Developer of Deus Ex: Revision by night and an ICT student at the Royal Institute of Technology by day. Besides liking Deus Ex I'm a Trekkie with my roots in Star Trek: Voyager.

Report RSS Playthrough: Rest of Paris, Vandenberg and OceanLab

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Hi, again sorry for the long absence.

I've been busy playing through the game and fixing stuff. I'm currently at the start of first Area 51 map. Most of the fixes were texture alignments and item positions and those are always fast to do, compared to the other types of fixes. Also recently started to notice that fragtypes on movers are incorrect a lot of times also a very fast fix though.

Things that take time is to explore each path of the level, like go the stealthy route, then the main route and so on, to see that they all work. Also experimental things take time, things you can't see in real-time, like Jaime was sitting weirdly on a chair, so had to adjust the sitpoint coordinates on the chair. Problem is that you need to restart the game each time to test that, so there was a lot of back and forth until I was satisfied.

However the main thing that takes time is if some geometry change is involved, like fixing a BSP issue or something else that requires a rebuild. Cause then you first must fix the issue, then rebuild the map a lot to get it optimized and then test, and since BSP changes are so unpredictable one change can cause another bug to pop up elsewhere and then it's back to square one. Sadly there were a few of these since last time.

Last night we got Paris Catacombs bug free since it had a killer BSP that I just discovered by chance, and currently we are working on Vandenberg_Cmd (that had some bugged brushes and required a rebuild) and on Vandenberg_Sub that had some BSPs. Hopefully we'll have those solved soon.

Another thing that's been holding me up is that a conversation with Morgan Everett about his mechanic was sort of broken in vanilla. I've been hard at work setting it up so it does indeed work properly like I envision it should work. When I jumped into the conversation file it was a mess, and it still is, but I think I've managed to fix it. A lot of logic going around and it's very easy to make a mistake and break everything. I'll do some testing later today to see if it's good.

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