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Blog RSS Feed Report abuse Latest News: New People and New Ambitions [April Fools + Actual News]

9 comments by Jerion on Apr 2nd, 2015

A lot has happened since December and we have exciting news. We have two new additions to our team, a new programmer and a new 3D artist.

Our new programmer Hanfling joined us late last year to fix bugs in native Deus Ex code. However, this has evolved into the creation of a full featured Deus Ex content creation framework called the Revision Framework. Its roadmap includes support for features found in all current game engines such as terrain, static meshes, deferred lighting and fancy materials to push Deus Ex: Revision visuals to a whole new level.

Cyrus -- the other new guy -- will pitch in to make use of these features, and create tons of static meshes, while adding content that Project HDTP didn’t cover. Right now he is working on:

Gunther and Anna

To make full use of the scheduled engine features we need to remake or at least update most of the content already created. However the whole team is excited to make use of the new features and make Deus Ex: Revision the best Deus Ex incarnation of all time.

Edit: As you many have realized, this was an April Fool's post; we won't delay Revision for any new features.However most of the post is correct, Hanfling is working with us to make the Revision Framework and the long term goals are to include the mentioned features, but that would be years into the future. Currently it's mostly a WIP framework for mods to easily and properly integrate into the game without having to replace DeusEx.u. It will also improve the editing workflow with a new set of tools. It will not be used in the 1.0 release and we'll only lift a few features from it, such as a fix for incorrect footstep sounds and UI scaling.

We also do have a new 3D artist named Cyrus that joined us a few weeks ago, and he is currently working on replacing some vanilla models, however certainly nothing as indicated by the picture above.
We are very close to release right now and beta testers will be contacted shortly. More info soon to come :)

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Revision Goodie Bag

Revision Goodie Bag

Dec 24, 2014 Wallpapers 7 comments

The Revision Goodie Bag contains some screenshots, wallpapers and ringtones. Happy Holidays from Caustic Creative!

Post comment Comments  (200 - 210 of 1,870)
MonarchX
MonarchX May 6 2015, 2:34pm says:

I just came up with another bug! When new resolutions are used (1080p+) with new renderers (OpenGL, DirectX 9/10/11), the game always resets horizontal FOV to 91! That is quite high for 16:9 aspect ratio. The correct/standard ratio, aside from personal preferences, for 16:9 aspect ratio should be 82.5. I was hoping that FOV could be select-able based on preference anyway.

There is a setting called AutoFOV, but setting it to False in DeusEx.ini or User.ini or any renderer .ini has no effect. Regardless of what you do the game resets FOV values to:
DesiredFOV=91.000000
DefaultFOV=91.000000
Those entries are reset in User.ini file in \Documents\Deus Ex (or DeusEx)\System folder.

Any idea whether that can be fixed/changed?

+1 vote     reply to comment
Hanfling
Hanfling May 6 2015, 6:41pm replied:

First of all, there is no such thing as the "right fov" for some different aspect ratios. The choice of the fov which feels about right is about how much of your vision field is covered by the screen, hence why games on consoles use low FOV values as your are sitting far away on your couch, while when playing the same titles on the PC you sit closer to the screen and thus require a larger FOV. So using a laptop you will probably be closer to the screen, when playing on a desktop PC. When you have just a tiny screen you will generally sit closer then for a large screen, and thus a different FOV feels right for you.

About the FOV entries beeing reset, iirc kenties launcher, the render devices you mentioned all have their own options to "fix" the default fov beeing used. The same probably applies to some customized DeusEx.u's, so thats probably causing this inconveniant behavior.

+2 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 May 6 2015, 6:27pm replied:

What are you talking about? 16:9 should have 90 (or possibly 91) as FOV.
Wsgf.org

+3 votes   reply to comment
MonarchX
MonarchX May 6 2015, 6:37pm replied:

Value of 90 in the link you provided was a recommendation. Based on math calculations/equations on human peripheral vision, Horizontal Field of View on 16:9 displays should be 82.5. Other games' options suggest 85 for 16:9, but anything higher is just a preference.

I don't want to argue about the above, but FOV should be adjustable...

+1 vote     reply to comment
BuckleBean
BuckleBean May 6 2015, 4:18pm replied:

Since 90 is just about perfect, 91 could hardly be considered quite high. All kidding aside, I'd suggest refraining from using terms like the "correct" ratio when talking to PC gamers & put more emphasis "personal preference."

+2 votes     reply to comment
TacoDeBoss
TacoDeBoss May 6 2015, 3:46pm replied:

Fixed? 90 FOV is like, the bare minimum. In my opinion, anyway.

+1 vote     reply to comment
Guest
Guest May 6 2015, 3:40pm replied:

Why are you reporting bugs here? :P

+1 vote     reply to comment
MonarchX
MonarchX May 6 2015, 4:12pm replied:

Well, where should I? Its Revision-specific bug. I don't know why it is that way, but I figured Revision may fix it.

90 isn't the minimum, the correct Horizontal FOV for 16:9 aspect ratio displays is 82.5 and Vertical FOV of 53. Then there are preference, but I prefer see an accurate image.

+1 vote     reply to comment
dev221117
dev221117 May 6 2015, 7:29pm replied:

So you are a tester? How do you know it's Revision specific? You seem to be yapping on and on about special graphical effects, calibrating monitors and such for what's effectively a mod for an old game with maps made by one person. I don't think they are as necessary as you think.

+2 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 May 6 2015, 6:43pm replied:

How do you know this is a Revision specific bug?

+6 votes   reply to comment
BuckleBean
BuckleBean May 6 2015, 5:05pm replied:

The correct FOV is one that doesn't give me headaches or make me nauseous. But aside from the words you've chosen, I totally agree with the need for a customizable FOV. I'll stop giving you a hard time now & continue to be pumped for the impending release!

+2 votes     reply to comment
MonarchX
MonarchX May 7 2015, 7:18pm replied:

This issue may not be CAUSED by Revision, but assuming Revision will be integrated with some previously-released mods, like OTP UI Scaling Fix along with DirectX 9 and OpenGL renderers + .ini tweaks, one of these mods (probably UI Scaling Fix) is likely to be the cause and is likely to be shipped with Revision, which makes it a revision-specific issue in my book.

I don't want to argue again about FOV, but if its based on preference, then I guess horizontal FOV of 360 (or whatever the maximum is) that shows not just what is in front of you, but also to the side of you, and in the back of you is quite acceptable, which is absurd. There's a limit based on human peripheral vision, past which the image becomes inaccurate and unrealistic as far as viewing angles go. Horizontal FOV of 82.5 is that limit for 16:9 aspect displays.

0 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 May 9 2015, 6:59am replied:

We won't use the OTP UI scaling fix, but we have our own scaling system that hanfling made. We did ship with D3D9 and OpenGL renderers with good defaults, but nothing in those renderers affects the FOV (D3D10 on the other hand is a different story).

I'll try and rip out the autoFOV code that our DeusEx.u scenarios have. We also do have our own FOV button in the menu, but I guess it makes little sense if it's overridden by some autoFOV function.

You can always also set the fov to whatever you like by typing fov <number> in the Say prompt.

+2 votes   reply to comment
MonarchX
MonarchX May 9 2015, 3:53pm replied:

Oh no! I didn't really want to add more waiting time to development!!! Dang my mouth...

+1 vote     reply to comment
dev221117
dev221117 May 9 2015, 7:46pm replied:

I think it would just be deleting some lines of code and recompiling the DeusEx.u file. Nothing too serious.

+1 vote     reply to comment
dev221117
dev221117 May 9 2015, 11:40am replied:

Thanks for clearing that up.
I'm not sure how AutoFOV comes into custom DeusEx.u scenarios, but I'm pretty sure that Hanfling said that he would not put in UI scaling or FOV tweaks in his launcher.

But how does AutoFOV get added to a custom DeusEx.u? Someone would need to add it I assume.

+1 vote     reply to comment
bjorn98009_91 Creator
bjorn98009_91 May 9 2015, 11:53am replied:

No, there noting scaling/FOV related in the launcher, that's in Revision.dll that he made.

We have three DeusEx.u scenarios, "Normal" that's Human Renovation but with some stuff removed (like athletics), and then Shifter and Biomod (it's really unifiedDX). At least some of these mods have autoFOV code that gets invoked from time to time, like when you start a new game it sets the FOV for you.

It's a thing that those mod makers decided to add in. I don't like going in and customizing other mods, but it appears that I have to make an exception.

+1 vote   reply to comment
dev221117
dev221117 May 7 2015, 7:26pm replied:

No, it won't come with the UI scaling fix, it'll use Hanfling's launcher. By that logic, Shifter bugs and problems in Deus Ex's code are all Revision specific, simply because they'll be present in Revision as the team can't solve everything, especially not engine specific bugs.

Uh, and you're just stretching the point about FOV, thing is that good FOV depends upon how far you're sitting from a screen. What works for a laptop wouldn't for a PC, what works for a PC wouldn't on a TV. People can sit at different distances too, which would make other FOV values better. Obviously there's a limit, but a good FOV value isn't as rigid as you think it is. I don't know what makes you think 82.5 is a good FOV for a 16:9 resolution screen, but personally I've never had a problem with Kentie's scaling.

+1 vote     reply to comment
dev221117
dev221117 May 8 2015, 2:07am replied:

Okay, I just tested different FOV settings on my game, and I'll say this much: on an FOV of 90 or 91, heavy weapons like the GEP gun or the LAW look wrong as the parts that aren't drawn behind the weapon stick out when the player is holding them. That being said, I prefer 91 to 82.5, and part of the non drawn weapon parts stick out even at 82.5, so 82.5 isn't an "accurate" FOV choice.

As for FOV being reset, just try tinkering with Kentie's launcher to see if you can disable the UI scaling. If you can't, just uninstall Kentie's launcher and manually change the FOV yourself.

+1 vote     reply to comment
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