Developer of the Deus Ex mod 'New Vision' and an as yet kind-of unannounced exploration horror game.
Epic's licensing terms are rigid - it's royalties or an upfront cost. And Unreal Engine 4 won't be very compatible with 3, seeing as the entire scripting system and lighting engine is being replaced. Cryengine is much more future-proofed in this respect because it already has native C++ scripting and a unified lighting system.
CryEngine seems a much better choice for a game like this. OGRE is a good renderer but you'll have a lot of game coding to go on top of it. Seeing as licensing costs are irrelevant then I'd suggest CryEngine.
Modelling looks solid - in general I'd keep the edges rounder though. The sights are pretty sharp, as are the rails - so at a distance it won't show up on the normal map.
Your game is running in Software mode and this was a fairly common bug with the Unreal engine. None of those textures are from New Vision, they're the originals. Are you trying to use OpenGL?
Yes - HBAO is Nvidia, HDAO is ATI. They're essentially the same, but with different implementations for each card vendor.
Why not a mix? The game I'm developing uses a series of hand-made sections that are randomly combined to create 'procedural' levels. It's not true procedural, but it's the best of both worlds.
Great concept, and I absolutely loved some of the subtle mechanics you put in to unease the player (room layouts shifting when you turn your back for example).
Seemed a perfect length to me, too, as far as experimental indie games go. Well done to all involved.
This should be compatible with any other Deus Ex mod. When you launch BioMod, make sure that the launcher is looking at the New Vision data directories.
Downloading right now, congrats on the release!
It's recommended, but not required.
Hopefully this will fix some of the bugs with all the custom rendering stuff, and I can actually play it. Congrats guys.
Imageshack's scaled it down a touch, but yeah, you can see the difference. This is also one of the areas I added animated lighting effects, I think.
Electromagnets V-1. V-2 looks nice, but with the V-1 concept it's a little more obvious how it's meant to work.
Well DX10 will definitely be your best bet since it's the only semi-maintained renderer (Chris is still around, but I doubt he's interested in working on his D3D9 or OpenGL stuff).
I'm not sure what it has to 'do' to support 3D - it may be worth giving Kentie a shout to see what he thinks. Unless he has a 3D monitor he's not going to be able to test anything, though.
'Finally'..er, this has been around for some time.
If you have to ask, then you don't need the SDK.
It is savegame compatible, and the installer will remove the old version for you.
I just did a bog-standard conversion in Photoshop - you can see some banding in the background but nothing really noticeable.
It's surprising how little a 256 colour pallete limits textures.
What a shame.
(Why can't you save it as an 8-bit image by the way? Looks fine to me.)
No - but some of the characters and most of the other models are being covered by Project HDTP, which I have contributed to.
If you're having problems with D3D10, then switch to OpenGL support in the launcher.
You could use the full scale AO, too - just combine it with the tiling rock diffuse using a multiply.
The 10 zombies seems a bit.. arbitrary. I think it's because they're obviously spawning right after each-other, it feels a bit too game-y.
Personally I'd approach the texturing a different way. Instead of a large diffuse/normal map I would have a large normal map, and have a 1024X1024 diffuse/normal tiling 'underneath' it. That way you get large, unique detail from the normal map generated from sculpting, but also the detail from a tiling rock texture. You should be able to add unique detail using decals.
Looks awesome, tracking the hell out of this thing.
Only HDTP will affect your savegames, New Vision won't. Uninstall HDTP and try again to determine what's causing the crash. I'd also recommend either DX10 or OpenGL rather than D3D9.
You should be able to, you just can't use one of the custom launchers (which seem to override localisation). Install New Vision without a launcher and then edit your DeusEx.ini manually (there's instructions in DeusEx/NewVision.) Send me a PM if you have any problems.
Whoops, looks like I wasn't logged in when I posted that.
Good to hear - enjoy!
Sure - download the Direct3D renderer from Chris' site - it also has support for the new textures. You'll have to find the D3D9 section of the .INI though, and add the "UseS3TC=True" line.
(Copy+Pasted from a previous reply - but this should still work)
Maybe OpenGL didn't install correctly - try manually installing it by downloading it from here:
(Copy the files into DeusEx/System)
Then adding the appropriate lines to the .INI (these should be in the Readme)