Project CDX v1 Released (Huge MP patch)

Discussion about the original game by Ion Storm. Also known as Deus Ex: The Conspiracy.

Moderator: Forum Guards

Project CDX v1 Released (Huge MP patch)

Postby Cozmo » Mon Jun 22, 20 10:22 pm

In possibly the worst ever use of our free time, we finally gave this game a proper patch. I hope some of you try it out! You don't need to install anything to play CDX - just join a server with CDX in the GameType field. Join the Discord if you need help: https://discord.gg/jCFJ3A6


What is CDX?

CDX is a huge mod for Deus Ex Multiplayer. It features improved netcode and hit detection, fixes many exploits, bugs and gameplay problems, and introduces a lot of important features that were simply missing from the game. It also makes it easier than ever to create mods and custom gamemodes. See below for details! Installation instructions are at the bottom


Main Features

  • You no longer have to aim weapons predictively due to ping
  • You can't speedhack anymore (fps abuse etc)
  • Crosshair changes to prevent easy triggerbot cheats
  • You can now see where your teammates are, and roughly how much health they have (also helps to avoid LAM friendly fire)
  • Hit feedback (Plays sound when dealing damage)
  • Spectating system
  • More responsive weapon switching and dropping with animation-interrupts
  • Heavy weapons will no longer mess with your mouse sensitivity
  • Teamkilling reworked as mirror damage. Hitting teammates with explosive or EMP damage reflects it onto the user (This means that spamming explosives carelessly is still discouraged, and the spammer is punished INSTEAD of the teammate!)
  • You won't drop deco when shot by teammates
  • Planted grenades will ignore gunshots from teammates/griefers
  • Pressing F1 (inventory) will bring up a chat log. You can also see detailed info on your health, credits etc
  • Slightly increased movement speed (230 - 280. SP is 320) when not using Speed Aug (to help Recirc Aug users)
  • Slight air-movement changes to make jumps like Silo fence and Smuggler windows work much more consistently
  • CDX games will display clearer information in the server browser
  • CDX simplifies the creation of new gamemodes (like CTF), and can be modded easily without rebuilding MTL via ANNAExt. Modes created this way will also never become out of date, even if CDX is updated
  • You no longer have to delete 'say' to use commands, just add a "/". Example: "say /god"
  • Maps with "_Fix" or "_Pathed" will display without that in the serverlist. Example: "DXMP_Silo_Fix" shows as "DXMP_Silo". This is useful for adding fixes and pathnodes to old maps
  • Accidentally selecting empty belt slots will no longer unequip your weapon


Demorec Improvements

  • Demos can now be recorded while afk
  • Computer screens won't open during demo playback
  • Killer profile screen will display automatically, and vanish a few seconds after respawning during demos
  • Experimental feature: by typing "say /cv", you can now change perspectives during demo playback


Bugfixes

  • 20mm shell rapidfire exploit has been fixed
  • All grenade duplication bugs have been fixed (DXWeapon2)
  • You can no longer cloak and use weapons at the same time
  • You can no longer dual-wield items and weapons
  • Movers will no longer appear open when they are not (usually after bumping a player)
  • The Mini Crossbow now uses the correct firing sound (a bug in vanilla DX made it the same as the Stealth Pistol)
  • You'll always respawn with full skill points after you've finished spectating


Quality Of Life

  • Anyone reconnect-spamming to grief or avoid moderating will be automatically detected and tempbanned
  • Certain server-crashing bugs have been patched out
New Commands: (You don't have to delete 'say' to use them - you can use them as 'say /command')
  • /mute <Player ID> command, lets you ignore an annoying player
  • /vote command, opens MapVote mutator (if the server uses it)
  • /help command, gives the player info and a list of commands
Admin Commands:
  • /silence <Player ID> command, allows an admin to silence a player
  • /time <Minutes> command, allows an admin to change the remaining duration of the current game
  • /stopgame command, allows an admin to end the current game
  • /atdm command, allows an admin to change the gamemode to Advanced Team DeathMatch
  • /btdm command, allows an admin to change the gamemode to Basic Team DeathMatch
  • /adm command, allows an admin to change the gamemode to Advanced DeathMatch
  • /bdm command, allows an admin to change the gamemode to Basic DeathMatch
  • /0a command, alows an admin to change the gamemode to Zero Aug Team DeathMatch
  • /0adm command, alows an admin to change the gamemode to Zero Aug DeathMatch


Weapon Balance

  • The Assault Rifle does less damage, but is much more accurate. It is still the best overall weapon, and still the highest average DPS. It gets bonus damage at "short range", which increases based on Rifles skill level
  • The Assault Shotgun does slightly less damage than vanilla beyond "very short range", which increases based on Rifles skill level
  • The Stealth Pistol now has its own ammo type, making it at least a functional backup weapon when using the Pistols skill
  • The Plasma Cannon now just fires one bolt, but does the same damage as vanilla. This makes its damage much more reliable and less random
  • The Flame Thrower has an increased rate of fire, with the same damage. Also some netcode changes. This slightly increases its DPS, and makes it more reliable to hit with (it's now especially useful against cloakers)
  • The Throwing Knives travel slightly faster than before, making them more reliable to use. You're also not required to use an awkward, unreliable duplication bug to reload them
  • The Sawed-Off Shotgun can be fired more quickly after drawing it, and is generally less cumbersome (for example: you can put it away while reloading it)
  • The Gas Grenade now uses DXWeapon2 gas. It's higher damage than vanilla, and far more useful for area-denial. The gas clouds also use a different sprite so that you can more easily recognise them as dangerous
(See the Readme.txt for more info on the weapon balance!)


Installation

Download

CDX is easy to install. Dump all the .u files into your DeusEx/System folder. Add ServerPackages=CDX_100 to that section in your DeusEx.ini, and ServerActors=CDX_100.ANNAMutator above it

OR you can just run a .bat file (start DeusEx.exe DXMP_Smuggler.dx?Game=CDX_100.CDX_BasicTeam -server) and use admin commands to change the mode


Special Thanks

This mod was a huge undertaking for me, and it still wouldn't have been possible without the work of others. Thank you to...

Lexichu for DXWeapon2

Nobody and Alex for ANNA (2012)

Smuggler for MTL (2002)

CBP team (2000) TheRenegadeMaster, Nil, liquiddark, DarkStalkeR, Pecker, Slicer, [TMF]Death, Palmtree, and probably other names lost to time

dejavu for his MiniMTL versions

Reclaimer, Knifeworld and Price for all the CDX testing and feedback

Kaiser for keeping DXHQ alive and running

Alex, Daedalus and TheSheep for helping me learn to code so long ago

Everyone who graced the DXMP community over the years
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Re: Project CDX v1 Released (Huge MP patch)

Postby Hanover Fist » Tue Jun 23, 20 6:03 am

Most excellent indeed. I'll be testing this out and enjoying the great progress made here. It isn't for nothing, as really you've taken a long overlooked and unique multiplayer component of what is reputed the greatest PC shooter of all time and made it more stable and competent.

This is no small feat that should go unmentioned in the reprotoire of accomplishments in your budding career as a coder/modder/dev/software engineer or whatever preferred gender you nerds want to be addressed as these days.

A triumphant service of a fan with the ability, experience and insight to be able to do such a thing, if not for the dedication of a true Deus Ex veteran this would not have been accomplished if at all attempted or correctly implemented. Hats off to you, Cozmo.
Happiness is a full wallet and a loaded clip
User avatar
Hanover Fist
Master
 
Posts: 1186
Joined: Sun Nov 21, 04 1:32 am
Location: Cali

Re: Project CDX v1 Released (Huge MP patch)

Postby Kaiden » Tue Jun 23, 20 3:55 pm

Imagine if this came out 15 years ago, would have definitely made the game a lot more balanced and a better playing experience. A bunch of the features have been seen over the years i.e. mirror'ed team damage and no damage to team LAMs, but never all in one place. Good job!
------
Kaiden
Alpha
 
Posts: 7003
Joined: Wed Jan 18, 06 11:21 pm
Location: England

Re: Project CDX v1 Released (Huge MP patch)

Postby Hanover Fist » Thu Jun 25, 20 6:31 am

Here's the test video for this version:

https://youtu.be/CyrchYCPMN4
Happiness is a full wallet and a loaded clip
User avatar
Hanover Fist
Master
 
Posts: 1186
Joined: Sun Nov 21, 04 1:32 am
Location: Cali

Re: Project CDX v1 Released (Huge MP patch)

Postby Notorious_BOG » Sat Apr 10, 21 2:15 am

Will we be expecting anymore of these patches in the future?
User avatar
Notorious_BOG
Newbie
 
Posts: 13
Joined: Sun Apr 04, 21 11:43 pm

Re: Project CDX v1 Released (Huge MP patch)

Postby Cozmo » Tue Apr 13, 21 11:03 pm

Going to release a patch this week actually (v1.01), it'll mainly fix some bugs with the new killerprofile (not being able to type while viewing it, etc) and maybe another patch afterwards (v1.10?) to try bring the game a bit closer to vanilla. Maybe via options.

I've taken a long break from working on cdx, but I'll support it with at least a few more patches. I'd like to add bot players at some point, and possibly some prediction on actor movement but beyond that I think there's not much more I can really do
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Re: Project CDX v1 Released (Huge MP patch)

Postby Notorious_BOG » Fri Apr 16, 21 2:29 am

Cozmo wrote:I'd like to add bot players at some point, and possibly some prediction on actor movement but beyond that I think there's not much more I can really do


Bots would be a pretty nice addition to this to be honest. It would at least be fun to play multiplayer without having to arrange a time and date with others.
User avatar
Notorious_BOG
Newbie
 
Posts: 13
Joined: Sun Apr 04, 21 11:43 pm

Re: Project CDX v1 Released (Huge MP patch)

Postby jiuer7845 » Mon Apr 19, 21 3:53 am

SASASA
jiuer7845
Newbie
 
Posts: 1
Joined: Mon Apr 19, 21 3:47 am

Re: Project CDX v1 Released (Huge MP patch)

Postby Cozmo » Fri Apr 23, 21 1:52 am

Just finished CDX 110! Some pretty nasty bugs were fixed and a couple of new features added. Download link is in the first post.

Changes

  • ANNAExt.u is now CDXExtension.u (CDX was originally going to be ANNA 200, but it differs too much now)
  • No more crashing when dead at the end of a game (hopefully)
  • You can now type while dead
  • You can no longer die after a game has ended
  • Opening the main menu will no longer prevent your corpse from spawning
  • You can no longer refill weapon ammo by dropping the weapon and picking it up again (lol)
  • Weapons now give full ammo consistently on pickup
  • Hitsound feedback no longer plays on dying players
  • Killer profile now includes how many seconds since your killer last used a medkit or medbot
  • You can now view the chat log (F1) while spectating
  • Spydrone now moves faster, allowing you to actually spy with it + letting ADS kill it more reliably
  • Some major exploits patched
  • Fixed an AccessedNone when a player uses the suicide command
  • Games should now always display the winner correctly (no more " has won the match!")
  • Custom game presets added with commands: /ktdm, /kdm, /katdm, /kadm

Next up is most likely botplayers
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Re: Project CDX v1 Released (Huge MP patch)

Postby Cozmo » Tue Jun 15, 21 7:56 pm

CDX 1.20 "Colours" is finished! Go try it out on FGS

Changes

  • Colours are now available in player names again
  • Chat log (F1) now only displays readable player chat
  • Chat log finally has some text wrapping
  • Button added to chat log to view *all* logs like before
  • Improvements to chat, ID is displayed more subtly and *before* the player's name
  • Weapon spread has been improved (more security + better distribution on shotguns)
  • Melee weapon hit detection is now more reliable
  • Melee weapon ranges are more uniform
  • Combat knife speed slightly reduced (it was way too fast)
  • New CDX LAW: All known bugs fixed, can't ever fire more than once, respawn time 30s->60s
  • Carcasses now always give the correct amount of ammo when looted (thanks Phil!)
  • Accessednones fixed in certain melee situations
  • Accessednones fixed in certain projectile spawning situations
  • Fire extinguisher now puts fires out instead of making them
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Re: Project CDX v1 Released (Huge MP patch)

Postby Cozmo » Sat Oct 16, 21 10:55 pm

CDX 1.30 is finished! It's currently being hosted on FGS

Changes

  • The Assault Rifle has been reverted back to being a very powerful close range weapon - similar to vanilla
  • Hit detection has had some big improvements, hopefully no more headshots registering as torso shots
  • Melee weapons were only hitting torso, this has been fixed
  • The duplication bug has been fixed (it still affected some non-CDX items)
  • Right clicking things like ammocrates will no longer put your weapon away
  • You can swap gamemodes with commands again (whoops)
  • DTS range lowered by 1 foot
  • Accessednones at the end of empty games fixed

The AR was originally reworked because it was too RNG-heavy, too similar to the ASG and DXMP didn't have a good mid-range damage option. I think this was a mistake. The lack of a good mid-range damage option meant that fights were more about using good movement to deal unreturned damage. It also meant that biobots, cabinets etc weren't as punishing to use. The AR is now using vanilla damage values and high spread, which will be incredibly strong with the new hit detection. It is a little different from vanilla though - your accuracy won't increase when stationary, and it uses damage falloff to keep it a close-range weapon even with great luck. It'll likely be tuned in future patches.
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Re: Project CDX v1 Released (Huge MP patch)

Postby michaelaskew » Mon Aug 07, 23 8:08 am

"Project CDX v1 has been released, featuring a substantial multiplayer patch that brings significant enhancements to the game. This update marks a significant milestone in the project's development, providing players with an enriched multiplayer experience and addressing various aspects of gameplay. Dive into the improved world of Project CDX and enjoy the new possibilities that the Huge MP patch has brought to the game."
michaelaskew
Newbie
 
Posts: 1
Joined: Mon Jul 31, 23 7:21 am


Return to Deus Ex

Who is online

Users browsing this forum: No registered users and 3 guests