0 of 0

File information

Last updated

Original upload

Created by

Yukichigai and Lork et al

Uploaded by

Yukichigai

Virus scan

Safe to use

Tags for this mod

About this mod

A dump of the latest version of the Deus Ex v2 Community Patch that Lork and I (and a few others) were working on, prior to the shutdown of Google Code.

Permissions and credits
Donations
Welp, here I am again, uploading another community bug fix patch for a game. This time it's technically nothing new, but in poking around the internet I've realized that this version is not available anymore, at least readily. Thus I present you with:

Deus Ex v2 Community Patch (Salvaged Edition)


Why "Salvaged Edition"? Because this is what I wound up with on my personal PC after the final SVN update from the shared Google Code project that we were using for this.

So what is this?


This is pretty well what the name indicates: a community patch for Deus Ex which addresses a number of bugs and exploits which remained in the final release version of the game. Which bugs? Well it's a lot, too many to mention them all right now (though I'll list them later), but things like music not playing at all in one of the later maps, characters not appearing when they should, missing items, game breaking glitches, and so on. It also adds a few compatibility and convenience enhancements, including allowing more resolutions to be selected via the in-game menu and an auto-save feature.

How do I use this?


Extract the single file (DeusEx.u) and place it in your DeusEx\System folder. This will replace an existing file, so you may want to back up the old version before you do. Once the new file is in place then that's it! You can run Deus Ex as you normally would and the fixes will be applied.

What versions of the game does this work with?


Every fully patched (v1112fm) version I've been able to test with, including the Steam and GOG versions, the actual physical retail version, and even the Demo version of the game. Yes, if you somehow don't have access to the full game you can still benefit from the fixes in this mod (though you will need to finagle applying the v1112fm patch to the Demo version).

As a slight aside, I have not been able to test with the Mac version as I do not own a Mac that can run OS9. I also have not tested with any of the non-English releases of the game, though the patch should work just fine minus a few hardcoded bits of text which will remain in English (e.g. the mission startup text in the Vandenberg tunnels).

Are you going to update this patch?


Well... I said I wouldn't, but then I found a bug in my code. Beyond that though probably not, unless someone finds some other bug caused by the patch itself. I'm nowhere near as active in the Deus Ex community as I once was, though I still love the game to death. My hope is that others will use this as a base for their own work and hopefully continue the effort that way.

To that end I will be making the source *.uc files available in a separate download. Anyone who wants to use the fixes therein is welcome to do so in their own projects, so long as they note that the fixes were taken from this and leave any relevant code comments intact (that's often where Lork and I would tag things we'd fixed).

No really, what all does this fix?


Alright, here's the actual list of fixes taken straight from the text file I use to track what I've handled:

+ Castle Clinton Slaughter check tags JC as a murderer too easily [Fixed]
+ MJ12 Confiscate grenade count glitch [Fixed]
+ Ghost Laser Sight in the MJ12 capture sequence [Fixed]
+ Modified Bot alliance in MJ12 lab is reset by breaking a window [Fixed]
+ Datacube falls out of the MJ12 lab level [Fixed]
+ Belt isn't cleared prior to being sent to the MJ12 lab [Fixed]
+ Able to drop items just before they are confiscated at the MJ12 lab [Fixed]
+ Various fixes to keep Paul alive and present until the 'Ton raid
+ Going out the window even when Paul has been saved makes Paul dead [Fixed]
+ Ford Shick doesn't show up in later missions after you've rescued him [Fixed]
+ Statue secret entrance to the lab in Maggie's flat doesn't move in GOTY [Fixed]
+ MJ12 troops in the secret lab play audio barks, making it not very secret [Fixed]
+ Hopping out of the Triad compound makes Gordon Quick try to kill you [Fixed]
+ You can kill Bob Page in the lab under Versalife [Fixed]
+ Entering the code twice for the UC lab destruct stops a bunch of the hazards [Fixed]
+ Final Hell's Kitchen visit has no music (GOTY only) [Fixed]
+ Ray the Odd Mechanic isn't neutral [Fixed]
+ No MissionScript or startup text for the Vandenberg tunnels [Fixed]
+ Hologram of Bob Page at X-51 can be startled into running with a grenade [Fixed]
+ Things shot over water never properly die [Fixed]
+ Changing weapons relies on inefficient Unreal Tournament SwitchWeapon command [Fixed]
+ Ford Shick tries to give you an Aug Upgrade with the wrong object name [Fixed]
+ Buttons do not light obviously enough (bUnlit is not used) [Fixed]
+ Couch texture switch doesn't work [Fixed]
+ Invincible NPCs will drop their weapons sometimes [Fixed]
+ Weapon info screen doesn't display bonuses in Recoil or Reload time due to skill [Fixed]
+ Sometimes there will be two JoJo Fines in the 'Ton [Fixed]
+ Game can only process 16 resolutions at a time, starting with the lowest [Fixed]
+ No upper limit on the amount of skillpoints you can have, which can cause a crash [Fixed]
+ Some Mission Scripts require the exact name "Unconscious" to count properly [Fixed]
+ Pistol Downgrade trick [Fixed]
+ Targeting aug uses BindName for display instead of Familiar/Unfamiliar Name [Fixed]
+ Phones ring while playing "this phone doesn't work" noises [Fixed]
+ Phones still ring when ringFreq variable is set to zero [Fixed]
+ Phones do not properly support the variable which determines their ring sound [Fixed]
+ Crossbow doesn't play the proper firing sound [Fixed]
+ Targeting aug uses itemName for weapons/etc. instead of display name [Fixed]
+ bTriggerOnceOnly doesn't work right for triggers (various infinite skillpoint loops) [Fixed]
+ Aggressive Defense can "detonate" throwing knives, darts, and flamethrower fire [Fixed]
+ Being captured by UNATCO while using a charged item causes glitches [Fixed]
+ Silenced Assault Rifle doesn't make enough silenced shots [Fixed]
+ Carried items are forcibly thrown at the start of a conversation (e.g. TNT to Gunther's face) [Fixed]
+ Extra Soda/Candy textures are not used [Fixed]
+ "Inventory Received" window doesn't combine two instances of the same item [Fixed]
+ "Inventory Received" window doesn't show proper counts for ammo given [Fixed]
+ Conversation system doesn't support transfers from non-DeusEx classes [Fixed]
+ Friendly bots at Vandenberg will kill the X-51 scientists if they're hit with friendly fire [Fixed]
+ Throwing knife "ammo" has no icon for the items received window [Fixed]
+ Infinite length (must be clicked to end) conversations are not supported [Fixed]
+ AI Barks which fail to load sound or are set to zero length never end (OMG I CANT GET ON TEH BOTE) [Fixed]
+ Targeting aug will show "Default this ia bug" name for some kinds of non-interactive decorations (burnt cars, etc.) [Fixed]
+ Ricochets don't play due to some weird engine bug [Fixed]
+ Players can build up standing aim improvement "credit" and move with perfect aim [Fixed]
+ Grenades no longer cause screen flashes if they aren't owned by the player
+ Placed grenades won't set of the Aggressive Defense aug
+ You can reload your weapon when you shouldn't be able to (Lork) [Fixed]
+ Missing "Armor ricochet" sound when shooting bots, cameras, turrets etc. (Lork) [Fixed]
+ Hazmat suit doesn't protect against fire/electricity/etc. (description says it does) (Lork) [Fixed]
+ NPCs don't make use of all of the available pain sounds (Lork) [Fixed]
+ Unconscious NPCs can't be killed, including drowning in water or being blown up (Lork) [Fixed]
+ The game lacks an autosave (Lork) [Fixed]
+ Starting a new game does not clear your inventory properly [Fixed]
+ Patrol and teleport MissionScript functions do nothing [Fixed]
+ Unarmed NPCs can plow through obstacles (A.K.A. "Nicolette the Tank") [Fixed]
+ Demo verison compatibility: New game will now move to the start map if the intro sequence is unavailable
+ Demo version compatibility: Demo splash screen is now shown if the game attempts to move you to a map that does not exist
+ Ammo pickup amounts from frobbed corpses is always 1-4, instead of based on the default pickup ammount [Fixed]
+ You can't KO animals [Fixed]
+ Dead animals could easily say "Animal Carcass (Cat)" and so on [Fixed]
 + Conversations that give you ammo will now deposit any excess at your feet, allowing you to progress even if you are full on that ammo
 + Unconscious NPC description doesn't include the name [Fixed]
 + Conversations with animal speakers attempt to invoke nonexistant animations [Fixed]
/ "Hack/Pick/Multitool then pause" exploit [Partially Fixed]
/ Various NPCs are friendly instead of neutral (Lebedev, etc.) [Partially Fixed]