[DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

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cyber_cool
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by cyber_cool »

Updated the mod to add specific Hideous Destructor compatibility. Unfortunately, a separate patch must be done to achieve some compatibility features - so check Specific Compatibility section of the main post.
AvzinElkein
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by AvzinElkein »

I noticed there are two BEEP1.wav files. Unfortunately, Windows won't let me have two files with the same name in the same folder.
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cyber_cool
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by cyber_cool »

AvzinElkein wrote:I noticed there are two BEEP1.wav files. Unfortunately, Windows won't let me have two files with the same name in the same folder.
Oh, my bad, haven't noticed that at all. I believe you can delete the file written in lowercase with any archive manager for now, till I patch it some time later.

UPD: Got it fixed.
AvzinElkein
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by AvzinElkein »

Speaking of errors:

Code: Select all

Script warning, "C:/gzdoom-4-5-0-Windows-64bit/deusdoom-master/:zscript/augs/microfibral_muscle.zs" line 223:
Accessing deprecated function BringUpWeapon - deprecated since 3.7.0, BringUpWeapon() should be used on a PlayerPawn object
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cyber_cool
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by cyber_cool »

AvzinElkein wrote:Speaking of errors:

Code: Select all

Script warning, "C:/gzdoom-4-5-0-Windows-64bit/deusdoom-master/:zscript/augs/microfibral_muscle.zs" line 223:
Accessing deprecated function BringUpWeapon - deprecated since 3.7.0, BringUpWeapon() should be used on a PlayerPawn object
Well thanks, but I know about this warning in particular. It's just a deprecated function.
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Spaceman333
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by Spaceman333 »

I'm surprised how accurate this is to Deus Ex - not just the UI but the whole works from installing, upgrading, using and the effects the augs give. Very impressive! :D

Thank you for making this!
Plonkett
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by Plonkett »

Does this work with Russian Overkill, Trailblazer, or Guncaster?
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cyber_cool
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by cyber_cool »

Plonkett wrote:Does this work with Russian Overkill, Trailblazer, or Guncaster?
Haven't looked into these mods, but it should since they don't alter mechanics that much.
Probable that melee weapons won't be recognized by DeusDoom in a some mods if they lack +MELEE flag.
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Legion
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by Legion »

This mod looks cool, but I'm afraid I have no clue how to get the thing running, mostly due to me having next to no knowledge of Github. I've downloaded the zip indicated and I've extracted the contents into a folder. Did I forget a step or am I just stupid?
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kalensar
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by kalensar »

Legion wrote:This mod looks cool, but I'm afraid I have no clue how to get the thing running, mostly due to me having next to no knowledge of Github. I've downloaded the zip indicated and I've extracted the contents into a folder. Did I forget a step or am I just stupid?
@Legion

Just load the zip file into ZDL or drag and drop the mod. GZDoom can read zip files. The extraction just opens up all the code files, so his information is just wrong for loading the mod.

All my files I upload as zips and run as zips because GZDoom reads zips as PK files.
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Legion
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by Legion »

kalensar wrote: GZDoom can read zip files.
Huh. I didn't know that before. Works like a charm now. Thank you!
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SphericalCube
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by SphericalCube »

The only thing that could possibly make this better is being able to play JC Denton's witty voicelines in-game.
As a fan of Deus Ex, I deeply thank you for this mod.
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cyber_cool
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by cyber_cool »

kalensar wrote:
Just load the zip file into ZDL or drag and drop the mod. GZDoom can read zip files. The extraction just opens up all the code files, so his information is just wrong for loading the mod.

All my files I upload as zips and run as zips because GZDoom reads zips as PK files.
I believe gzdoom handles folders as well as zip archives - that's how I debug the mod, mind you. Though I thought at first that a single folder inside an archive may confuse the engine, but it seems it does not
mrspeaker
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by mrspeaker »

Spoiler:
Can't load it.
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cyber_cool
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Re: [ALPHA] DeusDoom: adding Deus Ex augmentations to Doom

Post by cyber_cool »

mrspeaker wrote:
Spoiler:
Can't load it.
This mod is not compatible with LZDoom, GZDoom only. Decided to specify so in the thread.

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