ActionEvent - Beta Version out!

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ActionEvent - Beta Version out!

Postby ~DJ~ » Sat Jul 18, 09 4:01 am

Hey guise!


Finally, a trailer of ActionEvent, I b release a trailer to you all!


So here's some short info about this modification:


It contains a.. type off... Radio-chat system. and...



Double jumps!

Wall walks!

Flips!



Here's some preview:



Wallwalk:
Image


DoubleJump:

Image


Read the readme, it contains lots of info, remember, this is the BETA version, it DOES contains lots and lots of bugs.


Special Thanks to Nobody for giving his miniMTL game loader :-D

(from which I could load my new gametype!)


Download Mirrors:

ModDB.com
HotLinkFiles.com
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ActionEventBETA_1.rar
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Postby bambi » Sat Jul 18, 09 5:04 am

awesome!
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Postby ~DJ~ » Sat Jul 18, 09 11:25 am

Cannot edit anymore.

Anyway the video preview is available now:

http://www.youtube.com/watch?v=MoDMq38fKao
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Postby synthetic » Sat Jul 18, 09 11:51 am

Lol that is way cool.
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Postby Snakey » Sat Jul 18, 09 12:54 pm

Fantastic stuff thur

What's the song you used in the trailer?
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Postby ~DJ~ » Sat Jul 18, 09 12:59 pm

Iridium - Clean vs Dirty


Comes defaultly at Fruity Loops


saved it as .ogg and added it into Sony Vegas.


@Others:


Thanks :D
Last edited by ~DJ~ on Sat Jul 18, 09 12:59 pm, edited 1 time in total.
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Postby James » Sat Jul 18, 09 1:46 pm

I enjoyed the footage but I hated the forward flips.
I am dead.
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Postby ~DJ~ » Sat Jul 18, 09 1:47 pm

Because the camera rotates? O_o


I recall this quote:

James wrote:
~[A]Daedalus~ wrote:Oh yeah, dodging pwns, i don't know why did they disable it. But, i think, we don't have to re-make MTL, just to make a little but clever mutator :)


[MM]Stunt? hehehe!..I just got a weird idea but kinda cool.
A mutator that enables alot of weird movements in dx that are achivable without actually changing the player model movements (If so it'll be cool) like a kick jump off a wall!..hehe by pressing jump then jump again when it reachs a brush to launch a little off it or with speed aug a fair large ammount to the parraell side of the brush in a kinda of dodge style way?...lol this may not be usefull in anyway but cool never the less.



I'VE DONE IT I'VE DONE IT


In next release, you can kickjump/walljump too.
Last edited by ~DJ~ on Sat Jul 18, 09 1:48 pm, edited 2 times in total.
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Postby clyzm » Sat Jul 18, 09 2:38 pm

Looks pretty badass!
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Postby Mr. Tastix » Sat Jul 18, 09 3:00 pm

Wow! That's fucken mean. Looks absolutely pointless in regards to usefulness but other than that, wicked!

I'm going to go ahead and say the camera is the only thing that rotates? It'd be wicked if someone animated JC to actually do those flips in third-person view as well (mostly for aesthetics, but that's what I see this mod as anyway).
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Postby ~DJ~ » Sat Jul 18, 09 3:09 pm

We rotate too, actually.


If you do the front/back flips, you rotate too, but not with the Left-right flips, I am gonna work on it, I don't see why it doesn't rotate, though, I'll fix it soon. :$
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Postby Alex » Sat Jul 18, 09 3:32 pm

~DJ~ wrote:Because the camera rotates? O_o


I recall this quote:

James wrote:
~[A]Daedalus~ wrote:Oh yeah, dodging pwns, i don't know why did they disable it. But, i think, we don't have to re-make MTL, just to make a little but clever mutator :)


[MM]Stunt? hehehe!..I just got a weird idea but kinda cool.
A mutator that enables alot of weird movements in dx that are achivable without actually changing the player model movements (If so it'll be cool) like a kick jump off a wall!..hehe by pressing jump then jump again when it reachs a brush to launch a little off it or with speed aug a fair large ammount to the parraell side of the brush in a kinda of dodge style way?...lol this may not be usefull in anyway but cool never the less.



I'VE DONE IT I'VE DONE IT


In next release, you can kickjump/walljump too.

Best is if you turn the mod into a mutator instead of a gametype.
I once made a modification that was basically, the exact same, based on the Matrix theme, with the stunts you described. But never released it, as it uh... 'disables' the user to use other gametypes. Never had the motivation to turn it into a mutator.

While you're still working on it, try making it a mutator! If you want other people, besides you, to use it, that is. Just my 2 cents.
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Postby ~DJ~ » Sat Jul 18, 09 3:42 pm

Hmm, that's some right points there, I'll try my best to make it as a mutator..... :o
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Postby Dae » Wed Jul 22, 09 1:57 pm

"Hotlinkfiles" link updated
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Postby ~DJ~ » Wed Jul 22, 09 2:37 pm

Thanks..


well...


I've forgot to tell you to update the attachment too, with the same as the hotlinkfiles one....

You will have to download it from HotLinkFiles and then upload the same one for the attachment......


My bad :oops:


Can you do it? :oops:
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Postby Dae » Wed Jul 22, 09 3:09 pm

No prob, done
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Postby ~DJ~ » Wed Jul 22, 09 4:09 pm

Thanks mate. :)





If you wonder why did I (technically) updated the attachments, it's because the INT files did not had to correct name of the modification, and nor did the 'readme' consisted about anything related to DodgeClickTime.


If you are having problems installing, or flipping, download the latest attachment. and read the readme again, skip the parts which you have done already.
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Postby bambi » Sat Jul 25, 09 11:15 pm

DJ, can you upload:

conaudioHKshared
conaudioAIbarks,
conaudiomision 01 02 08
and
conaudioendgame


I need these packages to host it :(!!!!
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Postby ~DJ~ » Sun Jul 26, 09 4:34 am

Wait, what?

You don't have them?

Probably SlimLine version or something..


Well, I'll do my best.


Do remember that the people which don't have the version 112fm (GOTY full ENGLISH version) will get mismatches at Mission02, Mission08

Hey, if you don't want to have those files, and want to run the MatrixMoves, you can just remove all those ServerPackages=Conaudio's and

ServerActors=ActionEventBETA.ActionMutator


By removing that, you won't face a problem saying that you need the conaudio's


Also try patching to 112fm patch

http://gravity-world.com/viewtopic.php?f=12&t=19

OR find it on Alpha's download archive.

to download the Audio to make the radio system-ish work goto the ModDB link and download it and be sure to read the description, Just in-case I'll quote myself here.


To download the Audio files click here




~DJ~ wrote:Its basically for my modification (Action Event Beta), Its purpose is to add a radio-ish function to Deus Ex Game Of The Year 112fm (English GOTY FULL) but for those who have another patches they must patch to 112fm ( http://gravity-world.com/viewtopic.php?f=12&t=19 to get the English patch or goto Alpha's download archive www.dxalpha.com) and if that doesnt solves the problem, get these Audios, oh and Italian and Spanish and all other international patches will get a mismatch if you host a server, It is RECOMMENDED to have Deus Ex Game Of The Year ( DX GOTY) to run the radio mutator, If you dont want the radio function and/or you cant download these audio for some reason or you dont want to, you can remove the following from the ServerPackages and ServerActors in DeusEx.ini



ServerActors=ActionEventBETA.ActionMutator
ServerPackages=DeusExConAudioHK_Shared
ServerPackages=DeusExConAudioAIBarks
ServerPackages=DeusExConAudioMission01
ServerPackages=DeusExConAudioMission02
ServerPackages=DeusExConAudioMission08
ServerPackages=DeusExConAudioEndGame

(besure to remove them in EditPackages too if you added them by mistake)

And then when you remove them all, I think you should be able to host the server without any problems
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Last edited by ~DJ~ on Sun Jul 26, 09 4:56 am, edited 6 times in total.
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Postby bambi » Sun Jul 26, 09 7:57 pm

DJ,

It won't start. I get an error saying that it can't find a udp server query object and the server shuts down.

I know its not ports or anything as I can host a non-Action event server fine.

Any ideas?
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Postby Dae » Sun Jul 26, 09 8:07 pm

bambi
You should start a new thread and post both server.log and deusex.ini (as attachments, not copy/paste please).
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Postby ~DJ~ » Sun Jul 26, 09 9:06 pm

Yeah, Do what Dae says, and do you have another versions of Deus Ex, like SlimLine?

Tell all of those information in the new topic posted on "Technical Issues"



Thanks!
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Postby bambi » Sun Jul 26, 09 11:25 pm

Ok!

I attached the two logs.

I am thinking my slimline version uses updated dxIPserver packages that maybe conflict with the mod. ????

HELP!
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Postby ~DJ~ » Mon Jul 27, 09 12:00 am

My possible thinking is that SlimLine wasn't suppose to host servers...?


Have you ever hosted a lan/dedicated server?
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Postby bambi » Mon Jul 27, 09 12:08 am

Yep I hosted just fine. I can put a server up right now. BUT I WANT ACTION EVENT!!


It says there's a script error where it can't find udpserverquery.
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Postby ~DJ~ » Mon Jul 27, 09 3:48 pm

Ok, I have no Idea why it should say that, Can you give me slimline in a PM, I wanna test it, and oh, check your PM.
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Postby bambi » Mon Jul 27, 09 9:33 pm

Ok I tried installing with GOTY. It didn't work same script error. I tried hosting dedicated and I saw the critical error:

MatrixMoves DXMP_Silo.MatrixMoves1 (Function.Engine.Mutator.Alwayskeep:0000) Infinite script recursion (250 calls) detected
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Postby ~DJ~ » Tue Jul 28, 09 12:40 am

Do you have MTL?

In your System Folder?

And yeah, if you do. disable matrixmoves from mutator's menu.
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Postby Raiiiny » Fri Oct 09, 09 11:15 am

Really nice mod. long time no post though, guessing its stayin beta?
would have loved to see it as a mutator :D
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Postby ~DJ~ » Fri Oct 09, 09 11:37 am

Well, it's not really staying as Beta.

I haven't progressed much.. since I am working on some other modifications too.. :oops:


Well, I tried my best, It can't be a mutator.. :/

But can be not a gametype.. thus working on every gametype.. that should work.. :!:
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