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Open books rendered in grey/red/blue with HDTP

If using latest Shifter (r62) with HDTP Release 2 beta 3, you will see open 
books being rendered in solid grey/red/blue color.

The problem here is caused by a counter-intuitive object model. Applying the 
custom book page textures actually happens in InformationDevices, the parent of 
BookOpen. On the other hand, new HDTP page textures are much larger than the 
face of the book corresponding to default, non-HDTP meshes. Therefore only a 
small part of HDTP texture gets mapped onto open face of non-HDTP book mesh, 
and this texture corner usually contains solid color.

In order to fix this, you need to load the HDTP mesh 1st in Facelift(), and 
only then call Super.Facelift(). Counterintuitive :-) Please see the attached 
patch for the proposed fix.

This issue was also reported at OffTopic Forums: 
http://offtopicproductions.com/forum/viewtopic.php?p=110519#p110519

Original issue reported on code.google.com by [email protected] on 20 Apr 2014 at 3:23

Attachments:

Thermoptic armor does not hide you from bots and cameras.

What steps will reproduce the problem?
1. Use thermoptic amror 
2. Go to a place with hostile bots or cameras 
3.

What is the expected output? What do you see instead?
You'll get shot or get detected by a camera.

What version of the product are you using? On what operating system?
The latest release.

Please provide any additional information below.
Im using DX with revision, new vision and HDTP.

Original issue reported on code.google.com by [email protected] on 14 Nov 2012 at 11:49

Cigarette smoke causes NPCs to go hostile

The new CigSmoke class extends Cloud, which is actually a poison gas cloud 
without changing any of its properties other than the texture.  This results in 
number of most likely unintentional side effects, such as causing NPCs to go 
hostile on sight, the damage type defaulting to poison gas, and the smoke 
clouds moving forward at a constant, unnatural looking speed like a projectile.

Original issue reported on code.google.com by [email protected] on 11 Jul 2015 at 8:37

Huge decals with with HDTP beta3

If you use latest Shifter (r62) with HDTP Release 2 beta 3, you will see hugely 
oversized decals (bullet holes, scorch and burnmarks, blood splats and pools, 
etc.), about an order of magnitude larger than expected.

The issue here is that Shifter is using stock calculation method for DrawScale 
clamping (namely replacing DrawScale with output of FClamp()) for both HDTP and 
non-HDTP textures. Problem is that HDTP decal textures are larger, thus they 
have much lower DrawScale values out of the box, and HDTP is using 
multiplicative calculation method for DrawScale clamping (namely, multiplying 
current value of DrawScale by output of FClamp()).

See the attached patch for the proposed fix. I have piggy-backed on the new 
flag HDTP_NotDetected you added, to select different clamping calculation 
methods for HDTP and non-HDTP decals.

I probably missed some cases (like Fireball, FireComet2, etc.)

Installed for HDTP Release 2 beta 3 is available on ModDB at 
http://www.moddb.com/games/deus-ex/downloads/hdtp-beta-release-2-installer
________________________________________________

Additionally, while the new flag HDTP_NotDetected is useful, it's not checking 
output of GetPlayerPawn() to be None. Early in game this returns null, and log 
gets flooded with "Accessed None" messages for all items being instantiated. I 
have slightly refactored HDTP_NotDetected checking logic to check playerPawn 
and player to be non-null before proceeding. Also included in same patch :-), 
as same files are modified.

Original issue reported on code.google.com by [email protected] on 20 Apr 2014 at 3:15

Attachments:

Shifter + TNM: Status (OTP topic)

Copy of JC_Helios last post:

Continued my old game(hadn't gotten far still getting 1k for a metro pass.)
a few things of note:

1: I think I mentioned the whole throwing a gun and having someone else use
it causes the bullet casings to still come from the player rather than the
person actually shotting the gun.

2: Upon going to Sol's I noticed ketchup at Jackie's feet, ketchup on the
floor in the main area(prolly from a board guest that was summoned there
and walked away), and a Burn Soda at Zero's feet. I take it this is a
glitch with the changes to random inventory?

3: The stealth pistol and pumpgun still seem to be silent, also the
"embarrassed guy" is still sitting on a normal chair and not a toilet.
Would these be fixed if I had started a new game?

4: You forgot about throwing foons with the melee cycling.

5: New game didn't help, the HDTP things are still screwing things
up(easily seen in the intro), and most weapons are still silent.

6:in the intro1.0.2 has the bug where DD draws the firesword and an assault
rifle in the intro; with this version of Shifter he drew nothing.

7: EDS doesn't seem to work in TNM, at least not when I used allaugs. The
description was right though.

8: if you have more than one of the three Katanas it can snag the melee
weapon cycling( I noticed this when summoning all TNM melee weapons to try
to see which ones you missed)


Original issue reported on code.google.com by [email protected] on 7 May 2009 at 7:22

Various Minor Fixes

When compiling in some of my own changes to make NPC weapons functional and 
alarm panels frobbable, I noticed some things that seemed to be in progress and 
addressed them.

AugSkullGun
Generated projectile doesn't have instigator value set, so the player doesn't 
get credit for kills and no one notices.

PS20
It seems like the PS20 was being moved to an ammo based weapon.  It still needs:
     AmmoName=Class'DeusEx.AmmoPS20'
     ReloadCount=1
     PickUpAmmoCount=1
     InventoryGroup=20

mpunatco, mpnsf, mpmj12
Need mesh defined.
     Mesh=LodMesh'DeusExCharacters.GM_JumpSuit'

Rat
If you want, rats can be given their intended weapon and attack.
     InitialInventory(0)=(Inventory=Class'DeusEx.WeaponRatBite')



If you're interested in my other changes, then here you go...


WeaponGraySpit, WeaponGreaselSpit
These weapons require that if a player is using them, they not be melee attacks.

function BringUp()
{
    Super.BringUp();

    if ( Owner.IsA('DeusExPlayer') )
    {
        bHandtoHand=false;
    }
}

WeaponNPCMelee
All NPC Melee attacks can be used by the player with one vague setting 
disabled.  They may also need to have a first person view mesh.  I skipped 
testing with the default mesh.

function BringUp()
{
    Super.BringUp();

    if ( Owner.IsA('DeusExPlayer') )
    {
        bOwnerWillNotify=false;
    }
}


AlarmUnit
This makes it possible to frob an alarm unit once it's hacked without setting 
it off during hacking.  I don't know if setting off an alarm has any useful 
purpose besides goofing around, but I wanted to try it.

function Frob(Actor Frobber, Inventory frobWith)
{
    Super.Frob(Frobber, frobwith);

    if (hackStrength == 0.0){
        if (!bActive){
            Trigger(Frobber, Pawn(Frobber));
            bDisabled = False;
            LightType = LT_None;
            MultiSkins[1] = Texture'PinkMaskTex';
        }
    }

}

Original issue reported on code.google.com by [email protected] on 13 Feb 2011 at 3:52

Dynamic HDTP flare effects

In the comments in Flace.uc you state that dynamic loading doesn't work for you 
yet. However, I have tried uncommenting the lines, and loading HDTP assets does 
seem to work now with HDTP Release 2 beta 3. Well, HDTP mesh loads, and HDTP 
textures don't :-), so it's using HDTP mesh with stock textures. Nevertheless, 
if has the dynamic effects and looks very nice in-game.

Please see the attached patch, which has Unix (LF) line endings.

This is not a bug report, merely a suggestion.


Original issue reported on code.google.com by [email protected] on 20 Apr 2014 at 3:37

Attachments:

Line 904 in AugmentationDisplayWindow.uc increases accuracy of all ranged weapons... intentional?

In AugmentationDisplayWindow.uc on line 904:

mult = FClamp(weapon.currentAccuracy * 60.0 * (width/640.0), corner, 60.0);

The original line is:

mult = FClamp(weapon.currentAccuracy * 80.0 * (width/640.0), corner, 80.0);

The change made from the value 80 to 60 has the effect of increasing the 
accuracy of ranged weapons... effectively making the game easier by reducing 
the need to train weapon skills.

This change is present in the code since r4, when the mod was in beta...

Is this change intentional?  It seems unlikely, since it is undocumented.

Original issue reported on code.google.com by [email protected] on 3 Mar 2011 at 1:05

Intro problem

Intro not playing at the New Game start and neither when pressed Play Intro.
Deus Ex v1112fm (GOTY) full version. This is probably related with this
(from Shifter Readme.txt):
 - Made sure you can start a new game with Shifter running in the Demo
(1- or 2-level) version.  Both versions do not contain the Introduction
cinematic map, so Shifter will bypass the "level" if it isn't present.

I have the full version, so the intro is present, but unfortunately it
doesn't play :( 


Original issue reported on code.google.com by [email protected] on 15 Aug 2009 at 3:32

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