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20 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  (10 - 20 of 845)
oculusriftrocks
oculusriftrocks Nov 18 2014, 1:01am says:

Do you think it would be possible to add a hud-less design option, this is popular amongst the skyrim mod community as removing the hud makes things much more immersive, here are some suggestions to modernise the look of the game (with no hud)

health lower than 30%, screen goes black and white or uses the drunk overlay effect.
ammo: game tells you in lower center of the screen if you have "low ammo" or "no ammo", this would be identical to Human Revolution.

I would also suggest to hide the object highlight hud (an extra option, for experienced players).

I think this would be a cool new option for players, creating a unique feel to the game, you would still have your menus of course, like inventory, objectives, images etc.

+1 vote     reply to comment
Jerion Creator
Jerion Nov 18 2014, 11:04am replied:

This is a bit outside the scope of Revision 1.0, so it's not something that we'll work on figuring out at this time. Perhaps for a post-1.0 update. :)

+4 votes   reply to comment
oculusriftrocks
oculusriftrocks Nov 18 2014, 7:35pm replied:

yes it's merely an improvement to think on, with revision you have revised maps and for graphics we have new vision/HDTP, this brings Deus ex -almost- into modern gaming, the only 2 things left are a checkpoint system and hud revising.

What are your thoughts on a checkpoint system similar to human revolution, whereby when you pass a certain area the game saves automatically, I know this can be done as GMDX does this, with this we can disable manual saves because they haven't been in games for 10+ years lol.

+1 vote     reply to comment
Jerion Creator
Jerion Nov 19 2014, 8:02am replied:

A checkpoint system is also outside the scope of 1.0. We've long-since locked down our feature set for the full release. It's something we might consider exploring later on, though my initial reaction is that it goes a step beyond what we're comfortable implementing as "first party" content in Revision.

+1 vote   reply to comment
dev221117
dev221117 Nov 18 2014, 7:54pm replied:

I don't know, I'd still like to save manually. There can be tough situations where the developers didn't put any checkpoints closely, and besides, saving before trying something very risky allows players to be more creative without risking losing their progress.

+1 vote     reply to comment
oculusriftrocks
oculusriftrocks Nov 18 2014, 10:13pm replied:

well it would be an extra option to disable manual saves, simply unbind the key, if the checkpoints are well designed, you shouldn't have to have manual saves.

but just the general idea of having checkpoints in would bring the game into the modern age as every game circa 2004-ish? has at least a checkpoint system.

I think max payne 2 released in 2003 was the last game to not have a checkpoint system, could be wrong though.

+1 vote     reply to comment
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Drewie
Drewie Nov 19 2014, 10:27am replied:

No, a checkpoint system is not needed in my opinion. The only thing left for Deus Ex: Revision to become the perfect mod, is for AIs to have a clever brain. Like the modifications in GDMX.

+2 votes     reply to comment
dev221117
dev221117 Nov 19 2014, 11:08am replied:

GMDX has AI that improved? Well, I hope someone can get that sort of AI into Revision or the original game in the future. I'm putting off installing GMDX because it sounds too hard for me overall.

+1 vote     reply to comment
Drewie
Drewie Nov 19 2014, 11:39am replied:

It's not hard - rather realistic that make Deus Ex much, much more challenging and enjoyable. You should try it.

+1 vote     reply to comment
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