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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  (30 - 40 of 847)
Guest Nov 11 2014, 10:10am says:

is there anyway to move the HUD in the game to look like this (copy and paste)

this is because I play the game with the Oculus rift via vorpx, but I cannot see health/Hotbar/augments etc.

even if it was an INI tweak, that would be great.


+3 votes     reply to comment
simonsays Nov 13 2014, 6:38pm replied:

How does DX feel in the oculus?

+4 votes     reply to comment
Jerion Creator
Jerion Nov 13 2014, 4:48pm replied:

It's definitely something we'd like to look into for 1.0, if there is sufficient time for it while level design is being completed.

+1 vote   reply to comment
bjorn98009_91 Creator
bjorn98009_91 Nov 13 2014, 2:15pm replied:

We'll look into it. Here you go:

+2 votes   reply to comment
bjorn98009_91 Creator
bjorn98009_91 Nov 11 2014, 7:18am replied:

Chapter 10 has no reported bugs, chapter 11 (with the cathedral level) does have one bug. That bug will be dealt with after Area 51 Bunker is done and after OceanLab Uc has been fixed.

+1 vote   reply to comment
dev221117 Nov 11 2014, 7:49am replied:

Huh, why not mark Chapter 10 as complete then?

+1 vote     reply to comment
Drewie Nov 11 2014, 12:01pm replied:

Because one playthrough of testing isn't enough. I, for one, is still finding some small bugs here and there plus noticing room for improvement in some areas, mostly in Chapter 11.

+1 vote     reply to comment
dev221117 Nov 13 2014, 7:34am replied:

Why don't you report those bugs then? Can you mail me the beta build you're testing, if the Revision team doesn't mind?

+1 vote     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Nov 13 2014, 2:16pm replied:

Nah, the current beta that's out and about contains a lot of issues that we have since fixed. No point in starting to hunt for bugs in that now. We are working as fast as we can to get the latest beta out and ready.

+4 votes   reply to comment
Drewie Nov 13 2014, 2:42pm replied:

That's basically the reason why I haven't reported them. Can't wait and thank you very much, to you and to the rest of the team! :)

+1 vote     reply to comment
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