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Bug listed on Kenties site "http://kentie.net/article/dxguide/index.htm"
mentions securitybot3_03_nyc_airfield.securitybot0
Original issue reported on code.google.com by [email protected]
on 26 Sep 2011 at 11:49
Are you aware of the new bug on Deusex v2.0
"http://code.google.com/p/deusexv2/" reported 18 AUG.
From deusexv2
What steps will reproduce the problem?
1. grap a Hazmat suit
2. activate the suit
3. approach / touch a fire barrel
(mole people map is a good way to test this)
What is the expected output?
- some protection against fire;
fire barrels do 5 HP damage each time you touch them.
Hatmat suit should protect against fire damage.
What do you see instead?
- no protection against fire damage form fire barrels at all,
no matter if you use the Hazmat suit, or the skill level.
What version of the product are you using? On what operating system?
- Game: DeusEx GotY,
- Mod: deusex2_r11 (Dec 2010, compiled my self);
- OS: MS Windows 7 x86 (w.o. SP1);
Please provide any additional information below.
- the fix from Shifter v1.8.4 does wokr properly, also its coded sightly
different.
please check Lork's Hatmat fix again, thx.
Original issue reported on code.google.com by [email protected]
on 26 Sep 2011 at 11:46
What steps will reproduce the problem?
1. equip hazmat
What is the expected output? What do you see instead?
Hazmat is equipped, but it is still held out in front of you. I would expect it
to disappear from your hands and when you select it again to turn it off, it
should re-appear in your hands.
What version of the product are you using? On what operating system?
GOTY edition, Kenties launcher and dx10
Original issue reported on code.google.com by [email protected]
on 26 Sep 2011 at 11:52
It seems that the weapon scope wanders strangely at relatively high levels of
accuracy, tending to veer off at angles at or close to multiples of 45 degrees,
with a tendency to stop altogether sometimes.
I will be looking into fixing this for the next version.
Original issue reported on code.google.com by [email protected]
on 27 Dec 2012 at 8:18
The night vision/light amp effect of the TechGoggles and Vision Augmentation
(at level 1) doesn't really help you actually see anything very much at all.
All it does is draw a green overlay on the screen, enhancing the green in all
pixels and completely removing the blue and red. Greener things look brighter,
but for example, blood (or anything else solid green or red) looks black, for
example.
This is also done post-rendering and post-lighting, so detail lost in extremely
dark areas is not recovered by the effect.
In other words, it's strictly worse in every way than just turning your gamma
setting up.
I can't find a way in the Unreal engine to make the effect any better. If
anyone can find a solution to this that I can implement, I'll put your name in
the credits or something, and owe you a Coke.
Original issue reported on code.google.com by [email protected]
on 27 Dec 2012 at 8:31
What steps will reproduce the problem?
1. In UNATCO HQ, go to the spare-time room with the big television in Level 2.
2. Go to the room where Anna and Gunther initially are.
3. Use the machines to get some soda.
What is the expected output? What do you see instead?
- Expected: “2 credits deducted from your account.”
- Instead: “%d credits deducted from your account.”
What version of the product are you using? On what operating system?
- v1.112fm, Game of the Year Edition from GOG.com.
- Windows 7 Professional, 32-bit.
Please provide any additional information below.
- I like your patch, yay!
- I don’t know if it is always 2 credits for all cases, in all machines, in
every mission (I’m just starting, so these are the only ones I’ve tried),
or if it is really getting the value from a variable.
- Keep it up!
Original issue reported on code.google.com by [email protected]
on 18 Oct 2012 at 5:52
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