Former developer of the Deus Ex mod New Vision.
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.
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.