Former developer of the Deus Ex mod New Vision, and currently working on a concept stealth game called Grindstone.
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.
Do you mean sound or special effects?
Right now, the game is a bunch of art assets and a 30 page long design document. A trailer is some way off.
Are you releasing it on Steam early access at some point?
I remember texturing those guns (Flamethrower/LAW/Rocket) back in 2009 - still pretty happy with how they turned out!
Either Google or CGTextures - I don't speak French so I have no idea what they actually say. Interesting to know, though!
Download the installer and use 7zip to extract it.
No, it already uses 7z compression. This is as good as it gets.
Not sure what could cause that. What are your system specs?
There's no way to use normal maps to any decent effect in Unreal Engine 1. There is a way to sideload them using Kentie's renderer, but they have no concept of where light is coming from which defeats the point.
Yes it is.
There's no bump mapping, unless you're using ENB Series which looks awful.
I'm not sure what could cause that, although working through virtual machines etc. could make OpenGL do strange things. While D3D10 is out of the question, D3D9 might work:
(D3D9 driver made by Chris, who wrote the OpenGL driver)
It might need a manual set up: extract into the system directory, run the game once with it, and then go into your deusex.ini and under the [D3D9.Renderdevice] (it's something to that effect, near the bottom) add the line uses3tc=true.
Can you post what the error says, exactly? I've never heard of this before.
That sounds about right; I'm not sure about the gameplay mods like Shifter and DX:E. Most of them aren't compatible with each other because, like you say, they all replace DeusEx.u. Shifter is based around support for HDTP, though.
DeusEx.u is basically the core game package that includes game scripts (characters, weapons, items etc.), models, textures and sounds.
The USAF banner at the back could do with some grunging up, looks a bit clean at the moment.