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Illuminati

Joined: Tue Oct 18, 2005 3:57 am
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Location: Adelaide, South Australia
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Quote:
It's probably a good idea that these are two seperate projects


Yes that is pretty much the best option here as HDTP is almost finnished and NV has only started. We've been co-operating with Deus Ex Reborn's guys a lot though because our project could really be enhanced by the many possiblities of using new technologies in UT2004 and UT3(2007).

And yes the idea behind new vision was to completely finnish all the retexturing so that the game looks almost 2003-2004 era instead of 1998 :P

I look forward to seeing a Deus Ex 1 that supparses Iwar's technology :D


Thu Jun 14, 2007 10:37 pm
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UNATCO

Joined: Thu Jan 05, 2006 10:37 pm
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Location: Canada
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Me too. I should quit playing until all these mods are done, to make the experience more savory. I'm only playing through now to try out the Hardcore mod. It's pretty crazy, I have to keep god mode on or else the AI will own me.


Thu Jun 14, 2007 10:48 pm
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Joined: Sat May 19, 2007 2:58 pm
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Fulgrymm wrote:
Me too. I should quit playing until all these mods are done, to make the experience more savory.

i myself am hoping for a sweet experience.


Fri Jun 15, 2007 11:07 am
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Illuminati

Joined: Sun Feb 27, 2005 11:28 pm
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All the DX improving mods had an odd effect on me. I didn't play DX or DX2 for a very long time. I actually had forgotten how the story of DX2 progressed, and things like Ford Schick. I wanted to wait, and I did for years, but I played through both again a month or so ago.


Sat Jun 16, 2007 8:50 pm
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Illuminati

Joined: Tue Oct 18, 2005 3:57 am
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It'll be funny playing the game with DX:R+HDTP+NV all together.. I am so dying to re-do the GUI but everytime I look at it I can't help but think.. "This GUI system sucks! why on earth would you build a GUI like this?!" because its all in parts and very sucky to operate in Photoshop. I'd still like to have a crack at it some day though once we get NV out of the way.


Sat Jun 16, 2007 9:30 pm
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Illuminati

Joined: Sat Oct 22, 2005 7:52 pm
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The only sucky thing I remember about the GUI is the fact that it doubles in size in high resolutions. Not that I'm good with graphical design or anything, but I'm wondering what exactly sucks about the GUI in DX?


Sat Jun 16, 2007 10:37 pm
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Illuminati

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its all in parts. Thats what sucks about it.. Where as I've modded other interfaces where they use single PNG files.. its much more easier to work with.

I could just try doing a composite of the GUI I guess..


Sat Jun 16, 2007 10:56 pm
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EER wrote:
The only sucky thing I remember about the GUI is the fact that it doubles in size in high resolutions.


Yeah, but that IS a major issue! I run it on a 19"-TFT and the native solution is 1280*1024. That's the new standard so a lot of people scratch their heads about DX's interface. You get used to it pretty quickly but the one who fixes this will become a hero for sure!

Apart from that the GUI is ok. The icons are nice but maybe a talented designer could tweak them a little bit


Sat Jun 16, 2007 11:01 pm
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Mr_Cyberpunk wrote:
its all in parts. Thats what sucks about it.. Where as I've modded other interfaces where they use single PNG files.. its much more easier to work with.

But... that's just because the GUI files work the same way as any other textures. 256x256 max.

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Sun Jun 17, 2007 12:14 am
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Illuminati

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I still reckon the GUI can be improved even in its low-resoultion state
unfortunately I don't know how to fix the scaling issues.


Sun Jun 17, 2007 12:28 am
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Joined: Wed May 30, 2007 2:10 pm
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Post with this new thread
Hey Snipa and CP.

With this new thread are you guys going to continue giving periodic updates as to progress or did you close the news channel like you were talking about a couple weeks earlier.
Still interested in seeing that webpage you guys talked about. Is that still on?

ETlight


Mon Jun 18, 2007 4:04 pm
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Mole Person
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Joined: Fri Jan 06, 2006 11:09 am
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Mr_Cyberpunk wrote:
It'll be funny playing the game with DX:R+HDTP+NV all together..

I'm a little confused here dude. HDTP and NV will be compatible together because they are altering two different parts of the game, ok cool - but DXR is changing the engine and creating textures of their own. barrels, switches, crates etc looking at their screenshots. wont all this when combined with HDTP+NV create a complete mess of files overlapping each other? Not to mention the fact that the UT2004 engine will be resizing all the character/object models.


Mon Jun 18, 2007 5:03 pm
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Illuminati

Joined: Sat Oct 22, 2005 7:52 pm
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GianMarco wrote:
Mr_Cyberpunk wrote:
It'll be funny playing the game with DX:R+HDTP+NV all together..

I'm a little confused here dude. HDTP and NV will be compatible together because they are altering two different parts of the game, ok cool - but DXR is changing the engine and creating textures of their own. barrels, switches, crates etc looking at their screenshots. wont all this when combined with HDTP+NV create a complete mess of files overlapping each other? Not to mention the fact that the UT2004 engine will be resizing all the character/object models.

DXR + NV Textures in Texture folder + HDTP extensions in System and Textures folder = new game.

DXR has said they are committed to get everything to work in UT2K4 :)


Mon Jun 18, 2007 5:29 pm
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Traditional Evil Scientist
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Joined: Mon Oct 17, 2005 10:03 am
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Nah, it'll need to be specially rejigged: while ut2k4 DOES use the .utx texture extension for its texture files, they're completely different from the format dx uses. They have crazy extra features like bumpmapping and multiple pass filtering and stuff. So Snipa & Mr. CP will probably have to redo the texture packages for DXR.

Likewise for HDTP meshes: even basic UT used a slightly different mesh format to DX, and UT2k4 will require a substantial amount of mesh magic, I suspect.

I'm actually quite curious to see how UT2k4 handles the DX levels, since they're 100% BSP (back in the days when static meshes were but the fevered dreams of madmen), whereas many modern unreal maps have just TWO BSP brushes (subtracted box for the level, subtracted box for the skybox), with everything else being done with terrainzones and static meshes.

Hopefully BSP rendering is still super-speedy on modern engines, or they might have to resort to building cathedrals etc in 3dsMax and making them into static meshes... :D


Mon Jun 18, 2007 5:47 pm
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DDL wrote:
many modern unreal maps have just TWO BSP brushes (subtracted box for the level, subtracted box for the skybox), with everything else being done with terrainzones and static meshes.

You sure it's that bad? I mean I don't know the meshes to BSP ratio in a game like Gears of War for the U3 engine, but I messed around with the Thief 3 editor once. Thief 3 uses the UT2k4 engine (I think, although it may be the U2.5 engine or somesuch), and all the buildings and streets and walls and such were made out of BSP. All the stuff inside was meshes, like beds, chairs, tables, windows, etc., but there was still a fair amount of BSP.

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Mon Jun 18, 2007 6:54 pm
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