Deus Ex

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A community for fans of the Deus Ex series of video games.

founded 1 year ago
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cross-posted from: https://lemmy.mods4ever.com/post/301

Download from here: https://Mods4Ever.com/

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From the video's description:

Finally!

In the next few days, I'll upload a commentary video that explains how this is possible. Some key points for those who are curious:

  • AutoHotKey (AHK) is a piece of software that allows the user to create custom keyboard macros and hotkeys. Using AHK, I set up my Numpad to control the mouse. For example, Numpad 4 moves the mouse 100 pixels left, and Numpad 6 moves the mouse 100 pixels right.

  • Most objects in the game require you to look directly at them in order to interact with them. For smaller objects, like elevator buttons and keys, we must memorize a series of precise movements and angle changes in order to line up our camera with the intended object. This can be quite tedious.

  • At 4:30 is the first big trick of the run. Throwing a gas grenade in a particular spot will cause the guard inside the building to panic. He runs to the front door to let us in, allowing us to skip the entire first mission.

  • At 6:50 you'll see some weird blue text on screen. If you hold down the quicksave button while a conversation is ending, sometimes this will cause what's known as a "glitchy save". Loading a glitchy save can produce a variety of interesting effects, which we'll abuse later in the run.

  • At 10:25 is perhaps the weirdest trick of the run. The goal is to shoot an explosive crate to clear out a bunch of enemies without taking damage from the explosion. At first glance it seems impossible to line up this shot while blindfolded, since there are no audio cues whatsoever. The rather strange solution I came up with was to move backwards while singing the chorus of the song "Benny and the Jets", which just happens to be the right tempo to put us in the correct position for the shot.

  • At 13:50 is the first use of the glitchy save. When you load a glitchy save file, maps adjacent to your current map will reset, which will respawn items. We abuse this to duplicate augmentation upgrade canisters, biocells, and flamethrower ammo, all of which are tools that we'll rely on heavily through the run.

  • At 18:35, you can survive a fall from any height by quicksaving+quickloading just before you land. This is a trick that can be abused anywhere in the game, although it eventually becomes obsolete once you get fully upgraded jumpy legs.

  • At 38:50, we clone items in our inventory. This can be achieved by binding the "use object" button to the mouse scroll wheel, then rapidly scrolling while looking at the object we want to clone. Note that this only works if you start with at least 2 copies of the item.

  • At 50:55 is the first example of a "superjump". If you activate jumpy legs, then open the options menu, this reapplies the jumpy leg buff. This can be done multiple times to jump to very large heights. We rely on this pretty heavily throughout the run.

  • At 54:55, the LAW is a powerful rocket launcher that is intended to be a single-use consumable item. However, if you pass through a loading zone immediately after firing LAW, it stays in your inventory. This can be used repeatedly to get a ton of mileage out of a single LAW.

  • At 1:12:00 is where the craziness begins. We fire a LAW to kill ourselves, sending us directly to the MJ12 prison level. Normally when the MJ12 prison level starts, it runs a script that restores our health, and removes all items from out inventory. By loading a glitchy save as soon as the level starts, we skip that script, allowing us to keep our inventory and remain at negative health. The reason we want negative health is an absolutely wild exploit called "Dead Man Walking". If you consume a small healing item (such as a candy bar) while at negative health, most enemies will think you are dead, and ignore you. This allows us to run straight past hordes of enemies that would normally be a deadly threat. It is the single most important exploit in the entire run, and we rely on it pretty heavily for the rest of the game. Without it, I highly doubt that a blindfolded run would be possible.

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cross-posted from: https://programming.dev/post/13618989

Vanilla Fixer: automatically applies compatibility fixes without changing the game at all.

Zero Rando mode: features many quality of life improvements and bug fixes. Based on Deus Ex Randomizer but without the randomization.

Randomizer Lite mode: keeps the randomization subtle, without moving anything or breaking immersion. Similarly there is a Randomizer Medium mode which enables a bunch more randomization features without getting too crazy.

All with good Steam Deck support!

Lots of things not shown in this video because I tried to keep it under 3 minutes. Features such as the integrated bingo board, support for Crowd Control, brightness boost adjustment, and looting improvements, which are all available options even in Zero Rando mode!

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submitted 4 months ago* (last edited 4 months ago) by OneCardboardBox@lemmy.sdf.org to c/deus_ex@lemmy.ml
 
 

Played DX a few times, but the only part of the plot that never fully makes sense to me is Maggie Chow:

  • She is an MJ12 plant who knows JC is Paul's brother, but doesn't know he's a fugitive? Or she does know he's a fugitive but doesn't call her MJ12 guards to take him out?
  • She sends JC to the police station on a mission to steal information, but then the information incriminates her. Why? JC even asks her what she expected to happen.

Not so much a plot thing, but I also find it strange that she runs up to fight JC in Versalife with just a sword and no armor. It's the least threatening fight in the game. I know the people in Hong Kong say she used to do Kung Fu movies, it would have been cool if there was some allusion to that during the fight.

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cross-posted from: https://programming.dev/post/11762668

If you don't know what Deus Ex Randomizer is, then here's our old trailer which shows a breakdown of how it works.

We just released v2.6 which has some big changes like an overhaul of augs (with an option for automatic augs), many more goals with randomized locations, and saving during infolinks. Download here: https://Mods4Ever.com/

But we release updates all the time, so let's recap the highlights of the past year of updates.

Part of DXRando is randomizing the location of explicit mission goal locations (characters, computers, etc). Right now we have 63 goals with 261 locations, vs 1 year ago we had 50 goals with 211 locations in v2.2.7.

We also have an integrated bingo board! Right now we're at 315 Bingo goals, vs 118 bingo goals 1 year ago in v2.2.7.

Here are some of the biggest additions we've done in the past year:

  • New Game Modes:
    • WaltonWare mode: A quick option to get into the game without the time commitment of the full game! You start in a random mission and win by completing one bingo. As New Game+ keeps making it harder, see how fast you can complete them or how many you can complete! There's also WaltonWare Entrance Rando mode which rearranges the way maps are linked together. (There's also a regular Entrance Rando mode, but that falls out of scope for this 1 year recap.)
    • Zero Rando mode: Great for inexperienced players to play the game mostly vanilla, with no randomization, but with balance tweaks, QoL improvements, and bug fixes.
    • Zero Changes mode: This one is for the purists. Use our new installer program and it will do compatibility fixes for the vanilla game (Kentie's Launcher, D3D10, DXVK, Engine.dll fix, and more), then just run DeusEx.exe instead of DXRando.exe and the gameplay will be unchanged but with high frame rates and resolutions!
    • Rando Lite mode: Randomizes some things without interfering with the immersion and mood of the game. Great for players who haven't played Deus Ex in a long time, or if you're intimidated by the full Randomizer.
    • Serious Sam mode: Same as the normal game but with 10x as many enemies. The player has increased health and takes reduced damage to compensate.
    • Speedrun mode: Speedrun with fewer resets while still being able to enjoy higher difficulties. And a built in splits viewer!
  • Mirrored Maps: Play through the game with a random mix of mirrored maps, which will keep you on your toes even more than the randomizer has before!
  • Many changes for enemies:
    • Additional enemy types, including rare augmented enemies!
    • Randomly generated patrol routes for added enemies.
    • Randomized enemy helmets, which reduces damage to their head.
    • Randomized enemy visors, which makes them immune to pepper spray and gas grenades.
    • Enemy types are now split into factions, so randomly added enemies will better match the theme of the surrounding enemies.
  • An option for automatic augmentations, so you don't have to micromanage so hard with your F-keys
  • AugBots, which allow you to install augmentations when you can't find a MedBot (especially on higher difficulties where Medbots are rare)
  • Many more possible locations for items, datacubes, nanokeys, crates, and enemies to appear. Previously these were mostly restricted to the locations where vanilla already had something.
  • Support for UMX music files from Unreal and Unreal Tournament (if you enable Randomized Music in the Rando Settings menu)

Check out our full README here https://github.com/Die4Ever/deus-ex-randomizer#readme

https://Mods4Ever.com/

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submitted 5 months ago* (last edited 5 months ago) by Hubi@feddit.de to c/deus_ex@lemmy.ml
 
 
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submitted 6 months ago* (last edited 6 months ago) by TheSparrowPrince@lemmy.world to c/deus_ex@lemmy.ml
 
 

I thought I would call attention to "Deus Ex: Revision"; a well-tailored, free mod suite available on Steam.

I used it about a year ago and it was a great way to re-experience the classic first game on modern PC hardware with tons of optional tweaks and graphics upgrades to take advantage of.

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New PB for Ultimate Run Single Segment. It technically isn't submissible for WR since the game minimized to desktop mid-run, knocking out the game capture, which led to me having to close the game and reopen it. I still had my quicksave and was able to continue the run with the timer intact. Also, the Helios infolink that gives the icarus/panopticon login at the end of Area51 glitched out and didn't play, so I technically never got those credentials. Either way, I now have new and better splits that were made on an otherwise pretty clean (and very fun) run that I can now run against. Next goal is sub 2:15:00.

Well, it's WR in my heart. For the record, here's the official WR (2:24:04, also by PancakeTaicho): https://www.twitch.tv/videos/202350259?t=0h0m1s

Anyways, amazing run and commentary while doing this incredibly tightly choreographed run. If you're a fan of GDQ-style commentary then you'll love this.

Here are the insane rules for the Ultimate Run:

  • Realistic Difficulty
  • Glitchless / Exploitless
  • No augmentations / weapons / inventory / consumable items.
  • No use of skill points, money, or bio-electrical energy.
  • Doors and security terminals can be used freely, although all used door codes and logins have to be acquired legitimately in-game.
  • Ultimate Run The Second adds one more rule: No use of medbots.
  • Any saves loaded during the run must have been made during the run.
  • A run has to be done in one recording continuous - loading save files is allowed, but the timer can no be reset to a previous state.
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