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11 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  (60 - 70 of 709)
MCGONN Aug 17 2014, 4:27am says:

Any advice for someone looking to start their first solo mod project?

+1 vote     reply to comment
Jerion Aug 17 2014, 9:19pm replied: Online

I could talk about this for ages, but what it would come down to is this:

-Don't fool yourself into reaching beyond what you're confident you can accomplish with your own skills at any given time. Ambition is good, but it only matters if you're able to handle the execution as well.

-That said, iterate quickly so that you can improve your own capabilities and competency.

-Making a game project -- even in the simplified form of a mod -- is a lot of work, and doing it well takes a lot of time, competence, and patience. As with any creative endeavor you are going to produce a large volume of crap before you start turning out the good stuff, and that's perfectly okay. Just keep working to improve, look at other people's work to get some perspective on your own, and try to avoid letting praise -- especially your own -- go to your head.

+2 votes     reply to comment
Guest Aug 17 2014, 9:31am replied:

Here's some advice.

While starting up with any creative project, first get the basics right, have a solid creative vision, and try starting out with simple exercises. Then continously practice and learn from other people. Do try to keep some unforseen changes in mind.

Hope that helps.

+3 votes     reply to comment
MCGONN Aug 17 2014, 10:35am replied:

Every bit helps. I'll keep it in mind. Thanks!

0 votes     reply to comment
api182 Aug 15 2014, 6:52am says:

I just want to say I'm a huge fan of the Original Deus Ex and I love what you're doing here, I'm very excited for the end result of this and very much look forward to playing it :-)

Keep up the good work! :-)

+4 votes     reply to comment
MCGONN Aug 14 2014, 12:03am says:

Oh snap, I checked the Dev Progress page and suddenly all of the music is finished. Yey progress! :3

+2 votes     reply to comment
Drewie Aug 14 2014, 7:08am replied:

Only A51, the cutscenes and some bugfixing for the mod to be complete! ^^

+1 vote     reply to comment
Guest Aug 14 2014, 4:12am replied:

Hooray! : >

+2 votes     reply to comment
Jerion Aug 11 2014, 7:16pm replied: Online

We're periodically sending out playtesting builds to people on our mailing list. If you would like to be on it, shoot an email to

+2 votes     reply to comment
Jerion Aug 12 2014, 10:01pm replied: Online

As an update to this: we've recently gotten numerous emails from new candidates for play-testing Revision, and are now satisfied with our group of testers. If we find that we want to expand this group prior to release, we will make a public post announcing this. :)

+2 votes     reply to comment
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