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19 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  (30 - 40 of 769)
Drewie Oct 7 2014, 1:50pm says:

Are the final endings changed a lot or just some detail here and there?

+1 vote     reply to comment
bjorn98009_91 Oct 11 2014, 3:34pm replied:

That's not decided yet, since we haven't gotten to that yet. Sort of depends on how much the other maps are changed.

+2 votes     reply to comment
Swanky Oct 5 2014, 2:33pm says:

about the bsp issue - it's possibly just a cutting problem. I assume you have checked the bsp cuts view and checked if any bsp obstrusion on the other side of your mentioned window caused the problem? Also, sometimes a transform all command (right click on brush frame -> transform) can realign cuts, but you'd have to reposition the brush(es).

+1 vote     reply to comment
bjorn98009_91 Oct 11 2014, 3:34pm replied:

Yeah, there is just solid geometry on the other side of the window.

Every brush has been transformed courtesy of UED 2.1 from OldUnreal. That editor doesn't screw up textures when transforming so that's sort of nice.

+1 vote     reply to comment
Guest Sep 29 2014, 7:33pm says:

Probably asked before but, will this amazing mod work with gog version?

+1 vote     reply to comment
Guest Sep 28 2014, 11:37am says:

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

TheBlueBomberX Sep 30 2014, 4:06am replied:

That also depends on their free time and interest,you need to have an inspiration to work for a mod on such a large scale like this one.(Btw,what are your thoughts about the recent Thief game being released?)

+2 votes     reply to comment
bjorn98009_91 Sep 28 2014, 7:38pm replied:

That's very unlikely. Too much stuff to wrap up. :/

+3 votes     reply to comment
Drewie Sep 27 2014, 8:34am replied:

I think there's still some work to be done for the mod to be released next month. I think what's left is any type of bugs that need to be fixed, remaining level design, misc. graphics, final testing of everything when done and fixing of additional bugs found in the final testing. I'd say early-2015.

+3 votes     reply to comment
TheBlueBomberX Sep 27 2014, 8:37am replied:

Only god knows.

+2 votes     reply to comment
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