
Re: HDTP + Deus Ex v2 patch
I had to go look up what deusexv2 was...man, I'm outta the loop. Nice to see yuki actually got around to it tho (I was no fucking help at all).
Ok, so. There were two main ways we could've done HDTP.
Method 1 would involve naming all our stuff the same names as the originals, and simply putting the paths so that the asset search found HDTP stuff first.
Method 2 would involve recoding the core code package (deusex.u) to use our assets instead, irrespective of filenames.
Now while method 1 would've worked with deusexv2, it was not the method we chose. There were a lot of reasons for this, not least because recoding the core pack allows us a TON of extra freedom: visible weapon mods, for instance (one of my personal favourite bits) would not be possible under this method. Anything involving reskins (unatco/chinese robots, etc) would require incredibly careful UV mapping, and would generally limit the UV mappers to much shittier texture usage. Any incidences where deco textures were used in level geometry (there are a few) would have those textures replaced with the HDTP deco textures, and the two might not agree in any way (decoration textures are based on UV maps, so a 16x16 texture will map over a decoration in exactly the same way as a 1024x1024 texture would, whereas level geometry textures change scaling with tex size).
So...the tl:dr version is, no. HDTP won't work with v2.
However, we are intending to release the uncompiled files too (though really you could extract most of the assets pretty easily anyway), and it took yuki next to no time to make shifter work with HDTP, so I see no real problems with dxv2 getting HDTPified fairly shortly after release. For the most part I suspect dxv2 changes superclasss files, like deusexweapon and deusexplayer, and missionscripts, whereas most of the business end of HDTP happens in the subclasses (weaponpistol, jcdentonmale, etc), so a lot of it would just be C&P work.
