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Blog RSS Feed Report abuse Latest News: September update

18 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 759)
Jerion May 11 2014, 1:10pm replied:

The development progress page tracks the latest state of the game content; we most recently updated it in the last couple of days. Unless something drastic comes along that applies the brakes to the project, it will be done long before the end of the year.

+3 votes     reply to comment
Silmarill_SK May 12 2014, 4:08pm replied:

"end of the year"?! aww come on... :(

+2 votes     reply to comment
Drewie May 13 2014, 7:24am replied:

He said "long before the end of the year" meaning it be released before the end of 2014. I honestly think it'll be released somewhere in the end of summer but that's just my theory. :p

I also think it's better that the team don't say anything about dates, and just release when it's ready, so nobody gets disappointing. ;p

+2 votes     reply to comment
TheDalekCaan May 11 2014, 12:51pm replied:

Also, if there's thing that we all dislike about the original Deus Ex is the voice acting.

Is it possible to re-voice NPCs? It'd be nice to make the generic foreign NPCs a little bit easier to take seriously with some new voice-acting.

Maybe you can make it post-release? I know tons of people who would be happy to volunteer.

0 votes     reply to comment
Jerion May 11 2014, 1:14pm replied:

It is possible to add new voice acting to the game. However, a voice-acting upgrade is not something we're looking at doing for Revision at this time, simply because of the sheer additional workload required to record, process, and implement it. We've locked down the feature creep at this point and are just moving towards getting everything wrapped up. :)

+1 vote     reply to comment
TheDalekCaan May 11 2014, 1:18pm replied:

I see, and that's a very professional move on your part.

It was merely a suggestion, you guys should take your time with your current goals before worrying about anything else right now.

Sorry for pretty much hijacking your comments section :P

0 votes     reply to comment
Drewie May 11 2014, 12:55pm replied:

Actually, the voice-acting in Deus Ex didn't bother me... ;p

+3 votes     reply to comment
Silmarill_SK May 12 2014, 4:04pm replied:

I agree, it was fine. no need to re-do.

+2 votes     reply to comment
TheDalekCaan May 11 2014, 1:04pm replied:

I wasn't talking about the voice-acting in it's entirety, I feel that the China sections and such were quite poor in the voice acting department.

The overly exaggerated manner of each generic NPC's accent didn't blend very well with the serious cyberpunk style of the game.

Deus Ex is one of my all-time favorite games, but you have to recognize it's faults if you wish to improve it.

+1 vote     reply to comment
TheDalekCaan May 11 2014, 1:15pm replied:

To further make my point:

+3 votes     reply to comment
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