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20 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  (70 - 80 of 845)
dgames Oct 26 2014, 11:30am says:

Just wanted to throw in an encouraging word. We have not forgotten about you! The day this is released, I will post links to it for gamers on streaming sites that have mentioned being a fan of Deus Ex.

Of course, as many as can should go ahead and stream it themselves too. More attention for the awesome that is modding!

+4 votes     reply to comment
Guest Oct 23 2014, 8:40pm says:

So is your mapper more free nowadays? You were saying he was busy with real life stuff?

+2 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Oct 24 2014, 5:42pm replied:

Nope, still busy. Hopefully things will clear up soon. I've been busy myself as well, but in a few days that will clear up. While that won't help the mapping situation I will wrap some coding stuff up so that's done, at least that's something.

+1 vote   reply to comment
TheBlueBomberX Oct 25 2014, 11:46pm replied:

You guys still plan to release this mod before 2015?

+1 vote     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Oct 26 2014, 5:52pm replied:

Hopefully, yes. But that remains to be seen.

+1 vote   reply to comment
dev221117 Oct 28 2014, 8:54am replied:

So if you don't make the mod ready by December 2014, will you release the soundtrack by then?

+1 vote     reply to comment
Drewie Oct 28 2014, 10:51am replied:

Would be slightly unusual if the soundtrack is released before the actual mod. And it will probably not get released before December - there's still a lot of things left to be done, I think.

+1 vote     reply to comment
Guest Oct 24 2014, 8:22pm replied:

Good to know! Thanks for the update.

Hopefully there won't be any more BSP errors.

P.S: Can you tell me the full form of BSP?

+2 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Oct 26 2014, 5:55pm replied:

Full form?
Read this:

+1 vote   reply to comment
Jerion Creator
Jerion Oct 23 2014, 1:00pm replied:

Mostly right. We aren't collaborating with the New Vision team for new, ad-hoc content; instead, our custom 2D graphics (such as datavaults) are all made "in-house".

+2 votes   reply to comment
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