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11 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 709)
Blade_Sword Sep 16 2014, 8:49pm says:

I'm glad to see this mod progressing everytime I get an update from it.
So far the latest demo gave it more justice than the firsts ones (who too much removed a key feature from the original in a level design standpoint -> The path choices). I made several comments like most people did about the actual stuff.
The visuals are impressive and I like the level of detail that is put on these new updated levels, I hope the gameplay kind of follow the latest demo, but I still would like to have less of these non-explorable visible areas that the demo had; even if there is no real purpose for JC being there or doing something there. I know that the original have some of those things, but they are few and far between and in general in a corner of a level rather than being dead center on it.

+1 vote     reply to comment
TheBlueBomberX Sep 17 2014, 1:39am replied:

I know right,the meeting office in Unatco was closed for no reason and the armory in Smuggler was there just for show,...there should be less un-accessible places.If done right I think this mod will be far better than TNM(Sorry if my English is bad,I'm not a native speaker)

+1 vote     reply to comment
Blade_Sword Sep 17 2014, 12:12pm replied:

I'm not either :P. The thing is about making most of the visible zones being explorable, it's also the point of the new level design -> more exploration which is great, but I think having too much of the visible rooms that aren't explorable should be avoided. I noted the Unatco meeting room, but there is many like that.
There is many rooms in hell's kitchen, hong kong that can't be accessed while they are in plain sight on the street.
Though I love the actual level of exploration we have on the newly redesigned levels. I can mention the 'Ton for example who was tiny and now seems more descent.

+1 vote     reply to comment
Drewie Sep 18 2014, 8:29am replied:

Nah, these areas that cant be explored add some sense of realism in my opinion. There has been already a major increase in level design. Sure, it'd be cool to enter every apartment in Hell's Kitchen or Hong Kong but I feel like we would be slightly asking for too much.

Some have reasons why they aren't explorable - for example Smuggler's locked armoury. If the player can just enter and take everything, it would over-power him. And if it is removed, then the sense of realism is removed (I mean, a smuggler must have a stash somewhere to show what he is selling).

+1 vote     reply to comment
Darkshard Sep 16 2014, 7:08pm says:

I am looking forward to this most definitely, having played the original through and through quite a few times, I am eager to see the final result, you have my attention indeed, keep up the good work and progress guys.

+1 vote     reply to comment
Khold Sep 16 2014, 5:56pm says:

I've got a question: When?????

I am waiting this mod as Smrter Pripyat 0.45 :-)

+2 votes     reply to comment
bjorn98009_91 Sep 16 2014, 6:23pm replied:

Hard to estimate sadly. We are working as fast as possible though, considering real life obligations.

+1 vote     reply to comment
Khold Sep 17 2014, 2:09am replied:

Thank you sir! I hope, you will finis in this year :-)

+1 vote     reply to comment
Jerion Sep 16 2014, 10:09am replied:

I'd say that Revision is for everyone, first-timers and experienced players, but while you won't necessarily get more out of it if you've played the vanilla game, you will grasp the difference our work makes, and you'll definitely get a little more out of it if you're familiar with the prequel, Human Revolution.

+1 vote     reply to comment
Guest Sep 16 2014, 3:15am replied:

Totally agree, you're going to play this game several dozen times anyways, so go ahead and get a vanilla play-through going now.

+2 votes     reply to comment
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