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Apologies for not seeing your post earlier, and I guess it's too late now but if you want you can send your save over and I can remove the cheat tag for you.
Also, maybe you could help me out here? What exactly am I suppose to send you? The file structure is a bit atypical here. I'm seeing several folders here and then a variety of files in each of them.
Current
QuickSave
Save-005
Save-006
Save0007 (This is really how it's named, not a typo, but I'm guessing the programmer accidentally hit '0' instead of '-' here?)
The only folder that I presume has the appropriate save in it is Save0007 because I see 09_NYC_Graveyard.dxs in it. However there's also similar files named exactly the same except instead of Graveyard they are named Dockyard, Ship, ShipBelow, and ShipFan. There's also SaveInfo.dxs here. So which file do I send you? The entire Save0007 folder, or just a particular file?
https://puu.sh/H7VR7/54e478c00f.png
They are centered, but their radius is large so the player will trigger them as soon as possible. The reason for this is so it's not possible to run through the trap with the speed aug or hide in the corner (every collision in the engine is cylindrical). I'll look into decreasing the radius while at the same time increasing the speed which the doors close so it's less possible to have time to either go through or back out. I can also make fence that drops down behind you crush you if you are in their path, instead of stopping once they hit your head.
Level design changes are a bit more impractical at the moment, but certainly something to take into advisement.
So the Current folder is for the currently loaded save you are playing through. The first time you visit a level in the current mission number like 09, it will load up that level from the Maps folder into memory, and that's the game you are playing. When you hit a level transition it will save the current state into a .dxs file into the Current folder. If the map you are transitioning to have been visited before it will load it's .dxs file, otherwise it will load a fresh level from the Maps folder. When you save the game the contents of the Current folder gets copied into a permanent save folder, because as soon as you exit the game the Current folder will be cleared. The SaveInfo contains save metadata while the other .dxs files are the full levels. Since levels are uncompressed they take up a lot of space.
Save-005 and 006 are QuickSave2 and 3 that we implemented. We couldn't actually change the naming there without having the source code for the DeusExGameEngine (only the C++ headers and libs were released, no actual source), instead it's the SaveIndex used which is -5 and -6. Any positively numbered save like Save0007 are manual saves (with SaveIndex 7 in that case).
Easiest way to check which folder is the right one is by checking which has the latest last modified date, and also have the level itself present 09_NYC_Graveyard.dxs). If in doubt, just enter the game, load the save and then make a new save (not quicksave) and see what Save-folder was created. We need the entire folder, so just zip that up. Preferably even before the trap and any cheat attempts, if you have a save that goes back that far.
EDIT: Alright, here's my 'Current' save folder. It's made right after the trap and I just need you to remove the cheats enabled tag for me. Unfortunately the oldest save I have is directly before the trap, but it's already closed and soft-locked. I thought it would just be easier for you to disable the cheats tag. As long as I'm able to get achievements I'm happy.
https://files.catbox.moe/y4a3ho.rar
I've also added a command for the next release to print the status of the cheat flag so it's easy to check if achievements are locked out because of this.
I made the flag trigger that activates the trap and damage trigger radius smaller so they don't trigger too early.
I doubled the speed of both the door and the fence there so you can't speed through with aug or back out as easily.
Made drop down fence crush on encroach.