From the maker of Markistan RPG comes Hatchet. Hatchet is a heavy duty conversion mod for Deus Ex with a campaign all its own. Hatchet contains a unique storyline & employs free-roam mechanics to present a world we think will shock, satisfy, & puzzle you to the end.

Most of Hatchet's Plot has to be kept hush hush for proper reasons, but be aware it has been heavily thought out and layered with the concept of 12 different endings in mind. Additionally an all-new world style of mushy cartoon-like presentation and brutal action up its sleeve, we don't think you'll see what can be done in the frame of Deus Ex the same ever again.

The mod is expected to take quite some time, as many of its aspects are ambitious, such as all-new gameplay mechanics, totally remeshed characters, weapons, & decorations, and a large world with many fascinating locations to travel to and visit. A lot of ambition is set, but it's all within a technically practical reach with enough time and effort.

Check regularly (or "watch" the mod) for updates in screenshots, videos, and more.

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Got an OK amount of things done for an otherwise quiet month. Time has been short, but I'm doing what I can. Here's what got dideded:
-Fixed an error with the test range ballistic targets
-Fixed a nonexistent animation sequence being called on test range ballistic targets
-Fixed the 3d compass element breaking during poison, scope usage, and other zoom altering effects
-Fixed some potential accessed nones with the craft and assemble workbench menus
-Fixed some other script errors with the inventory screen
-Began bundling a fix for decos being dropped on ladders. It was discovered by the crew at DX Rando
-Added a tricky tweak to the shuriken ring overlay to clean up the visual appearance of its tweening. While crude in concept, it's proved quite effective

Personally, I'm most excited about the tweak to shuriken ring seemingly resolving this ugly tweening issue once and for all. On the to-do will be its explosive version first person overlay.

Hatchet Catchup Update Dec 2023

Hatchet Catchup Update Dec 2023

News

Hi. Wanted to give a check in. My last time working on Hatchet was about august this year, but my last formal update was March of this year. During march...

Hatchet Monthly Update March 2023

Hatchet Monthly Update March 2023

News 4 comments

I did it. I avoided doing a bi-monthly update. And boy, what a good one it was, too. Here's the list: -Fixed ammo generation errors in the MP test environment...

Hatchet Bi-Monthly Update February 2023

Hatchet Bi-Monthly Update February 2023

News

It's been a busy 2 months, make no mistake. So, here it goes: -Added reload begin and relaod animations to gustbow -Fixed an issue with weapons playing...

Hatchet Bi-Monthly Update December 2022

Hatchet Bi-Monthly Update December 2022

News 1 comment

Sorry. I want to apologize for this being a bi-monthly update. I had some work I was trying to get around to, but I've had serious health problems in...

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WCCC Creator
WCCC - - 254 comments

Hey. Wanted to check in again for the month of March. Unfortunately, I've ran into another set of 6 injuries this month, so it was very on/off days I could work. Some of them were insanely painful as well, limiting a lot of my activity, not only in PC time, but time awake vs time in bed and such.

Anyways, Gust Bow is coming along, and the initial draft of its animation is past the first hump (I expect a second), and is in a good space to work on. However, I'm still learning the new animation process, and I'm trying to do 1 frame a day, when I can. Sadly we're only up to 14 frames for this animation, which while certainly long, is not as far along as I hoped to be. Hope ya'll have a good march.

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WCCC Creator
WCCC - - 254 comments

Hey. Popping back in to leave another mini update, once again not deserving of a full post. The biggest change this month was an update to my work schedule. I'm trying to do just a few minutes of work for Hatchet every day, on the primary objective. Starting small, getting the fire going again, since my tendency to think big requires a lot of mental bandwidth. Currently I've been messing around with and trying to animate the gustbow's last animation sequence. I got another 8 frames of animation done, which I'm really proud of, considering I had a major family emergency and 2 tendon injuries the past month. I was really, really hoping to have it done by the end of the month to show off, but turns out this sequence is pretty complex... Probably why I couldn't easily visualize it prior. Baby steps are better than no steps at all.

Also optimized some code related to how the player hands work, and fixed a bug where tilt and recoil sequences could rarely break your view position entirely along the y axis.

Thank you, and hope you're having a good 2024.

Reply Good karma+3 votes
WCCC Creator
WCCC - - 254 comments

Leaving a notice here since I didn't want to post 2 lines for a monthly report: Dec 2020 was spent tooling back up and making sure I was refreshed on shapekeys and how to use the blender vertex exporter... I'd only used it twice before, so I'm back up to speed now, and am better brushed up with the tech than ever. Gonna be working on integrating some assets this coming month, and maybe see if I can add a bitch of patching to O12G and the shuriken ring, as I've found a way to cheat the latter. Take care, folks.

Reply Good karma+3 votes
jdzero
jdzero - - 34 comments

Would love to see a full run-down of your process of getting from Blender 2.7 to Deus Ex. I've been trying to figure that problem out for forever, and at one point I 'kind of' got it by using Milkshape 3D as a pipeline.

Still, if you have a cohesive route for this, I'd be much obliged! Dunno if you want to post a huge thing in comments, or if you have a blog that you could link to with a more in-depth instruction set on that.

Been meaning to do some work updating character models for the vanilla game, myself. :D

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WCCC Creator
WCCC - - 254 comments

I'll shoot you a PM with the current methodology. Used to use 3ds2de, but that was inferior and the new Vertex Animation addon for 2.7 onwards is vastly superior in many ways. I'm happy to share, but it's a lot of text and may not make sense out of the box.

Reply Good karma+2 votes
Bogie12
Bogie12 - - 27 comments

I would love to help in any way, whether it's models, textures, sound design, etc.

On that note, join the OTP Discord if you need any extra modding help and such. Discord.gg

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WCCC Creator
WCCC - - 254 comments

Awesome! Always happy to get hands on deck. I'll try to navigate this, but I'll join the discord either way!

Reply Good karma+2 votes
Executor-64-
Executor-64- - - 1,288 comments

i've been reading through the articles and it looks like a lot of work building a game from the ground up in terms of resources. Are you by any chance monetizing/featuring on steam or a similar platform?

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WCCC Creator
WCCC - - 254 comments

I don't think it's possible due to the inclusion of assets owned by Eidos. Moreover, I'm in this for the fun I get to hand people and the fun I have solving the puzzle to get there.

And yeah, we're aiming to make this memorable in every area. We have the technical ability and experience, so it's just one foot in front of the other.

Reply Good karma+4 votes
Guest
Guest - - 691,381 comments

I see you putting that work in. I know you probably know this already, but make sure that whatever happens, you try to stay the course and don't lose your motivation.

Wish you the best of luck, Shanana.

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WCCC Creator
WCCC - - 254 comments

Oup! Yup. Well, yeah, I can't say I liked who I was in high school. Although I guess that's to be expected, and man am I glad to be out of the dramasphere these days.

Thanks for the words of encouragement, in any case. The wind in my sails, often times.

Reply Good karma+3 votes
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