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19 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 777)
maxxtotten Sep 24 2014, 3:07am says:

Does anyone know how to get deus ex ed working on windows 8.1? There was one thing where it wanted me to replace a .dll but it suggested I keep the new one. Also, support said that it was not supported on this os. Just curious.

+1 vote     reply to comment
bjorn98009_91 Sep 25 2014, 6:22am replied:

If you just download Kentie's launcher from here: and unzip it in DeusEx\System replacing the original .exe, the game will run smoothly.

+1 vote     reply to comment
TheBlueBomberX Sep 25 2014, 6:58am replied:

Will there be any issues if Direct 3D 10 renderer is used for this mod?

+1 vote     reply to comment
bjorn98009_91 Sep 25 2014, 7:20am replied:

Yes. On certain hardware there will be graphical glitches and performance will be up to 40% slower then Direct3D 9.
That's why we recommend D3D9.

+1 vote     reply to comment
TheBlueBomberX Sep 25 2014, 10:09pm replied:

About New Vision and HDTP, I know this isn't really on topic but I have had a certain graphics issues with OpenGL that makes the textures flicker alot especially when looking at a distance and sometimes very blurry , if I use D3D9 certain textures won't work.Do you know how to fix this?

+1 vote     reply to comment
nicholasspb Sep 26 2014, 11:45am replied:

Use D3D10 instead. I has the same problem because OpenGL does not filter textures well. D3D10 will use more computer resourses but the textures won't flicker and won't be blurry.

+1 vote     reply to comment
nicholasspb Sep 26 2014, 11:57am replied:

Or maybe you should just change videocard which you are using in DX. Seems like I had similar problem and managed to solve it. I just switched from Intel HD Graphics to Nvidia card.

+1 vote     reply to comment
TheBlueBomberX Sep 26 2014, 11:26pm replied:

There should be tests on multiple cards.

+1 vote     reply to comment
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 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
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