No more mod tech support, sorry.
New Vision has to be installed first (so that the installer will copy the directories in the correct order to DXN's fgrhk.ini).
(HDTP also needs to be installed before DXN, if you're using it.)
That's correct! And thanks! :]
Do you still have the 2013 version installed? In that case, you can just remove the "fgrhk" directory from your Deus Ex main directory, and then extract the "fgrhk" and "Textures" directories from this zip ( Moddb.com ) into your main DX dir. The old shortcuts to run the mod should still work fine.
(Of course, there's no harm in extracting the "System" directory from that ZIP as well, but if you have an older version of Kentie's launcher or the D3D10 renderer installed, those files would be replaced)
If you don't have a previous version of DXN installed, just go with this one: Moddb.com The installer does (or should do) everything that's needed to run the mod.
DXN itself still has the same RetroXor soundtrack from 2013, the DLC have new other new/previously unused tracks.
I guess the easiest way would be to replace the bothersome tracks in \Deus Ex\fgrhk\Music with other ones (the ambient track in MPS HQ is music5_ambient.ogg for example).
Try this one - seems to work on my end: Dropbox.com
Fantastic stuff - good luck! :]
If you have any item/enemy placement (etc.) readjustment suggestions, plz let me know.
Did you go back to the sewers yet? To open that blast door with the key you got from the unit.
Hopefully there won't be too many BSP holes (found yet another one during yesterday's testing before making the upload - bah!). ;]
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.