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21 comments by bjorn98009_91 on Sep 16th, 2014

Hello all!

Welcome to our September update.

Since our previous update in July, we've finished production on our soundtrack. Both the in-game files and album versions are completed and implemented, so unless we find further issues with it, that part of the project is pretty much done. The album, which consists of a series of suite arrangements, is going to be available on Bandcamp and some other venues (such as YouTube and SoundCloud) when we are ready to release the mod.

In mapping news, we are still working on the exterior Area 51 location. Progress there has been slow, as it's a large map and our environment designer has been busy with his personal obligations. It is close to being done, and compared to the original map, has nearly tripled in playable area. We have also tackled the bug list quite a bit, and coding-wise some bits and pieces have been optimized and trimmed. Various other improvements have been made to a wide variety of the other maps such as implementing our own wish-list items, adding decoration and improving on the assortment of ambient sounds in the game.

Area 51 Overview comparison

The playable area has been vastly expanded.

Area 51 Surface
Area 51 Surface
Area 51 Surface

We are also proud to present that in collaboration with unifiedDX we have implemented switchable 1x/2x UI sizes. For those with a resolution of 1280x960 or above (note that both the height and width have to be larger) can use the new 2x graphics mode so that texts, menus and other screens will be readable. Our graphics artist has also been busy recently with creating new 2x Davavault images in addition to the 1x that will be used by default. These new datavaults will contain more details then their 1x counterparts due to being 800x800 compared to 400x400.

2x Datavault images

As an example of lingering technical difficulties I've personally struggled with, I’ll talk about a BSP issue in the Paris Cathedral map. A BSP issue is where the world geometry is not assembled correctly by the Unreal editor. This particular error occurred after I went in to fix a texture misalignment on a “mover” object, which requires having the editor reassemble or “rebuild” the map. After the rebuild I discovered the BSP error tearing up a piece of a house near the canal in the map. A lot of time and effort went into trying to solve it by changing surface solidity and the positioning of brushes (geometry details) on the house, with several attempts at rebuilding it (each rebuild takes around 15 minutes). When that didn’t solve the issue, I finally gave up and removed some brushes on the house, namely a set of windows. That solved the problem, but then another issue came up with house nearby. As much if not more time went into fixing that second house, creating zone portals for all the windows, changing solidity and so on. When that was finally settled I found out when testing that the entire map was accidentally flooded due to a leaking water zone- although the method of fixing the issue is quite different, it is a remarkably similar problem to the real-world circumstance. And that's what I am working to solve right now.

Flooded Cathedral

I’m looking forward to sharing more with you all as we begin to finish finishing Revision.

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Post comment Comments  (0 - 10 of 847)
Bokanyiz 10hours 13mins ago says:

Thank you for your hard work and commitment guys, it looks truly fantastic. Given your remaining tasks at hand, do you think that we can play Revision during the Christmas holiday season? :)

+3 votes     reply to comment
bhovey90 Nov 24 2014, 12:42am says:

I'm excited for the final release. I loved the demo! Keep up the great work.

+4 votes     reply to comment
dev221117 Nov 20 2014, 12:40pm says:

I'm curious, can anyone give me screenshots of how the MJ 12 helipad in Hong Kong looks like now? I really liked how compact and layered that level was, even though it had too many air vents, and I'd like Revision to capture the desolation and the feel of heights in that level.

+1 vote     reply to comment
Jerion Creator
Jerion Nov 21 2014, 11:49am replied:

This location has few visual changes. The roof area has been revised to now appear to be on the rooftop of the Versalife Annex (this is to reconcile the elevator location relative to the market), and it includes a minor entrance cutscene.

+1 vote   reply to comment
Drewie Nov 21 2014, 1:17pm replied:

...and it will also soon include this change right?

+1 vote     reply to comment
Jerion Creator
Jerion Nov 21 2014, 1:56pm replied:

Yes, though that is not exactly a "visual" change. ;)

+2 votes   reply to comment
Guest Nov 19 2014, 12:41pm says:

For the Buglist status, does TRIAGED mean it is fixed? And what's the difference between "IN PROGRESS" and "FIX COMMITTED" they both sounds like the same thing.

+1 vote     reply to comment
Drewie Nov 19 2014, 12:52pm replied:

No, triaged basically means the developers has looked at the bug report and consider it a genuine bug. In progress means that the developers are trying to fix the bug while Fix committed means that a bug is 100% fixed.

+3 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Nov 24 2014, 3:51pm replied:

Fix released is if it's been released to the testers.

+2 votes   reply to comment
Drewie Nov 19 2014, 10:30am replied:

The finish line... I can see it.. :)

+2 votes     reply to comment
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