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v3.3 Alpha #1038

Merged
merged 87 commits into from
Dec 2, 2024
Merged

v3.3 Alpha #1038

merged 87 commits into from
Dec 2, 2024

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Die4Ever
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@Die4Ever Die4Ever commented Nov 30, 2024

Major Changes:

  • (Vanilla Randomizer) Aug Canisters now show the aug location in the description and also show the stats and description of the augs contained within
  • Augs can now receive randomized slots (so speed can be an eye aug)
    • On NG+, augs are first removed based on newly assigned slots, then more get removed only if you didn't lose enough already
    • Setting is a % chance for each aug to be assigned a new random slot (100% means all augs will have a randomly assigned slot, 50% means half will retain their original slot)
  • (Vanilla Randomizer) You can now use biocells on the computer login screen or while hacking a computer
  • Vandenberg Tunnels will no longer be skipped through the first time you enter it in non-Vanilla mods
  • One Item Mode: All items in a map will be replaced with a single type of item (eg. all flares, all biocells, or all beers)
  • Mr Page's Mean Bingo Machine: A new mode where you play through the whole game, but must complete a set number of bingo lines before being allowed to progress to the next mission. Once you get to the next mission, you are given a new bingo board!
  • Deus Ex: Revision support is massively improved as a whole (see below)

Minor Changes:

  • Improvements to Swirl and Health HUD/Menu Color Schemes to make text more readable
  • Walton Simons will now actually have collision if he is randomized to the Sub Base on an Ocean Lab or later start point (Previously in this scenario he would end up unable to be hit by any damage)
  • Alarm sounds in M02 Warehouse now move with both the Generator and the Generator Computer (Vanilla and Revision)
  • Quick Aug and Skill menus will now close again if you re-enter a map that you had previously left while having the menu open
  • Fixes to bingo goal failure detection
  • No longer possible to walk around the Airfield elevator teleporter
  • Bingo Goals "Sign up for the Knicks" and "Rescue the Bum on the Basketball Court" will actually work again
  • Horde Mode now has a guaranteed Merchant
  • Crowd Control Drop Piano effect now spawns Randomizer pianos when playing non-Vanilla mods
  • More endgame quotes
  • Breakable walls and glass won't unexpectedly copy settings from other differently configured walls or glass
  • New advanced option for enabling Zombie Reanimation (with configurable reanimation times) - look for "Reanimation Seconds". This also means NG+ can get zombies, and the chances of the old-style respawning enemies in NG+ has been reduced.

Major Deus Ex: Revision Changes:

  • Music Randomization is now supported for the Revision and PS2 soundtracks!
  • Datacubes are actually shuffled in Revision again (Has been broken for a few months)
  • Datacubes now have defined rules in Revision (should ensure datacubes are shuffled into "safe" locations before the location they're needed)
  • Area 51 Bunker vent entrance is now harder, like in Vanilla Randomizer:
    • The door on the top of the vent is locked
    • The password on the security computer has been changed (and a datacube added with the password)
    • The elevator starts at the bottom
    • The elevator call button has been replaced with a keypad (and a datacube added with the code)
  • Newly randomized goals (and additions) in Revision:
    • Mission 1 - Liberty Island:
      • Added North Dock (Harley dock) location for Leo
      • Added all the mutual exclusions to match Vanilla Randomizer
    • Mission 2 - NSF Generator:
      • Battery Park:
        • Changed Vent start to Shanty Town start
    • Mission 4 - NSF HQ:
      • NSF HQ
        • Transmitter computer is now also randomized, and can go into the secure room on the roof (like Vanilla Randomizer)
    • Mission 6 - Hong Kong:
      • MJ12 Lab (Level 1)
        • Added overlook office location for computers (In Vanilla Rando the desk is in the centre of the windows, but in Revision it is off to the right side of the windows instead, since enemies will patrol up to the window)
    • Mission 8 - Return to NYC:
      • Streets
        • Exit Jock location is now randomized (with Garage Back Lot instead of the Alley location from Vanilla Randomizer)
        • Assault Squads are now randomized (Squad sizes vary based on difficulty level, as per unrandomized Revision)
        • New locations for Harley/Joe/Vinny:
          • Apartment building over basketball court
          • Roof of the garage
          • Desk at Smuggler's front entrance
    • Mission 9 - Superfreighter:
      • Ship Below:
        • Added North Engine Room weld point location from Vanilla Randomizer (slightly adjusted location to avoid a door added in Revision)
        • Bilge Pump Computer is now randomized (With all of the locations from Vanilla Randomizer)
        • Added three Revision-exclusive weld point locations:
          • Lower engine room hallway
          • Lower engine area fan room
          • Security room
        • Added three Revision-exclusive bilge pump computer locations:
          • Lower engine room area
          • Room off the side of the engine room
          • Break room overlooking the engine room
    • Mission 10/11 - Paris:
      • Metro:
        • Jaime/Nicolette in Media Store get a little spotlight
        • Public Terminals in the hostel are now Guest Registries and show if Jaime or Nicolette are inside
      • Cathedral:
        • Infolinks now move with Gunther/Computer to help players know when they're getting close
    • Mission 12/14 - Vandenberg/Ocean Lab:
      • Vandenberg Command:
        • Three new Revision-exclusive Backup Power Keypad locations:
          • Top of Watchtower
          • Inside Ammunition Storage building
          • Inside Barracks
        • Two new Revision-exclusive Exit Jock locations:
          • Top of Watch Tower
          • Roof of Ammunition Storage building
      • Silo:
        • Howard Strong is now randomized (With all of the locations from Vanilla Randomizer)
        • Launch Computer is now randomized (With all of the locations from Vanilla Randomizer)
        • Exit Jock is now randomized (With all of the locations from Vanilla Randomizer)
        • Goal mutual exclusions brought in-line with Vanilla Randomizer
    • Mission 15 - Area 51:
      • Sector 4 - Page:
        • Ending Actions are now all randomized throughout their original locations within Sector 4 (Page's area)

Minor Deus Ex: Revision Changes:

  • New Item, Container, and Enemy Placeholder locations in Revision (matching those in Vanilla Randomizer)
  • Improvements for Revision nanokey rules, particularly in Vandenberg Command and Ocean Lab
  • Datacubes will glow again (Has been broken for a few months), and that glow will follow shuffled datacubes
  • Revision now has the cheatson/cheatsoff commands to make enabling/disabling cheats more convenient
  • JC and Paul are less horrific looking if wearing randomized clothing if using their HDTP models (They will be forced back to their vanilla models)
  • Augbots will retain their unique blue appearance if HDTP is enabled for Medbots
  • Inactive autoturrets in UNATCO HQ and Everett's House will no longer be shuffled or cause new hostile turrets to be spawned (M05 UNATCO turrets will still be shuffled/cloned)
  • It is possible to take the boat back to HQ after destroying the NSF generator in mission 2 (like Vanilla Randomizer)
  • Only UNATCO troops will be randomized in NSF HQ (to prevent civilians on balconies being shuffled in)
  • In NSF HQ, Walton Simons Infolink will play and UNATCO will be hostile immediately after sending the signal (like Vanilla Randomizer)
  • Alex and Jaime are now fearless in M05 UNATCO HQ (like Vanilla Randomizer)
  • The Buddha display case in Maggie Chow's apartment will no longer start open
  • Le Merchant will now spawn near Aimee at the start of Paris (like Vanilla Randomizer)
  • Items in sealed window displays in Cathedral will no longer be randomized (preventing important items from being locked up permanently)
  • The "schematic downloaded" infolink from Gary Savage will play immediately after using the computer in Oceanlab UC (like Vanilla Randomizer)
  • Area 51 Bunker elevator buttons actually can't be used until the power is turned on (like Vanilla Randomizer)
  • Area 51 Bunker elevator power can no longer be disabled after enabling (like Vanilla Randomizer)
  • Area 51 Bunker elevator power is activated once you reach the bottom in case you want to backtrack after taking the vent entrance (like Vanilla Randomizer)
  • Area 51 Bunker blast doors now have a button on the inside to open them
  • Area 51 Bunker vent fan can now be highlighted so that it's clear it can be damaged
  • Added liquor to Area 51 Bunker (strictly for bingo purposes)
  • Various NPC adjustments/fixes brought over from Vanilla Randomizer:
    • Mole People Terrorist Leader won't go hostile to the player
    • Jojo has his barks restored in M04
    • Miguel in UNATCO HQ (M05) will no longer get angry at the player due to gunshots
    • Jaime doesn't appear in Paris if you didn't talk to him during the UNATCO escape
    • Jaime is fearless in Paris
    • Tiffany Savage moves at a reasonable speed instead of trudging through mud
    • Enemies at Gas Station have their reactions (hearing) adjusted based on location inside or outside of garage
  • Added many backtracking/safety switches to doors that had been added to Vanilla Randomizer
  • Various minor door fixes that had been fixed in Vanilla Randomizer
  • Added alarm panel in overlook office of Hong Kong Versalife Level 1 Labs
  • Binoculars added to the 'Ton Hotel in mission 2/4/8
  • Gary Savage runs to the communicator when Bob Page calls

Die4Ever and others added 30 commits October 30, 2024 20:53
Basketball court.  Rearranged switch in SetWatchFlags for bingo goals to
avoid future confusion.
for the augs in the can, as well as the full description for both augs.
aug to get a random slot.  If unrandomized, the aug is forced back to
its default location.
seems like Linux gets a different file order, so DXRVanilla/DeusEx/Classes/Player.uc was no longer the tail-end class of the injection chain
seems like Linux gets a different file order, so DXRVanilla/DeusEx/Classes/Player.uc was no longer the tail-end class of the injection chain
* more endgame quotes

* shorten a quote

* add a quote, remove a quote

* increase endgame quotes array size

---------

Co-authored-by: Die4Ever <[email protected]>
…1026)

* add advanced new game setting for zombies. add them to NG+

* change reanimation description

* Update DXRModules/DeusEx/Classes/DXRFlagsNGPMaxRando.uc

Co-authored-by: Die4Ever <[email protected]>

* decrease max enemyrespawn and reanimation values

* move zombie logic from DXREnemyRespawn to DXRZombies

* scale random factor in zombie reanimate time by reanimation setting

* check if reanimation exists in BindFlags()

* shorten reanimation setting description to make it fit

* Update DXRModules/DeusEx/Classes/DXRHalloween.uc

---------

Co-authored-by: Die4Ever <[email protected]>
)

* make halloween modes less prominent in game mode screen

* make halloween mode somewhat more prominent again

---------

Co-authored-by: Die4Ever <[email protected]>
M02:
- Switch for chainlink gate in Castle Clinton near vanilla ambrosia

M08:
- New goal locations for the various people:
  - Apartment building overlooking basketball court (mutually exclusive
    with BBall Court)
  - Garage Roof
  - Desk at Smuggler's Front Entrance

M09:
- New Weld Point locations:
  - Lower engine room hallway
  - Lower engine area fan room
  - Security Room
- New Bilge Pump Computer locations:
  - Engine Server Room
  - Upper Break Room
  - Lower Engine Room

M12:
- Watchtower now has a key
- Better key rules for: Haz Lab Storage (Tim's Closet), Underground Tunnels, Comm 01 Gate, Watch Tower (newly added)
- New Keypad goal locations:
  - Top of watch tower
  - Inside Ammunition Storage building
  - Inside Barracks
- New Exit Jock locations:
  - Top of Watch Tower
  - Roof of Ammunition Storage building
MQDuck and others added 6 commits November 30, 2024 14:24
* don't show destructable crates hint in zero rando

* change mr. H hint wording

* update zombie hint for reanimation setting

---------

Co-authored-by: Die4Ever <[email protected]>
that it doesn't look goofy after the mesh is changed
from vanilla to Revision.  Added new switch for armoury door on ship.
- Binoculars in the 'Ton in mission 2/4/8
- Backtrack button in Mole People Bathroom
- Mole People Terrorist Leader won't go hostile
- Jojo has barks restored (M04)
- All of the cabinet drawers in M05 MJ12 Lab near MIB desk are opened by
  the MIB Cabinet Key
- Miguel in M05 UNATCO HQ will no longer get angry at the player due to gunshots
- Bot doors in Hong Kong Helibase can't be opened by the NPCs shuffled behind them
- Added alarm panel in overlook office of Hong Kong MJ12 Level 1 Labs
- Catacombs backtracking buttons on blast doors
- Paris Chateau cellar secret door moves faster
- Jaime doesn't appear in Paris if you never talked to him in M05
- Jaime is fearless in Paris
- Add exit button to back door of Cmd building
- M14 Sub Base exit button on on-shore spiral staircase
- M14 Sub Base escape button in storage shed
- M14 Sub Base sub bay doors are highlightable and considered undefeatable for rando purposes
- M14 Sub Base sub bay doors prepivot removed for ease of explosive damage
- Ocean Lab backtracking buttons for Crew Module and Greasel Lab doors
- Ocean Lab UC spiderbot doors can only be triggered once, and IgnoreWhenEncroach so they don't get stuck on bots
- Blast Door near the actual silo in Silo doesn't close when the ambush starts
- Vandenberg Computer, Gary runs to Bob's transmission after merging AIs
- Vandenberg Computer, fan and fan grill in top	floor server room are highlightable
- Gas Station, Tiffany moves at a reasonable human speed
- Gas Station, enemies get their reactions set properly based on if they're inside or outside the garage
- Gas Station, dog height alarm unit is added if a dog ends up inside the garage
- Paris Streets, Hostel public computers now show the guest registry (with Nicolette/Jaime listed if present)

//Spawn an alarm sound at the generator as well (the original one goes with the computer)
ast2 = Spawn(class'AmbientSoundTriggered',,'WarningSound', g.actors[0].a.Location);
ast2.savedSound=ast1.savedSound; //Revision didn't like referencing the sound by name, so just copy it from the original
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it probably isn't loaded until the level data is loaded? a dynamic load object probably would've worked, but this is better

if (g.name=="Jock") {
if(Loc.name=="Smuggler Back Entrance" || Loc.name=="Alley") {
if((!RevisionMaps && Loc.name=="Smuggler Back Entrance") || Loc.name=="Alley") {
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so Revision gets small Jock for the alley but not for the smuggler back entrance? I guess that area has more space in Revision?

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Yeah, there's a big open space there for a full-sized Jock. I did have Small Jock originally, but it looked weird

space for goal rando in ENTRANCE and FINAL).  rotm for Paris Media Store
spotlight, just in case we do upside down or sideways maps in the future
for (a=am.FirstAug; a!=None; a = a.next ) {
if (!a.bHasIt) continue;
if (a.AugmentationLocation == LOC_Default) continue;
numAugs[a.AugmentationLocation]++;
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do we really need this when CleanUpAugCounts fixes am.AugLocs[a.AugmentationLocation].augCount

#ifdef injections
injectID=id;
#else
injectID=#var(injectsprefix)InformationDevices(id);
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why don't we just change the argument type?

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This gets hit before datacubes are replaced in non-injections, but there might be freshly spawned PlainText Datacubes with passwords also spawned. So there can be a mix of plain Datacubes and DXRInformationDevices

@@ -958,8 +980,12 @@ function SpawnDatacubes()
if( dxr.localURL != add_datacubes[i].map ) continue;

loc = add_datacubes[i].location * coords_mult;
if( loc.X == 0 && loc.Y == 0 && loc.Z == 0 )
if( loc.X == 0 && loc.Y == 0 && loc.Z == 0 ) {
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maybe we should just delete this

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Maybe, but the warning is actually good, because presumably we would always be testing the change after adding datacubes. That being said, maybe the warning should be a ClientMessage to make sure it's seen?

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I mean deleting the whole block not just the warning

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Suggested change
if( loc.X == 0 && loc.Y == 0 && loc.Z == 0 ) {

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I did realize that, but I think it's nicer to have the check there just to throw the warning, in case someone forgot to add a location.

In theory we could get rid of it selecting a random location, but I don't think there's much harm to that?

@@ -6,7 +6,7 @@ struct EndQuote
var string attribution;
};

var EndQuote quotes[140];
var EndQuote quotes[148];
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at some point we should probably just ditch the array and load function, and just do a retrieve function in the style of if(r--==0)

theastropath and others added 6 commits December 1, 2024 22:02
buttons.  Added a generic static function to determine if Ogg
soundtracks are being used instead of the tracker one, so that music
rando works properly in Revision Rando with Vanilla Maps.
* add bingo campaign mode

* bingo campaign obeys bingo win setting

* don't call DXRBingoCampaign.Super functions outside of bingo campaign mode

* move DXRBingoCampaign.PreFirstEntry switch outside of DXREvents search

* add DXRBingoCampaign.NewBingoBoard()

* change how AddBingoEventBlocker works

* don't prematurely go to M05 in bingo campaign mode if bingos aren't completed

* don't show campaign mode option if not using vanilla maps

* move ClearDataVaultImages() to DXRActorsBase

* remove DXRando_Mission04_BingoCompleted gib check in M05

* remove DXRando_Mission10_BingoCompleted gib check in M11

* remove now pointless foreach in 03_NYC_AIRFIELD in DXRBingoCampaign

* add bingo text to mission exit TeleporterHoverHints

* center bingo hint text somewhat better

* use crypt doors to block cathedral in bingo campaign mode

* crypt doors block cathedral before bingo

* add DXRSetFrobbableTrigger, DXRInWorldTrigger. don't spawn chateau commandos until crypt doors are open

* bingo campaign mode resets bingoBoardRoll

* remove some unused variables

* bingo campaign supports bingo_duration values above 1

* don't incorrectly show bingo hover hints when bingo_duration is above 1

* check IsBingoEnd in UpdateCryptDoors

* show bingo hint in graveyard rather than dockyard

* DXRInWorldTrigger supports vehicles

* CheckBingoWin doesn't always return true in bingo campaign mode

* show bingo hint when dying in M04

* return expiration in GetBingoMissionFlag()

* move DL_graveyard_ambush block to AnyEntry() in bingo campaign mode

* progress -> proceed

* DXRBingoCampaign cleanup flag names

---------

Co-authored-by: Die4Ever <[email protected]>
Co-authored-by: Die4Ever <[email protected]>
@Die4Ever Die4Ever marked this pull request as ready for review December 2, 2024 03:41
@Die4Ever Die4Ever merged commit a292d2c into master Dec 2, 2024
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This was referenced Dec 9, 2024
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3 participants