![](https://programming.dev/pictrs/image/d8c3cb6e-12cc-44ac-9a0b-d60e27a579b8.png)
![](https://lemmy.world/pictrs/image/2665e448-91d9-484d-919d-113c9715fc79.png)
I wonder if it will have a classic single player mode
I wonder if it will have a classic single player mode
Use the website, it has an option to export your data to a file, and then import it. You don’t need any 3rd party apps or anything.
I’ve been using AviDemux, but this seems like it’s probably better?
here’s a good video essay https://www.youtube.com/watch?v=rxOKEsBx4NU Ross’s Game Dungeon: Deus Ex
and https://www.youtube.com/watch?v=bgJazjz9ZsA Deus Ex: Human Revolution is FINE, And Here’s Why
I feel the same way about the prequels, but I think the original game is the best game ever made.
I would suggest against GMDX for a first time playthrough, it changes A LOT. From the aesthetics, to the gameplay, to the sounds, the mood, the feel of the game, and the viable approaches in each level, there’s so much that’s changed it just isn’t the same game anymore.
You’re much better off with the Vanilla Fixer tool, Transcended, or Zero Rando (I’m the dev). You could also use Revision and toggle every setting to vanilla, but make sure you also disable the HDTP models, and disable Shifter and Biomod too, and definitely set the maps to vanilla.
this is in person
I agree about some gimmicks like 2 players 1 controller, or playing games with a dance pad or whatever, they seem difficult but still feel like gimmicks to me
4-way races are ok if you’re familiar with the game and speedrun already, but otherwise hard to watch
we’ve got a megathread for discussion over at !speedrun@sh.itjust.works - https://programming.dev/post/16201685
but maybe there will be more discussion here instead?
anyways, it’s live now, HYPE! https://www.twitch.tv/gamesdonequick
Agreed lol, and Threads
And dogs, rats, greasels, karkians, and fish if you’re standing (the game doesn’t have a use animation while swimming), and grays too but you’ll take damage when you do it
Gameplay perspective…
This game is really open, there are many approaches to every situation. Which means when things get randomized, it tips the scales of balance and you have to reconsider every option for every seed.
Even just choosing a melee weapon, you’re thinking about knife vs baton vs crowbar vs sword vs eventually the dragon’s tooth sword. On some seeds the knife does a bit extra damage and then you gotta think if it’s better than the baton and crowbar because of its speed, and it only uses a single inventory space. On some seeds you might get a weak and slow dragon’s tooth sword and it might not even be worth keeping!
And then you’ve got all the different paths through the levels, and you’ll be rethinking routes based on random start locations, random goal locations, or random enemies in different spots, or items or medical bots. Or maybe a door was randomized to need more lockpicks and your lockpicking skill is worse than vanilla, maybe you need another way around or you choose to find the key to save lockpicks for later. You won’t be doing the same thing every playthrough like vanilla where eventually you figure out which approaches you like best for each spot. The randomizer gets you to rethink it all and adapt.
The ability to do anything also means you can always progress, you don’t get stuck just because you’re missing a password or low on multitools, there’s always another way. The randomizer really forces you to adapt.
I think any game with good replayability is a good target for a randomizer, it just amplifies that replayability.
Technical perspective first…
This is Unreal Engine 1, which used UnrealScript programming language. It was extremely flexible, and you can extract the original UnrealScript code (including comments) from the game. This means it’s nearly an open source game, except for the native code. But pretty much everything is controlled by the UnrealScript anyways. Including the GUIs, HUDs, conversations, most of the AI stuff, damage calculations, keyboard key bindings, etc.
On top of this, Deus Ex released their SDK tools (I think in 2001, around the time of the multiplayer patch). Which is their version of the UnrealEd map editor, conversation file editor, and UnrealScript compiler/extractor.
Tomorrow Deus Ex is turning 24 years old, and DXRando is turning 4 years old!
below 5W, then the charger is considered “slow,” and the message “charging slowly” is shown on the lock screen. If the power is above 7.5W, then it’s considered “fast,” and the “charging rapidly” message is shown instead. If the power is between 5 and 7.5W, then the charger is seen as “normal,” and the lock screen simply says the phone is “charging.”
Seems to be a purely cosmetic change. I was wondering if the OS has any different behavior when charging quickly (like being more aggressive with running background processes, and running updates/backups) but the article didn’t say anything about that.
If my phone was only charging at 5 or 6W I’d want to know the charger is garage. That might not even be enough to use the phone without losing battery. What they really need is to rename “slow” to “very slow”, and then 5W to 7.5W could be considered the new “slow”. The intent being that “very slow” is problematically slow (maybe the OS scheduler could pretend the phone is not charging). And “slow” charging would just be for mild inconvenience.
If only the phone could just tell me the actual number of watts it’s charging at lol. Even if it’s rounded and averaged.
I like how the cracks in the monitor extend beyond the glass lol
haha maybe for a small site, but then you get something like this…
https://video-game-randomizers.github.io/rando-list/
The data is all yaml files, Jekyll runs in Github Actions automatically on commit. Try doing this in HTML by hand and then realize you want to change the HTML structure a little bit, like group the randomizers by game instead of by series, or add new fields or new features. Or accept pull requests from non-developers to add new entries. We accept pull requests from people and they just have to fill in the yaml info with plenty of examples and schema checks in Github Actions before building the site, and you can download a zip file of the output HTML from Github Actions. If they were submitting as HTML, imagine trying to write automatic verification that it’s in the correct format.