New Mod... Possibly.

Talk about any Deus Ex game modification here, e.g. maps, package or a total conversion.

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Postby The RZA » Sat Aug 11, 07 10:19 am

good luck with this. it will be tight.
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Postby [FGS]ShadowRunner » Sat Aug 11, 07 10:55 am

I played CS:ConditionZero 1.6 with a similar mod

...voice was deep and not too fast.

"First Blood!" - to the 1st player to score.

Then:
"Headshot"
"Rampage"
"ownt"
"Ultra-Kill"
"God-Like"

...with intermittent "headshot"s.
Last edited by [FGS]ShadowRunner on Sat Aug 11, 07 10:55 am, edited 1 time in total.
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Postby Allan » Sat Aug 11, 07 12:38 pm

It may not work because he needs to write a .int file for the mutator..?
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Postby Alex » Sat Aug 11, 07 12:50 pm

I once made the "Taunt" sounds in DX. (You know, the "Yeehaw" stuff from UT).
I did this:

Code: Select all
#exec AUDIO IMPORT FILE="Sounds\yeehaw.wav" NAME="YeeHaw" GROUP="Sounds"

And then in some function:
Code: Select all
local DeusExPlayer a;
foreach AllActors(class'DeusExPlayer',a)
{
    if(a != None)
    {
      a.PlaySound(sound'RPGGame.Sounds.YeeHaw');
    }
}


Mind you, "RPGGame" was the modname.
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Postby ~ô¿ô~Nobody~ » Sat Aug 11, 07 1:09 pm

Omg, Alex is still alive. :shock:

And what he wanted to say is that you need to replace RPGGame with your mods name.

So, if you did

Code: Select all
#exec AUDIO IMPORT FILE="Sounds\GodLike.wav" NAME="GodLike" GROUP="Sounds"


you need to do
Code: Select all
a.PlaySound(sound'MultiKill.Sounds.GodLike');
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Postby System » Sat Aug 11, 07 2:10 pm

Ok I'll give that a shot.

I put the int information in mPack.int. MTL does read the mod I just don't get the sound effect. I'll try Alex's suggestion and if that doesn't work I'll fire up Audacity and re-encode the wav files to a lower sample rate.

You guys have been awesome. Thanks for your support.
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Postby Allan » Sat Aug 11, 07 2:18 pm

You want the int information in *modpackname*.int

mPack is a good file to get the idea for how to write .int files though.
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Postby ~ô¿ô~Nobody~ » Sat Aug 11, 07 2:33 pm

Yeah, so, if your mod is called MultiKill, your .int file must be called MultiKill.int
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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
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Postby Baleout » Sat Aug 11, 07 2:41 pm

Hey, didn't I suggest this to Allan a while ago? :)

Could there also be a message in the top to say who has the killing spree/rampage etc?

This should be good.
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Postby Allan » Sat Aug 11, 07 2:46 pm

I don't see why not. :)

Honestly, I don't see why I didn't make this myself. =)
Can't say as I remember you reccomending this to me Bale, but I probably didn't know enough about Mutators to code it. :P
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Postby System » Sat Aug 11, 07 3:22 pm

Awesome guys! I finally got it play a sound!!!

However the server almost dies LOL

Maybe I'll drop the sound file down to 8 bit mono.
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Postby Allan » Sat Aug 11, 07 4:14 pm

Definately reccomended. If you need better quality, make it a 12000 kHz, 8 Bit, Mono .wav file, less tinny, and still good compression.
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Postby ~ô¿ô~Nobody~ » Sat Aug 11, 07 4:23 pm

Omg, Allan, you cannot talk of compression if you talk of wav :col:

BUT, as far as I know, DX supports mp3 too! :)
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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
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Postby Allan » Sat Aug 11, 07 4:27 pm

*will have to check this out*
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Postby System » Sat Aug 11, 07 5:03 pm

It supports mp3?
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Postby Dae » Sat Aug 11, 07 6:19 pm

System wrote:It supports mp3?

It supports mp3, ogg and even web-radio if you install a special library for that. It's not possible in multiplayer.
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Postby System » Sat Aug 11, 07 6:35 pm

Is there a way to detect the method of death?

For instance if someone gets killed by a head shot with a specific weapon.
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Postby Dae » Sat Aug 11, 07 6:48 pm

System wrote:Is there a way to detect the method of death?

first thing what comes to my head is to play with

Code: Select all
function MutatorTakeDamage(out int ActualDamage, Pawn Victim, Pawn InstigatedBy, out Vector HitLocation, out Vector Momentum, name DamageType)
{
...
   Super.MutatorTakeDamage(ActualDamage, Victim, InstigatedBy, HitLocation, Momentum, DamageType);
}


This function is called everytime when TakeDamage is called, i.e. even if you hit non-lethally someone or something.
To see if damage was lethal make a check, like if (Victim.Health < ActualDamage). Inside the statement you may play with DamageType, which is actually the method of death.
To use MutatorTakeDamage you have to register the damage mutator, just add to PostBeginPlay this line
Code: Select all
Level.Game.RegisterDamageMutator(Self);


Maybe someone will think of less ugly way, I repeat, it's what first came to my head :P

Damage types:
Shot, TearGas, PoisonGas, Radiation, NanoVirus, EMP, Shocked, HalonGas, Burned, Flamed, Sabot, Exploded, Stunned, PoisonEffect, AutoShot (I guess, shot by a turret), Drowned, KnockedOut, Poison, All (when any of these suit)
Last edited by Dae on Sat Aug 11, 07 6:57 pm, edited 1 time in total.
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Postby System » Sat Aug 11, 07 7:16 pm

I wanted to say thanks so much to everyone for the help you have provided.

I have a beta release of this mod online right now. Please everyone enjoy it.

I'm going to add more as I go but learning how this engine works takes time =)


You can connect to a dedicated server running the beta @ 65.217.161.120.

I already am aware of some bugs but please give feedback as I'm sure there's room for improvement.


You guys rock.
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Postby Allan » Sat Aug 11, 07 7:31 pm

Aww... I sooooo wanted to see this work, but I have to go out. :cry:

Video of demorec would be much appreciated
Last edited by Allan on Sat Aug 11, 07 7:31 pm, edited 1 time in total.
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Postby [ß]Lost » Sat Aug 11, 07 8:46 pm

Hey System. Are you [EL]BruceLee :shock:
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Postby -TheSpecialist- » Sun Aug 12, 07 1:59 am

The server runs too fast, unless it has something to do with the TNAG mod

I played it with a couple people today, sounds could be louder though.
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Postby ~[R2K]D-BLOCK~ » Sun Aug 12, 07 2:02 am

The mod is great. 8) Ya im guessing you was one of the people i played with specialist. Sound could be louder and the game was to fast. :?
Last edited by ~[R2K]D-BLOCK~ on Sun Aug 12, 07 2:02 am, edited 1 time in total.
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Postby System » Sun Aug 12, 07 2:07 am

I forgot to change the speed after removing tnag. I'll fix it.
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Postby ~[R2K]D-BLOCK~ » Sat Oct 06, 07 6:57 am

Im mad that this mod wasnt released. :evil:
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