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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 759)
TheBlueBomberX
TheBlueBomberX Sep 19 2014, 11:31am says:

The success of this mod will once again show how great a game will be with time and dedication,kudos to the guys who have developed this mod since 2008.

+3 votes     reply to comment
Drewie
Drewie Sep 19 2014, 10:46am says:

Once you guys release Revision you should definitely release a trailer along with it (and in some way, you also would be updating the old Deus Ex trailer). c:

+2 votes     reply to comment
Guest
Guest Sep 19 2014, 10:28am says:

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Guest
Guest Sep 17 2014, 9:25pm says:

Do you need any more programmers to get the project done? I'm noticing that you're still on the same 5 bugs since a few weeks.

Also, I'd like to see more BSP error screenshots. The one where Paris got flooded was amusing.

+1 vote     reply to comment
bjorn98009_91
bjorn98009_91 Sep 18 2014, 5:01am replied:

For now the remaking of the maps is what is holding us back, I've been slacking off on the bug list recently due to my studies.

What languages do you know? Someone with VC++ knowledge would be useful.

+1 vote     reply to comment
Guest
Guest Sep 18 2014, 11:52am replied:

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bjorn98009_91
bjorn98009_91 Sep 18 2014, 4:07pm replied:

Yeah, we need to make some additions to Kentie's launcher. We have a programmer for that, but he has his hands full so if anyone else knows that would be great.

But it's not as it's halting our progress, it would just be nice to have that part finished a bit earlier.

+1 vote     reply to comment
Guest
Guest Sep 17 2014, 8:07am says:

Props on the amazing work and progress, guys! I'm looking forward to this more than any mainstream game. I only hope my old PC can handle these massive maps.

Will there be a customizable draw distance feature, by any chance?

+3 votes     reply to comment
Jerion
Jerion Sep 17 2014, 8:58am replied:

Our system requirements are, to be honest, basically educated guesses based on our hardware and our testers' hardware, but as a general rule if you've got a mid-range PC from 2008 or newer/better with about 3 GB of RAM, you should be able to handle it. We'll be posting our finalized requirements at launch. As for customizable draw distance, there is no way for us to implement something like that, so I'm afraid not.

+1 vote     reply to comment
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Guest Sep 19 2014, 11:26am replied:

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