No more mod tech support, sorry.
Thanks - great to hear about it! :]
As soon as the voice acting is 100% completed, the open beta will be released. :]
Dang, I only noticed this now!
It's all good - the only thing being that the DXN OST has been released under a Creative Commons license so a remix of this track would have to be under that license as well.
And man, playing the first(?) (GDI?) level of TS with "Valves" playing in the background is drilled deep in my memory. Sure, there are better tracks... but still! G'times.
Once again: congrats for releasing the most popular release of GMDX (thus far!) this year, guv.
Congrats once again, man! 8]
Thanks, man! :] You will certainly get to play a Mad Ingram in this one, yes.
Hello again, long-timer (your comment is the very first one on DXN's ModDB page)!
I'm trying to keep my editing focus on the same level as I did for the original mod - following the ZODIAC/Redsun 2020/Ritter Park path of DX SP editing. Anything else will have to follow the first release of this DLC is done.
The DLC will include a "HDTP Mad Ingram". That's as much as I can say at the moment. ;]
I'd reckon that it's still gonna be in quite the "Early Access" stage by then (even though I do have free time 'til Christmas is over, so I can more or less just work on this thing). :\
A Christmas update should be likely in any case! :]
If someone will model me a ham sandwich, I'll put it in the game! ;]
FGR is at it again, already making confusing statements in the pre-pre-pre-alpha stage of the mod/DLC's development! Sorry! Updated the newspost accordingly!
This will likely be the last time ever when a Deus Ex mod has a shot at this.
Good luck, guv.
:\ That sucks. At this point, I'm sort all out of ideas... the one last thing you might try is trying to enable of those "Windows compatibility" modes in the EXE options for the JK13-patched JK.exe (e.g. Windows XP Service Pack 3 compatibility mode).
But, as mentioned before, if you have this patch working properly on the GOG version, at least that's pretty good. Maybe the files I uploaded above will be useful to someone else, who knows. Thanks for testing them out!
In lieu of such tutorial, if you're willing to test this out for me, I'd be grateful.
1) Make a clean Steam installation of Jedi Knight (so remove/backup your existing Steam JK folder).
2) After installation is complete, get the original JK 1.00 EXE with the JK Versions tool ( Moddb.com ), and patch it with the JK13 patcher (included in the JK13 7z file in this download). Replace Steam JK's exe with this new patched EXE.
3) Now, download this 7z file ( Dropbox.com ) and extract all of its contents to your root Steam JK directory. It might ask you if you wanna overwrite files in your Steam JK directory, just click Yes.
This container includes the dgvoodoo 2.5, JK13, JKE, JKR and Muzzle Flash mod files.
(These files are courtesy of dege, Xzero, Shred18, Zwier Zak and darthbabe96)
4) After this, go to your Steam JK Dir\Resource, and make sure that it only has these files in there: Dropbox.com
(it may also have the VIDEO directory for the cutscenes, that's OK)
5) Now go to your Steam JK root directory and make sure that these are the only files that remain in there: Dropbox.com
In other words, the current Steam version of JK installs a lot of "excess" files that you have to remove. So in this clean installation, you should make sure that those are the only files in your Steam JK root dir.
(IIRC, the Steam installation does put a folder named "music" in the JK root dir as well, the folder including the .OGG files of course. That should be okay, even though the OGGs won't be loaded by the game)
6) Open "LaunchJK13.bat" to check if you can play the game properly with the JK13 lightsabers and the fancy muzzle flashes.
I might post some kind of a "how to get JK13 working (with dgvoodoo) on the Steam version of JK" tutorial at some point - especially now that I remembered that the August 2017 JK Steam update adds in some extra DLLs which conflict with the JK13 (and dgvoodoo) files and so on.
( Since we've been talking about JKE and JKR as well, I'd recommend adding this muzzle flash mod into the mix. Tested it out today for the first time, seems to work great! Bit.ly )
Glad to be of help. You can use ConMan to make GOB files.
However, I just tested the method I described yesterday and it didn't work. For some reason, you'd also have to edit certain COG scripting files if the JK13 files are in a GOB container (probably also explains why I didn't just put it in a GOB in the first place back in 2013).
And on that note, I also tried installing JKE and JKR without editing their GOB files, and when the JK13 files are in the Resource directory in their own directories (3do, mat, ui, cog), for me the JK13 sabers loaded just fine (so no weird texture issues). No idea what's up with that, maybe JK somehow "recognizes" that those files were put there afterwards... maybe not!
So it all boils down to how fickle and unpredicatble JK still is with this stuff. ;]
The bugged lightsaber blade issue happens when JK loads other saber textures instead of the JK13 ones, so when the JK13 saber uses the default saber textures (or the ones in JKE.gob), it appears more like a weird flat club or something.
You could try using ConMan to make a JK GOB file with the JK13 lightsaber textures only (the files under Resource\3do\mat from JK13's 7z file) and name this GOB file so that it will be first alphabetically (so something like 00_SABER.gob or AA_SABER.gob).
(Or, to be even safer, just making a GOB of all the JK13 files from the zip's Resource directory)
Yeah, sadly using this patch with the GOG version will disable the GOG version's OGG soundtrack, so the CD/OGG soundtrack can't be used with this one. :\
Did you have any other mods installed on the Steam version of JK (with the massive saber blades)?
Also, on my current computer this patch works properly with the game in full-screen mode if I use the dgvoodoo wrapper (version 2.5 or 2.54) as well.
Swell job! :]
Really bummed that Neofeud hasn't gotten more attention! :[ I helped you out with my Twitterings (back when I still used that site), but it turns out my moment of attention spotlight was switched off permanently when 2013 (still the best year in my life!) ended, so it wasn't much of a boost. Sorry!
But as always, I'll tip my ham sandwich (actually a chicken sandwich D:) to you, SilverSpook. I dang well hope Neofeud will really take off at some point! :]
This mod is definitely worth checking out.
It may not be that polished (e.g. at one point you can keep on buying items from a vendor even if you have no money at all), the dialogue is subpar, and the last third (or quarter) of the mod is very disjointed, rushed, quite unfinished and disappointing.
(On a related note, ZODIAC just got quite silly by the end with the aliens, uninspiring archi and all, whereas Redsun just "stops")
And yet, in a way that kinda surprises me as well, Redsun 2020 is the DX mod that I reminisce the most. I guess it mostly comes down to the atmosphere (archi + music and so on) for me.
All in all, I honestly think that every DX player should play through both ZODIAC and Redsun 2020. :]
Hmm, you could try changing the value to 256, 512 or 1024. I think it's supposed to be 1 (with this mod), though... But if only the Mara Jade model is affected, I've got no idea. Sorry. :[
In any case, this mod is discontinued and a more thorough follow-up mod by darthbabe96 can be found from JKHub Jkhub.net
Moist excellent news, kamrat. 8]
Glad to be of help. ;] Looking forward to it!
I'm really glad to see DXN's assets (and thus the legacy of UNATCO Born) live on. :]
On that note, my understanding of the Creative Commons license is a bit better these days than what it was in 2013. Even though these matters still remain quite tricky for me!
In any case, I think your conclusion is right. You can summarize the usage of DXN assets like this (in the readme, for example): "Assets from Deus Ex: Nihilum are used in accordance with the Creative Commons license Creativecommons.org"
Keep up the great work!
Hi! Yeah, it's a shame how most mods, especially those that seemed quite interesting, just die. :\
Who knows, maybe the Deus Ex Infinity mod would also have involved betraying UNATCO! Moddb.com
Man, all those observations and plans remind me of all the intense UNATCO Born planning sessions from 12-13 years ago. :´]
I hope that they all enjoy a fine ham sandwich in the chopper.
At this point, I shall offer my hearty congratulations to |Totalitarian| for all his effort in making the most comprehensive and detailed release of GMDX.
It's almost been six years since 2027 was released, maybe the release of GMDX 9.0 will inspire someone to take up the task of making a grand new single player campaign for Deus Ex. :]