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Blog RSS Feed Report abuse Latest News: September update

9 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 701)
Duko Aug 8 2014, 8:58am says:

So is Revision finished yet?

+2 votes     reply to comment
MCGONN Aug 6 2014, 6:41pm says:

*silently hypes in the corner*

+3 votes     reply to comment
Drewie Aug 5 2014, 1:55pm says:

...if only Deus Ex gets re-made with todays game mechanics... I hate the fact that when I try to convince people to play it, they blame the graphics... :/

+1 vote     reply to comment
Guest Aug 9 2014, 12:25pm replied:

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Apocalipso Aug 3 2014, 10:31am says:

I apologize in advance for my disgusting English skills, but I have a couple of comments:
1) MJ 12 Commando in the sewers of New York seems to me superfluous. I mean when a squad of these guys stormed Lucky Money in Hong Kong, it looked epic and unexpected. And this commando in the sewers all the spoils.
2) Poor old temple that was closed. He still even on pre-release screenshots figured even felt sorry for. But I ran around trying to find for a long time a new church in the mission to reconcile the triads, until he remembered where he was.
Sorry if someone has already expressed similar ideas.

+2 votes     reply to comment
Jerion Aug 3 2014, 12:43pm replied:

We've reverted to an older design for the NYC sewers environment. The commando there is gone. We will also look into making the new temple more clearly marked so that players can find it more easily.

+2 votes     reply to comment
MCGONN Aug 2 2014, 11:08pm says:

Will this be compatible with the GMDX mod?

+2 votes     reply to comment
bjorn98009_91 Aug 3 2014, 2:13pm replied:

No. Revision and GMDX both modify the maps and DeusEx.u where all the code changes are. We are striving on not becoming dependent on our own DeusEx.u files, but as we add features it's hard to avoid making changes to the core files. Using other then our own DeusEx.u files for the final release has not been tested.

In short, something might work but you won't get the full Revision or GMDX experience but rather some blended mess.

+3 votes     reply to comment
Guest Aug 3 2014, 12:30pm replied:

GMDX uses it's own gameplay tweaks and level configurations, which is mutually exclusive with Revision. You could try to combine them, but it would probably break several aspects of each mod.

+2 votes     reply to comment
Drewie Aug 3 2014, 6:47am replied:

Not really. One can still mess with the files abit and get Revision and GDMX working but then some features from both mods are lost. It would truly be a complete masterpiece though... splendid level design, a new soundtrack and realistic game-play features.

(I still plan on playing them together... depending on what exact features are lost)

+2 votes     reply to comment
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