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21 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  (20 - 30 of 847)
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
LichKing
LichKing Nov 17 2014, 2:03pm says:

Is it possible that we get Revision released at Xmass?

+3 votes     reply to comment
Guest
Guest Nov 16 2014, 8:31pm says:

This comment is currently awaiting admin approval, join now to view.

Jerion Creator
Jerion Nov 17 2014, 12:07pm replied:

Slightly harder overall. There's simply more to the world of Deus Ex in Revision, and that includes more sophisticated environments and threats. That said, we aren't making substantial upgrades to the game's AI, so fundamentally it won't be all that different to play.

+3 votes   reply to comment
dev221117
dev221117 Nov 18 2014, 7:48am replied:

Ooh, can you detail these "more sophisticated" threats for me?

+1 vote     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Nov 14 2014, 10:45am replied:

As you are a guest I can't PM you, perhaps you could write a PM. Hanfling that works on fixing stuff with the render wants to discuss this with you.

+3 votes   reply to comment
oculusriftrocks
oculusriftrocks Nov 15 2014, 7:04am replied:

Okay I have signed up now, feel free to let Hanfling know my Username for the PM.

+1 vote     reply to comment
oculusriftrocks
oculusriftrocks Nov 15 2014, 7:19am replied:

It feels great, works incredibly well, both in game, cutscenes and conversations are shown without issues, the optional 3D mode works great in the game world but it breaks the hud (double vision croshair).

the FOV displays better than a monitor as the fisheye effect isn't there.

+3 votes     reply to comment
simonsays
simonsays Nov 15 2014, 10:37pm replied:

that is awesome - I can't wait for the Oculus - I want to play Shock2 so bad in that space.

+1 vote     reply to comment
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