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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  (50 - 60 of 736)
Guest Sep 14 2014, 8:22am says:

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bjorn98009_91 Sep 16 2014, 4:58pm replied:

Update is awaiting authorization on Moddb, in the mean time head to our site to read it.

+1 vote     reply to comment
Silmarill_SK Sep 9 2014, 4:41pm says:

Crawing for september update... :(

+3 votes     reply to comment
bjorn98009_91 Sep 9 2014, 7:50pm replied:

Nothing substancial to report yet. Hopefully we'll have something soon.

+1 vote     reply to comment
Silmarill_SK Sep 11 2014, 2:06pm replied:

well, you could at least throw some screenshots at us... or to share a funny story from the making of Revision... :) anything to appease the masses...

+3 votes     reply to comment
Drewie Sep 12 2014, 5:46am replied:

Yeah bjorn! Share with us the fun of fixing BSP errors ;)

+1 vote     reply to comment
TheDalekCaan Sep 10 2014, 6:08pm replied:

Is the 2014 release estimate still up?

+3 votes     reply to comment
bjorn98009_91 Sep 10 2014, 7:14pm replied:


+2 votes     reply to comment
bjorn98009_91 Sep 9 2014, 7:50pm replied:

Yes, this is because we will be using Kentie's latest launcher that does not have WinXP support any more.

Also we require a fair amount of RAM and it's really recommended do run a 64-bit OS to utilize this RAM (32 bit only supports 4GB of total memory, RAM+VRAM). The 64-bit version of WinXP is rather uncommon, so for simplicitys sake let's assume that all WinXP users are running the default 32-bit version.

You can probably hack some of it by using an older version of Kentie's launcher that did have WinXP support, but you'll then lose some of his fixes and our custom configuration area in the launcher, along with support of language files in custom directories.

It's doable if you know what you are doing, and can mess with files from here and there, but ultimatly that's why we are dropping WinXP. I'd recommend that you upgrade to Win7, and if your hardware can't run that I doubt it will run Revision either.

+3 votes     reply to comment
Guest Sep 10 2014, 10:51am replied:

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