Goal of this mod is to port Deus Ex to UE2.5 engine (UT2004 v3369). In turn, Deus Ex Mod authors will get many new and extended features. Some of them:

  • Possibility to create bigger levels.
  • Highly customizable particle system.
  • Better lighting.
  • Dynamic shadows.
  • Various types of textures and materials.
  • Skeletal animation.
  • Static meshes.
  • KARMA physics engine.
  • Integrated Mod support.
  • and others...


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Here is what was done:

  • Native mod has been created by MVV. This allowed to break some barriers. Currently there is about 40 new native functions. They are include: file and directory management, flagsystem, global object*, JPG file support (for savegame screenshots), loading and unloading Unreal packages, date and time conversion, and some other things.
  • SaveSystem was recreated (thanks to native mod). Now when you go from one map to another, state of previous map will be saved. So if you go to previous map, you will notice that changed objects are in their places (doors opened, decorations broken, etc.). This is one of main features of Deus Ex, and now UT2004/Reborn has it too.
  • Skills are now saved when changed.
  • Created some windows and menus.
  • Restored movers on some maps.
  • New staticMeshes with High-Res textures by GreenEyesMan.
  • Now new game can be started from Main Menu, like in original game.

There is still lot of work to do. Three main tasks:

  • Conversations conversion program. To convert conversations into UT2004 format, we need some kind of conversion program.
  • Artificial Intelligence: it is impossible to use UT2004 bots for game like DeusEx. These bots are just different. So we need to create own AI. Some code from Deus Ex AI can be ported to UT2004 engine.
  • Restore lost movers and fix misaligned textures on maps. This process cannot be automated, but i already have many ready-to-use staticmeshes (like doors or elevators).

* Global object is special object, that always exists (even if you go to other map, but this is not "travel variable") and gets destroyed only when you exit game. It can store any data.

What is ready and what is required.

What is ready and what is required.

News 2 comments

I decided to create mod page here, on ModDB, by recommendation. I will list items that are ready, and what is required to release the mod.

Comments  (0 - 10 of 29)
brdane
brdane

By integrated mod support, does that mean any mod that has been made for Deus Ex on Unrealed 1 will work with this?

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Veronika Creator
Veronika

I mean that game has special menu to launch other mods :) UT2004 has this feature, and i slightly modified it.

But any DeusEx mod will work with DXR after some porting (for simple mods without custom contents converting maps and editing missionScripts should be enough).

I will try to keep compatibility with DX1 scripts as much as possible.

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brdane
brdane

That is amazing. You are doing amazing with this, and definitely keep it up. This will serious be the ultimately, biggest update for Deus Ex 1.

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Blade_Sword
Blade_Sword

I'm wondering if anyone made some "HD Deus Ex" characters for this mod.
I personally would like later on to implement my (Deus Ex) weapons.
But though I'm wondering if I will have any time though because I haven't made anything game related since a big while :(

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Veronika Creator
Veronika

There is HDTP mod for DeusEx, but i cannot use characters models from it, because i need sources with skeletal animation.

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Blade_Sword
Blade_Sword

I'm wondering if the HDTP team would like to send you their models, and then someone or you can rig them to UT rig, then add also a few anims ...
I got once their JC denton model to do something for a deus ex mod which I couldn't do because I was unable to export my work into UE1 even after getting some generous help from people.

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Guest
Guest

Вид от первого лица с моделью, не?
crash-ut3.clan.su/addons/ut2004_mutatory/vizualnye/vpl_cam/81-1-0-2687

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UberSoldier
UberSoldier

Там куча багов, но если адаптировать, то может быть и будет полезным.

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UberSoldier
UberSoldier

Вы одна ведете разработку или в команде есть еще люди?

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Veronika Creator
Veronika

Обычно в одиночестве, но не всегда. Есть желание помочь ? )))

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UberSoldier
UberSoldier

Смотря с чем, я сам занимаюсь разработкой модов на UT2004, но есть некоторые вещи... ммм... скажем сам движок много в чем ограничен и приходится делать обходным путем.

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Veronika Creator
Veronika

Для моей цели функций движка достаточно. Сейчас я уже могу получить доступ к некоторым функциям, ранее недоступным через скрипты (например управление файлами).

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UberSoldier
UberSoldier

Можно поинтересоваться, цель переноса игры с древнего двига на старый? Че уж тогда не на ue3 или ue4

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Veronika Creator
Veronika

В UE3 (UDK) не поддерживается сохранение, насколько я знаю. А проектов по переносу DX на UE4 я знаю как минимум три.

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GreenEyesMan
GreenEyesMan

Интересно бы взглянуть на перенос DeusEx на UE4. Не подскажете ссылки на эти проекты?

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UberSoldier
UberSoldier

В UE3(UDK)есть исходники (можно что хочешь сделать), на ut2004 нет и да, так цель переноса то в чем? Обычно там для графона переносят или для возможностей, а тут то что?

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Veronika Creator
Veronika

Этот движок значительно лучше чем UE1. Мне этого достаточно.

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UberSoldier
UberSoldier

Зато в UE1 есть bamp map =D
Ладн, я работаю по большей части с эффектами, если нужно что пишите. Мои работы у меня в профиле, раздел моды.

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lgs
lgs

Насколько мне известно бампов в UE1 нет, есть detail texture

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