Former developer of the Deus Ex mod New Vision, and currently working on a concept stealth game called Grindstone.
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.
Damn, you caught me. The truth is, I traveled back in time to install a BitCoin miner in an executable compiled over 2 years ago - which has remained undetected until Avast flagged it. Damn again.
Or, you might consider that after 120,000 downloads and no reports of malicious behavior by the executable, that this is a false positive.
Shame that the install screws up your main directory, rather than using the custom stories function for what it's meant for.
If you've run the game at least once, it should install fine with a Steam version. If not, just point the installer to the Deus Ex folder in Steamapps/common.
I haven't played it yet, but I'll check it out at the weekend!
Absolutely no idea, I don't have a Rift so I can't check.
Your download is corrupted then. If the fault was on our end, after 100,000 downloads I think someone would've noticed!
Cry of Fear looks awful, though. Paranoia looks great if you turn off the horrible OpenGL effects.
Restarting the game fixed it, which makes sense if the shaders aren't being reloaded. Looks good now!
How do I turn off the SSAO effect? It looks awful and completely ruins the game for me. I can't see an option in the Video options so is there a console command?
Oh god the bump mapping! My eyes!
Thankfully, the AI and stealth systems will be relatively simple, so from our initial prototype it will be a matter of fine tuning over the course of development. We don't have the problem of balancing lots of gadgets / equipment, because there intentionally isn't any.
I think we'll be happy for feedback at any time. Community interaction is a great source of information and I hope we can use it to make the game awesome from the very start. There's always the worry with a 'new' and difficult-to-explain concept that people will ignore it, but I'm pretty happy with how people have responded to Grindstone so far.
The Stanley Parable is new and shiny, the Condition Zero map 'Rise Hard' is like something from a 1998 first person shooter, and Night at the Office is somewhat basic since it was made by a small (1-man?) team. I think the concept shines through on that though. It's a short, linear game, but there's some cool ideas there.
This isn't Duke Nukem!
I'm not sure if we'll nail it or not - it's a pretty tall order, and there has to be a balance between fun and realistic. But knowing that it's a problem is half the battle. Large scale changes, like having enemies be more alert if you keep getting caught, could discourage that kind of behavior. It also supports the idea of choice and consequence; if you choose not to plan, the game becomes more difficult.
Inspiration comes from a few places; mostly when I was playing a CS:Condition Zero map called 'Rise Hard' (guess the reference) and wanted to make a Left 4 Dead 2 map in a similar vein. There's a Half Life mod called Night at the Office which is a large inspiration as well, especially the idea of a bomb (although this is also in Die Hard).
In terms of narrative, The Stanley Parable is where the idea for freedom of choice comes from. But Grindstone won't take the same approach, since TSP is essentially a bunch of linear stories with binary decisions along the way. Grindstone will have fewer overall 'plots', but the player can jump between them and previous decisions affect the others (or stop you completing them)
Indeed. The fun in stealth is between getting away with it, and being caught - so you're always on edge and close to being caught, but not quite. If you have gadgets like a cloak, where you can easily slip away from enemies if you do something wrong, there's less satisfaction in it because you're playing by different rules.
I thought Thief suffered a bit in that respect; in most cases if you mess up stealth, you can run away and come back in a minute and everyone will have returned to normal. In Grindstone, hopefully the gun battles will address that. If you get caught, you'll be shot at and you have to work for your escape.
You're right - IPI supports Kinect. Multiple kinects, actually, which would probably deliver decent results. Could be worth looking at when Kinect 2.0 comes out, because all the results I've seen from Kinect 1.0 are acceptable, but very unclean. Mocap always requires some cleanup, but I think it becomes uneconomical when it'd be easier to do the animation by hand!
Well, although I want to put a large emphasis on the dynamic storyline, the stealth gameplay isn't going to rely on cheap takedowns or silly gadgets that let you cheat your way out of a bad situation. And if your poor stealth planning makes you do something stupid, like killing a character you didn't mean to, then that's just part of the story.
Hopefully there are enough people who still subscribe to that train of thought to run a successful crowd-funding campaign!
In terms of mo-cap, although there are cheaper solutions like the one you mentioned (using a Kinect is also a cheap - and hacky - way to do it), I'd probably go the whole way or not at all.
More important to me would be facial performance capture, given that most games have fantastic character animation but look worse than the original Half Life when people speak. But thankfully, that's inexpensive to do with a few cameras and some tracking software - just time consuming!
Not sure about the 2nd film - it's not bad but it ain't Die Hard! I think the first and fourth are my favorites of the series.
Right now the team is assembling, and the first goal is to build a working game play prototype with at least one level looking complete. From there, we'll decide how to proceed with funding - going it alone, or crowdfunding. It depends on what costs we're going to incur during development - I would love to do performance capture work, but I'm not sure if I can cover the cost for that myself.
I think we'll be open about development once the game starts taking form. Right now I think it's better to keep things under wraps until we have something more exciting to show - then, each media release will be something interesting and substantial.
Well, crap. I tested it before I posted, but it looks like all our e-mail has stopped working (not just that address).
I've updated it with my personal e-mail - sorry about that.
Probably not just yet; the aim is to build a functioning prototype before looking at sound (and, to some extent, visual) design. But thanks for the interest! I really like the maps you've got on your profile page.
Kind of - if the player gets caught, then they'll get caught in a firefight and have to escape.
Yeah, it'll be C++ - although staying within Unreal Engine 4's blueprint system as much as possible.
Oh - I didn't know it worked like that. So if I say that all Russians drug dealing communists then add (no offence), that's ok?
What is that renderer doing to my lovely textures? :(
Personally I think "The only way to find the limit is to go beyond it" or something along those lines would be catchier. Right now, it's a very long slogan.
It works with both. If the textures aren't showing up, and you're sure it's in either the OpenGL or Direct3D10 renderer, there's something wrong with the Paths line.
If you're using the custom launcher, make sure that you're modifying deusex.ini in your user/documents/deusex/system folder.
If you have problems with User Interface elements etc. missing, copy the following textures from DeusEx/Textures to DeusEx/NVTextures:
This is temporary until I release a hotfix later today. Alternatively, just copy the contents from the NVTextures folder into your main DeusEx/Textures folder and overwrite the old textures.
Export the ZIP into your UT2004 directory and run the .BAT.
I don't think the vehicle is too dark (it could be a bit brighter, but I don't think it's too bad) - it's just that the base of it doesn't mix very well with the sand texture. The sand texture could be a bit more detailed (i.e. shrink the scale) and you could add some rubbish around the base to make the transition better.
Your concept artist is a freaking god. Seriously, that's commercial-level stuff.
Mapper and texture artist. Not plural. It's one guy doing this.
Multiplayer vehicles in source aren't (to the best of my knowledge) the same as the singleplayer ones. The physics are too complicated for Valve's physics system to cope with online, the Source port of "Half Life: Rally" had to shut down because of this. It takes workarounds to make decent vehicles in Source online, like D.I.P.R.I.P.
HDR is also available in Ep1.
It's quite long. Expect about 10 hours for a first playthrough.
Make sure you set the INI right, that's most likely what the problem is.
Has anyone managed to download this and work it? The filesize seems wrong, I think ModDB's uploader might have corrupt the file...
No part of that's a UMP. It's a Sig552, but with an M4-compatible stock for some reason. Although those don't fit Sig's.
If you don't know much about engines perhaps.
Look two posts later than that, where the guy admits he was wrong after someone corrects him.
Actually, it is. The 3 refers to the 3 texture channels (RGB) - which means it is not storing purely height information (like a typical one channel bump map) - but rather normal information. The two terms are used interchangably, but they are the same thing.
Firstly, it wasn't the first '3d game'. That was Battlezone. Secondly, it's not 3d, it's 2.5d.
HDTP's name is a bit deceptive - it's not doing the world textures - but rather refurbishing the original models with higher definition models and textures. This just replaces the world textures so yes, this is compatible with it.
Personally I thought the massive spikes coming out from the motor-housing was a bit more unbelievable.