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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  (40 - 50 of 847)
dev221117
dev221117 Nov 10 2014, 9:29pm says:

Bjorn, how long till the bugs of Chapter 10 are fixed?

+1 vote     reply to comment
Silmarill_SK
Silmarill_SK Nov 9 2014, 7:11am says:

Ssooooo, no november update? Or better call it "pre-release update"? :)

0 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Nov 11 2014, 7:19am replied:

We'll see. Maybe.

+1 vote   reply to comment
That_Gal
That_Gal Nov 7 2014, 7:58pm says:

I was wondering if we could see a little gameplay from one of the areas that have been heaviliy remade (like Area51 for example) before release?

+4 votes     reply to comment
jayphillips33
jayphillips33 Nov 9 2014, 12:47am replied:

All I can say is that these guys are awesome, and that what they have created thus far, is absolutely stunning and amazing. I say no teasers as yet, but I'm not in command around here ... lol

+1 vote     reply to comment
Guest
Guest Nov 8 2014, 9:45am replied:

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TheDalekCaan
TheDalekCaan Nov 13 2014, 1:20pm replied:

I agree.

+1 vote     reply to comment
Drewie
Drewie Nov 8 2014, 12:37pm replied:

A little area wouldn't really spoil the fun. Besides, those that don't want to "spoil the fun" don't watch it.

+4 votes     reply to comment
Zombie_Reindeer
Zombie_Reindeer Nov 6 2014, 8:48pm says:

Will this mod have any of the updated mechanics and improvements featured in GMDX?

+2 votes     reply to comment
dev221117
dev221117 Nov 7 2014, 8:23am replied:

No, because GMDX changes up the Deus Ex.u file heavily, which will cause conflicts with Deus Ex: Revision. Not to mention it has its own modifications for levels, which will mix poorly with Deus Ex: Revision's level designs.

+2 votes     reply to comment
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