![]() Although the game was littered with some annoying little bugs (having just been released), we did manage to get 100% completion. As most reviews have said, it wasn’t really as fun as Lego Star Wars–how can you beat lightsabers and the force? Though bazookas and bushes you can jump into come close. The next week, following a concern from a user, I began working on a major new feature for Cursor Lock. Though not really having anything to do with multimonitor gaming, the feature is a natural progression of the existing code. It allows the user to select whether to lock the cursor into the current screen (what it did originally), the selected window, or the selected window interior (client area). Locking the cursor into the window interior is particularly useful for playing windowed 3D games. ![]() While I was at it, I decided to completely overhaul the setup GUI to be much more intuitive, separating the selection of the different modes with pretty, graphical buttons. It’s looking rather nice already and should only take a few more days of testing and fixing bugs until public release. Last week, I got distracted when randomly deciding to replay Deus Ex: Invisible War and then subsequently desiring to mod out some of the major flaws in the game. Only a few changes would make the game much more palatable to the PC fanbase. One of the mod ideas I had was to combine the various proximity and thrown variants of grenades (EMP, scrambler, gas, and concussion), which would return the grenades to their vanilla Deus Ex functionality and give the player a lot more inventory space. ![]() So apparently, the developer of Deus Ex, Ion Storm, only decided to release the Thief: Deadly Shadows editor and not the Invisible War one, even though the games were made concurrently on the same engine (Unreal Warfare). I tried for days to get the Thief editor to work for Invisible War, but I don’t see it ever working out easily there are far too many hardcoded elements of the games in both the editor and the game executables. The best I could do was to get the DX2 packages to load in the Thief editor after it had loaded the core Thief packages first. Then, I could get the DX2 packages to save after some simple modifications, but that made it so there were both Thief and DX2 classes mixed together, making a good number of DX2 objects break ingame (e.g. However, while I was poking around in Invisible War’s resources, I found the plaintext files containing the secret area’s developer quotes. I decided it’d make a good contribution to my Deus Ex column, despite not being from vanilla Deus Ex.
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