Former developer of the Deus Ex mod New Vision.
Apart from a few textures (e.g. the neon sign in the picture, which is just a photo) most of the Chinese is 'intended' to be incomprehensible. When making them I couldn't find someone who knew Chinese to help out translating, so I put random words in a translator and jumbled them up so they looked OK for a non-Chinese speaker.
Aside from the banner in the background, which some people have pointed out. That one's still funny.
I think DX: Revision have redone a lot of the signs and made them more accurate.
Almost as if it was a simple typing mistake, as opposed to a grammatical misunderstanding. Sort of like the way you ended your comment with a period and not a question mark, despite posing a question, you stupid bellend.
They're pieced together from various images on CGTextures, so yeah, they won't make any sense to someone who knows Chinese.
Except you haven't credited the artist whose work you've stolen and are passing off as part of your project.
IIRC, that isn't the right texture for that wall surface, so I'm not sure why it would be used there. I'm not updating the core mod, but I'd be happy to add it as an extra download or something.
Copy the DeusEx.exe from the main system directory, paste it into the Redsun2020 System directory, and rename it to Redsun2020.exe.
The file is identical, but for some reason, this is how Deus Ex / Unreal Engine 1 handled mods.
Genuinely curious why you're developing on the Half Life engine and hacking features in, instead of using a more modern engine (even Source) and building on that feature set?
The tech demo seems fine, but no particular feature is better than what could've been achieved in a more recent engine that had those features to begin with. Especially ragdolls, where characters do the splits too easily. And all the time you spent implementing them could've been used to make things better in a newer engine.
When are you releasing on Steam?
Slowly but surely. We won't be making anything public for a good few months yet.
There aren't parallax maps for any textures, I can't remember if any of the renderers even support them. And, at any rate, no: this mod was finished back in 2012.
If you use Kentie's launcher it will create a new INI in your Documents folder, because that's the only place it can make it.
As long as you use DX10, and Kentie's launcher, and in the folders options you have the New Vision folders checked, it should work.
Honestly, I cannot remember - but it sounds like something I would do. Thanks for reminding me, it gave me a good laugh.
Afraid so, it became far too big for our first project. Some of us are working on a new project though which should be announced in a few months.
Kudos on the release, I'll give it a whirl later.
As a side note, releasing it for Steam makes a lot of sense, since you've got a clearer user base. No issues with odd installation directories or potentially un-patched versions like we had to deal with for New Vision.
No, no, and no, I'm afraid. Work on this stopped a long time ago!
Probably a bit late to reply, but yes, the launchers fix the speed issues. It's related to multi-core processors and affects a lot of early Windows games, including Unreal Engine 1.
Well I haven't heard of this issue before, so it must be something specific with your setup that confused the installer. Not sure how that would happen, but there's not much I can do about it since I can't repeat the problem. Good to hear that it's working, at least.
Ok, what renderer are you using? My advice would be to try an alternative one (if you're using Direct 3D 10, try OpenGL, or vice versa)
Have you checked that the textures have actually extracted into the New Vision/Textures directory?
Another guess would be something is corrupted, so you could try re-installing the mod.
If you have 7zip (or Peazip might work) you can do a manual extraction and install. Without more information I'm not sure what would cause that error though.
This is far too buggy at the moment to be playable. My resolution (2560X1440) isn't supported, the game stutters every few seconds, the DOF effect when aiming is horrible, and the whole game crashes almost every time someone fires a weapon.
Although the original Paranoia had that awful bump mapping effect, at least it didn't crash all the time. I don't see what the benefit of the custom engine really is, the game does not look that much better for it. All it does is make the game unstable.
"The image above is an in-game screenshot"...
It does look good though!
Maybe we should sell it as a horror game for people who hate horror games. It's definitely not going to be a jump-scare fest, we intend to make the atmosphere unsettling through visual and audio design. No random loud noises or scripted jumps.
Cheers - hopefully we'll be announcing details of the new game in a few months (we want to wait until we've got something more substantial)
This is our thinking - we already had to scale the concept back a bit, but if we did it any more then it wouldn't be worth doing (in my view).
I don't think we'll be expanding our team just yet, but if you PM me a link to your work I'll take a look.
I hope you don't think we'd abandon Grindstone to do another DayZ knockoff! The new game is 'survival' in the sense that 3 players have to survive, but it's not an open-world crafting game.
Unfortunately the reality for us is that horror games make an easier 'sell' which means it's easier to recruit.
I think more selective advertising is the way to go - if they weren't annoying flash ads, I would consider whitelisting. It's also worth noting that if you only use text based ads, you can get on Adblock's whitelist which is enabled for most users and encourages non-intrusive advertising.
However - when I whitelisted on Adblock and Ghostery, Ghostery reported up to 72 trackers active on the site. Seriously...no, thanks.
Sounds like an odd problem to be caused by poor performance alone, but Unreal Engine 1 wasn't really optimised for the kind of textures New Vision uses. Frankly I'm amazed that kind of GPU runs it at all.
Visually, there isn't much difference between D3D10 and OpenGL anyway. It's much more noticeable in something like Unreal, where Kentie's managed to replicate the way 3DFX's Glide renderer made skies look.
They're complementary, HDTP (despite what the name suggests) focuses on decoration and character models, whereas this is just the environment textures. I actually textured a couple of their weapon and mech models.
My point is that it would be better as a custom story, rather than breaking the original game.