Это будет набор разработчика, со всеми необходимыми инструментами, для создания модификаций (а то и полностью завершенных 3D-мини-игр) на усовершенствованном движке UT (точнее, в качестве движка будет использоваться UT SDK). Наша задача - переписать основные библиотеки Deus Ex под новый движок.
Помимо отличной среды для разработки с открытым исходным кодом, DXDK еще сильно улучшит графику старой игры. Например, будут добавлены динамические тени, поддержка последних шейдеров(бамп-маппинг, спекуляр-маппинг, дисплейсмент), рефракции, реалистичные(более-менее) материалы для декораций и геометрии. Но! Самое главное, пожалуй, что это все эффекты и нововведения можно будет отключить, что позволит этому улучшению (как и играм, построенным на DXDK) запускаться даже на слабых машинах!
В том и есть принципиальное отличие от остальных улучшений графики UT, либо DX, - мы не подстраиваемся под старый движок, улучшая какие-то старые библиотеки рендеров (мало того, что это занятие весьма муторное, так еще и с редактором не всегда совместимо), а пишем новый! Тут будет и совместимость с редактором и возможность самому дополнять исходники.


This is a development kit, with all the necessary tools to create modifications (or fully completed 3D-mini-games) on an improved UT-engine(more precisely, as the engine will be used UT SDK). Our goals - to rewrite the core Deus Ex libraries for the new engine.
In addition, to an excellent environment for the development and open source, DXDK still profoundly improve the graphics of old game. For example, we adding dynamic shadows, support of the latest shaders (bump-mapping, specular-mapping, displacement-mapping, etc), refraction, realistic materials for decorations and geometry. But! Most importantly, all effects and innovations can be disabled to allow best performance (for all games, builded on DXDK) on slower computers!
That is a fundamental difference from the others graphics improve of the UT or DX, - we have not adjusted to the old engine, improving some old RenderDevices, but we write a new one! There will be compatible with the editor, and you always can to complement the sources.


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0 comments by Yachs on Jan 9th, 2011

TEK said:

Tek wrote:
I make a "core dump", it scans the header with the names of entry points, and then tracks their addressing itself dll, but so as these functions are called "many times" I need them or to replace or block all calls, which you need to know their address and not just "names", and I did so: disassembling - failure, artmoney - found a couple of similar settings, replaced the address of their functions on their own, which is called theirs, but before that I wrote in the observation buffer parameters passed options - run - working. Thus, the "consistent" (from "start" init script engine) was 20 functions.

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Post comment Comments  (0 - 10 of 15)
Prototype458 Aug 3 2011, 11:38pm says:

lol changing engine unrealed is easy enough yet making meshes is anoying as hell there should be made a menu where you can use blocks instead of lines like cube of unrealed you can change size and width and breadth much easyer to make models then wel simple ones but still that would be amazing ow and plz dont let the engine be harder then unrealed agian not that its hard to use unrealed good luck

0 votes     reply to comment
nerdenstein Mar 21 2011, 4:22pm says:

How's the project going?

+1 vote     reply to comment
Yachs Creator
Yachs May 13 2011, 7:31pm replied:

Slowly. Now I need to earn money, so at the moment I work mainly with 3d graphics. But there are some developments in the dialogue system MS Visual Studio. If anyone wants to try - I can throw a project in the mail. But there is very little.
Disposition: I managed to figure out what all the "interactive process" is carried out through a U-script. Libraries serve only to exchange data between different classes. All the complexity of these libraries, as I understand, is Recognition of files (audio and text). Still there is synchronization of sound and motion of lips. That I really did not imagine how it works.
Even greater challenge will be the transfer of scripts Deus Ex (the system of increments, inventory, itself a class player) on a new Shadow's engine, as Unreal and Deus Ex differ greatly on the native level. Virtually all of the same header files in different engines have different sizes, not to mention the content.
I'm sorry for this late reply and for an unknown release date. As soon as my physical and mental status will be better a bit, I'll do it all. Now my mind is just not accept coding.
Just please do not assume that this project is dead. If anyone wants to help - please contact me and we'll discuss what you can to help the project.

+1 vote   reply to comment
Kalman11 Jan 28 2011, 10:30am says:

And when releases it?

+1 vote     reply to comment
Yachs Creator
Yachs Jan 28 2011, 2:17pm replied:

Man, we have some problems )= We need a programmers.

+1 vote   reply to comment
Kalman11 Jan 1 2011, 6:21am says:

I hope you rewrite the game to Unreal Engine 3

+1 vote     reply to comment
UT99_Shadow Jan 2 2011, 7:08am replied:

no, we don't, we have our own engine code...

+1 vote     reply to comment
dx_xparta Dec 29 2010, 9:10pm says:

all that is good deus ex is good respect it continues to front and when will be finished

0 votes     reply to comment
Yachs Creator
Yachs Dec 30 2010, 5:39am replied:

I do not understand you, sorry.

+3 votes   reply to comment
PKodon Dec 29 2010, 11:29am says:

One suggestion, if you're going to be converting any of the old Deus Ex maps to run under this new engine, perhaps you could do as someone did in a mod: put invisible rails on the sides of the ladders so you don't fall off them if you are climbing and end up going diagonally up the ladder. (Or at least, present an example of how we end-users could modify the ladders, or build better ones.)

+1 vote     reply to comment
Yachs Creator
Yachs Dec 30 2010, 5:38am replied:

Maps will remain unchanged. A ladders - we'll think of something about the ladders ) It's all petty.

+1 vote   reply to comment
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