prod and anything that won't cause death, which isn't a lot. The game has far more lethal equipment as it is. So non-lethal is more challenging, but also generally a lot less fun without a wide array of tools to play with and nothing can really be done about it. Lethal will always have more options.
...Not that options are the be-all-end-all of fun, increased challenge through the restrictions of the playstyle can certainly hold it's own, along with the NPC reactions to non-lethal efforts, but I just think the game is considerably more enjoyable lethal combat or lethal stealth and that it's a shame there's such a huge discrepancy.
Quote:
Electronics Expert - Wireless Strength: Useful and unique. I think it should be swapped with the master tier, as this is rather useful for a variety of situations.
Swapping with master tier wouldn't make sense at all. Think it over :P
Quote:
Athletics Trainee - Clarity: Way too situational, not very cool, and is of little use.
It has its uses, especially for a low-level swimmer. But hey, it's better to have trash options than overpowered ones.
Quote:
Athletics Expert - Athlete's Appetite: Handy for making consumables a lot more flexible, but it isn't very powerful. I recommend it being Trainee tier.
Changed in v9.0.
Quote:
Demolitions Master - Custom Munitions: This perk combines all four grenade types (EMP, LAM, Gas, Scrambler) into a generic munition, where you can select the munition's effect by swapping ammo. Aside from saving inventory space, this allows the player to tailor their thrown munitions to the situation. Due to the utility, it warrants being very expensive. Alternatively, it could just be a space-saver perk that is cheaper than Packrat.
Demo master is thoroughly covered by the perk that makes Gas grenades instant knockout on augmented/unprotected organic enemy types. The usefulness of said perk is highlighted late game where enemies ramp up in difficulty (which never happened vanilla despite it being basic game design and one of "Warren Spector's Ten Commandments of Game Design").
Quote:
Athletics Master - Packrat: Adds an extra column to the inventory screen
Would become must-have to the point it's not even a choice at all.
Quote:
Being able to stick grenades onto the floor would be nice.
Hmm, yeah I should probably do that.
Quote:
In my opinion, it would be cool if increased skill level for each category increased the amount of potential supplies that could be acquired from pickups.
Nah. A bit too gamey (despite the perk and skills systems being gamey concepts, but they are both very loosely based in realism/what is possible for a skilled agent), difficult to balance, and there are already a bunch of support skills that are additional ammo providers or savers: lockpicking, hacking etc.
GMDX Dev on 31/3/2017 at 22:39
GMDX v9.0 Enters Public Beta.
(
www.givemedeusex.com)
* GMDX needs Veteran players and it needs newcomers.
* It needs a large pool of people with various hardware types, from toasters to high-end machines, as well as differing software.
* Easy difficulty players, hardcore players, and everything in between.
* English speaking players, French, and German. (Russian and Hungarian need further support for now, which shall be handled ASAP).
* Combat, Stealth, non-lethal, hybrid...players of varying playstyles are needed.
* Most of all, I in particular want passionate players that expect the absolute best from their games, have a critical eye, and also a good understanding of the design principles Deus Ex was built upon.
GMDX is nearing half a decade into development now and its goals are mostly fulfilled: the greatest thinking man's shooter/sneaker/RPG hybrid on another level without losing sight of what made it so special to begin with. Invite yourself to beta testing and aid what fans have been calling the "definitive Deus Ex experience" achieve a state of perfection.