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14 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  (200 - 210 of 709)
Saracen-Rue
Saracen-Rue Apr 25 2014, 6:17am says:

Who else thinks that when this mod is perfected and finished the developers and maybe a combination of other modders out there should focus solely on adding something we have wanted -no- needed for years?

The ability to stay with UNATCO and later MJ12!

0 votes     reply to comment
Drewie
Drewie Apr 25 2014, 12:40pm replied:

I think the team would want a break after 7 years modding Revision. :p Another problem to create such a mod is the storyline. I mean, what will happen after JC kills Tracer? How will UNATCO introduce JC to MJ-12? And how will JC react? See, these are some questions that their answers need to be though of. But yeah, would be awesome. :)

+3 votes     reply to comment
Jerion
Jerion Apr 25 2014, 1:03pm replied:

It would be cool, but there is also a practical problem: We can't do a good job of adding substantial story content without recording new lines from the original voice actors, and we would have a particularly difficult time doing that without funding. I don't think an expansion such as the one mentioned would be feasible for a noncommercial mod. :(

+2 votes     reply to comment
Saracen-Rue
Saracen-Rue Apr 24 2014, 11:21am says:

Like the one at the start.

For example, have one before the area 51 level, with bob page telling walton simons to guard the enterance. (if he is still alive)

+1 vote     reply to comment
Drewie
Drewie Apr 25 2014, 5:41am replied:

"Will the storyline be changed from the original game or will the mod feature new conversations?

The storyline will remain the same; we do not add new conversations."

[from: Dx-revision.com ]

side note: Area 51 is being re-designed! The delay will certainly be worthed!

+1 vote     reply to comment
Saracen-Rue
Saracen-Rue Apr 24 2014, 9:48am says:

What would make this mod great would be cinematics before every level to make the story more smooth

+1 vote     reply to comment
Drewie
Drewie Apr 24 2014, 10:51am replied:

What do you mean exactly?

+1 vote     reply to comment
Drewie
Drewie Apr 24 2014, 8:51am replied: +1 vote     reply to comment
lowenz
lowenz Apr 24 2014, 10:53am replied:

Oooos :D
Better!

+3 votes     reply to comment
bjorn98009_91
bjorn98009_91 Apr 24 2014, 6:33pm replied:

DX10 won't be included due to performance issues, but nothing hinders you from downloading it and using it with Revision via the launcher.

+3 votes     reply to comment
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