Subscribe via RSS

Playtesting Complete

by John French

The final pre-release playtest has been completed, and we are now addressing the final remaining issues and preparing our promotional materials for the launch of Revision 1.0.

Production Complete

by John French

We’ve finished primary production on Revision 1.0, and have now started our final pre-release playtest. We will be using feedback from this playtest to polish up the gameplay experience and catch any remaining technical issues.

New people and new ambitions

by Björn Ehrby

A lot has happened since December and we have exciting news. We have two new additions to our team, a new programmer and a new 3D artist.

Our new programmer Hanfling joined us late last year to fix bugs in native Deus Ex code. However, this has evolved into the creation of a full featured Deus Ex content creation framework called the Revision Framework. Its roadmap includes support for features found in all current game engines such as terrain, static meshes, deferred lighting and fancy materials to push Deus Ex: Revision visuals to a whole new level.

Cyrus — the other new guy — will pitch in to make use of these features, and create tons of static meshes, while adding content that Project HDTP didn’t cover.

Right now he is working on:

Gunther and Anna

To make full use of the scheduled engine features we need to remake or at least update most of the content already created. However the whole team is excited to make use of the new features and make Deus Ex: Revision the best Deus Ex incarnation of all time.

Edit: As you many have realized, this was an April Fool’s post; we won’t delay Revision for any new features.
However most of the post is correct, Hanfling is working with us to make the Revision Framework and the long term goals are to include the mentioned features, but that would be years into the future. Currently it’s mostly a WIP framework for mods to easily and properly integrate into the game without having to replace DeusEx.u. It will also improve the editing workflow with a new set of tools. It will not be used in the 1.0 release and we’ll only lift a few features from it, such as a fix for incorrect footstep sounds and UI scaling.

We also do have a new 3D artist named Cyrus that joined us a few weeks ago, and he is currently working on replacing some vanilla models, however certainly nothing as indicated by the picture above.

We are very close to release right now and beta testers will be contacted shortly. More info soon to come :)

December Update

by John French

Hello!

We’re into December. This is a shorter update than usual, simply because we just don’t have that much area to cover. First up…

Development targets

We’re aiming to wrap up production, and ideally, launch sometime within the next ten weeks. As before, this is a loose estimate based on current progress and team member availability, and until environment design is finished, it will remain difficult for us to commit to a fixed launch date. In other words, we won’t know when we will release until we’re nearly ready to do so. This is simply part of making a non-commercial project with a widely distributed team; as much as we would love to, we can’t guarantee a steady development pace.

This leads into the next bit…

What we have for you right now

Currently, the environment being redesigned is Area 51 Sector 2- the entrance area to the underground bunker that houses staff barracks and recreation. We’ve got a few screenshots of that to share:

 A51-S2-Bridge.png
A51-S2-Combat.png
A51-S2-Recreation.png
A51-S2-Barracks.png
A51-S2-Pool.png

We’ve also got another tune from the Revision soundtrack: Enemy Within Conversation.


Enemy Within Conversation – Mod DB

A few general comments

We know that development on this project can be frustratingly slow at times, so thank you for bearing with us. We’re closer than ever to completing this project, and we always appreciate your support.

 

Stay tuned.

September update

by Björn Ehrby

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.

 

A51 bunker overview
The playable area has been vastly expanded.

 

scr_T_A51_0004

scr_T_A51_0003

scr_T_A51_0002

 

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 1280×960 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 800×800 compared to 400×400.

 

2x Datavaults

 

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 map
There are some lousy plumbers in Paris.

I’m looking forward to sharing more with you all as we begin to finish finishing Revision.