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52 comments by Jerion on Jun 24th, 2015

Hello all!

Production on Revision 1.0 is finished. Some of you are wondering why we aren’t shipping yet. We’re addressing that today.

A while back we started incorporating tech into Revision that was a step beyond what anyone had ever done with this game. We implemented engine-level bug fixes and tweaks for the game’s rendering system, such as allowing decals (e.g. bullet holes) to appear in mirrors, ensuring footstep sounds occurred correctly, and increasing the limits for BSP geometry to ensure that our environments could be more detailed and more stable. We started using portions of what has been named the Revision Framework (so named because we led to its creation, not because it is exclusive to the inner workings of our project), a piece of tech that makes it relatively easy to expand on the game’s content and systems. We are quietly working on RF, intending for it to be released to the DX modding community.

Concerning the game's content, we have tied in continuity threads to the official entries in the franchise in the form of emails, logos, and other references. We also discovered some potential copyright problems in both our in-game and promotional graphics; we’ve been very busy reworking things to make sure those don’t become troublesome later on.

All of this lead us to feel extremely cautious- we want to ensure that when we release, there are no potential land mines waiting for us. So we approached Square Enix with the intent of making sure that everything we had planned was going to be fine. They’ve been very helpful and supportive; the processes has gone on longer than anyone anticipated, and we're taking advantage of the time to implement little fixes and bits of polish that were otherwise slated for the 1.1 update. On the one hand, we would love to get Revision out the door ASAP. On the other, we’re committed to making sure that we can release it and maintain it in the best possible way, and with as few stumbles as possible.

Thank you for your continuing support and patience. We almost have everything in place. And the satellites are ours when we need them.


[July 9 Update]

A few of you have been expressing concerns that Revision is related to Mankind Divided or will be a paid-for release. Neither of these things is the case- we have no involvement in the promotion of Mankind Divided, and have never considered making Revision a commercial product. We are not providing precise release dates for a pretty straightforward reason: We're holding some confidential talks with Square Enix to make sure everything is okay, and to make something cool happen, something that we aren't talking about yet, because it's not finalized yet. We've been having a series of back-and-forths to make sure that everybody on our team is happy. There are no real problems, just technicalities that have needed to be ironed out. At this point (July 9), we're expecting these things to be wrapped up shortly.

Everything is pretty much OK, and we're in a position where we have to talk to some people to make some things happen, and the timeline for making those things happen should be pretty fast, but is partially out of our control. All we ask of you is to please be patient.

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Revision Goodie Bag

Revision Goodie Bag

Dec 24, 2014 Wallpapers 8 comments

The Revision Goodie Bag contains some screenshots, wallpapers and ringtones. Happy Holidays from Caustic Creative!

Post comment Comments  (70 - 80 of 2,971)
Junmarko
Junmarko Aug 28 2015 says:

When redesigning the maps, have you been able to make areas a bit more seamless - like say, remove the loading screen for the hospital in Hell's Kitchen etc?

+4 votes     reply to comment
raz3rITA Online
raz3rITA Aug 28 2015 replied:

Nice question, even though loading times are so fast with current PCs that we will hardly notice them. Last time I played Deus Ex on my SSD it was taking less than a second to load.

+3 votes     reply to comment
Junmarko
Junmarko Aug 28 2015 replied:

Ah yeah, the load time is not that much of a big deal with today's tech obviously, I just meant in regards to immersion. Would be a nice touch, especially in Hong Kong - that hub is quite fragmented iirc.

+1 vote     reply to comment
FastGamerr
FastGamerr Aug 28 2015 replied:

As much as it'd be nice to have larger levels without the immersion-breaking loading sequences (even if they take a second to load), well, the fact is that Unreal Engine 1.5 is shiiiiiiiiiiiiiiiiiiiiiiiiiii-

+4 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Aug 28 2015 replied:

Yup, maps stayed separated and in some cases we even had to separate what used to be one map into two since of all our details (there is a "node limit" that's at 65 536 nodes, and our maps can easily get up to 40k nodes). Granted, we did eventually get around the limit so we can have double that 130k nodes but the BSP tree itself would implode with huge amounts of errors, FPS would be slower and UED2 could no longer be used.

+4 votes   reply to comment
Drewie Online
Drewie Aug 29 2015 replied:

Whats the map that has the most nodes?

+1 vote     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Aug 30 2015 replied:

Actually after solving the Catacombs_Tunnels BSP and adding some new geo there in the process node count is now at 61 244. Highest in the mod :P

But it's actually stable, and that is due to the fact that it's a closed map, easy to zone and not too much in view at the same time.

+1 vote   reply to comment
bjorn98009_91 Creator
bjorn98009_91 Aug 29 2015 replied:

Very tied between 09_NYC_ShipBelow and 10_Paris_Catacombs_Tunnels, both have around 58k nodes. It's mostly all of the roundish architecture that causes it, both those maps have such architecture. More in Tunnles, but ShipBelow counters that by having a lot of details all around (loose deck platings and so on).

+1 vote   reply to comment
Drewie Online
Drewie Aug 28 2015 replied:

- iiiiiiiiiiiiiiiiiiiiny.

+5 votes     reply to comment
Drewie Online
Drewie Aug 28 2015 replied:

Separate maps stayed separate. But what irritated you about the HK hub?

+1 vote     reply to comment
That_Gal
That_Gal Aug 28 2015 says:

Does Revision in any way change the AI in Deus Ex?

+2 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Aug 28 2015 replied:

Not really. We have of course made tweaks to individual NPCs variables in a few instances. Then HuRen (our normal gameplay mode) brings "Enemies now scale in difficulty and alertness as you increase the difficulty level, and NPCs are a bit more difficult in general, especially unique ones like the various augmented ones."

+3 votes   reply to comment
That_Gal
That_Gal Aug 28 2015 replied:

Thanks for the answer!

+2 votes     reply to comment
Drewie Online
Drewie Aug 28 2015 replied:

Do you think you and the GMDX creator will consider "merging" GMDX and Revision? That would be... like the perfect Deus Ex playthrough.

+3 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Aug 28 2015 replied:

No plans on that, current goal is to just release this. Currently relative small modifications would be needed for GMDX's DeusEx.u to be compatible, but once we switch to RF then it's more or less impossible since that's basically a whole new game in the way stuff works under the hood.

+2 votes   reply to comment
kiba999
kiba999 Aug 29 2015 replied:

What does it mean "once we switch to RF"? The relatively small GMDX modifications to animations and sounds are impressive. Compatibility with Revision -- the ultimate DX experience -- seems desirable.

+1 vote     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Aug 29 2015 replied:

RF = Revision Framework, that's a rewrite of almost all of the logic contained in DeusEx.u to be more flexible. Currently there is a lot of hardcoded checks to for instance check if the class subclasses Seat, and in that case one can sit on it. We intend to move such code and then simply have bIsSeat as a variable that you can set on almost any class.

While we rewite a lot of this code a lot of bugs in the original game will be solved like the inventory glitch. Currently there only exists hackfixes for these, rewriting the entire inventory system and starting from scratch seems better.

However such a rewrite will take a lot of time.

+2 votes   reply to comment
kiba999
kiba999 Aug 29 2015 replied:

Most impressive. I did not know you were planning on continuing Revision after release. Thank you. Can't wait for the first big release. :)

0 votes     reply to comment
[R]MeskY
[R]MeskY Aug 28 2015 replied:

*heavy breathing*

+2 votes     reply to comment
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