Search found 689 matches
- Sun Mar 08, 2015 6:47 pm
- Forum: HDTP Discussion
- Topic: This mod is dead, isn't it?
- Replies: 4
- Views: 13217
Re: This mod is dead, isn't it?
I just became aware that HDTP and New Vision will be released with Revision mod! That means HDTP development is coming to its end soon! Are there likely to be updates AFTER Revision mod comes out (which is very VERY soon!) ? We are just bundling "beta release 3" with Revision, nothing more really. ...
- Sun Mar 08, 2015 5:34 pm
- Forum: HDTP Discussion
- Topic: OpenGL Renderer
- Replies: 197
- Views: 275773
Re: OpenGL Renderer
Wow, never spotted that. I've been using version 2.0 all along, thanks!
2.1 seems to be the latest version, it has the latest date also.
2.1 seems to be the latest version, it has the latest date also.
- Thu Feb 26, 2015 11:18 am
- Forum: New Vision Mod Discussion
- Topic: New Vision In Multiplayer.
- Replies: 17
- Views: 32948
Re: New Vision In Multiplayer.
There are detail textures in the package, it's just that the textures don't use these textures. The Revision team might fix this sometime.
- Tue Feb 24, 2015 10:59 am
- Forum: DXEditing
- Topic: Cel shading
- Replies: 16
- Views: 7157
Re: Cel shading
Might be possible on a rudimentary level with how the rendering pipeline is now, but I guess the easiest way would be to look into some sort of filter software, perhaps write some sort of shader for DX10.
- Wed Feb 11, 2015 4:26 pm
- Forum: DXEditing
- Topic: Jim Bowen and homing pigeon
- Replies: 6
- Views: 8688
Re: Jim Bowen and homing pigeon
Do you have the .u files for it? Does it feature a native component?
- Mon Feb 09, 2015 6:23 pm
- Forum: DXEditing
- Topic: Deus Ex Editing PACK 2.2 [RELEASE]
- Replies: 85
- Views: 108857
Re: Deus Ex Editing PACK 2.2 [RELEASE]
The path name is too long, UED 1 & 2 have a limit on how long the path can be and they truncate stuff beyond this length. Move your maps/your install elsewhere with a shorter path (ex C:\DeusEx\) and open again.
- Wed Feb 04, 2015 11:26 am
- Forum: TNM Spoiler Zone
- Topic: Chatty Log File
- Replies: 5
- Views: 12411
Re: Chatty Log File
Woah, seems like someone didn't do their null checks, what's even worse is that this is in Tick. Well I guess there is nothing to do about that, except grab the source/decompile, add some null checks and recompile.
- Tue Feb 03, 2015 2:33 pm
- Forum: TNM Discussion
- Topic: TNM in the media
- Replies: 648
- Views: 243277
- Tue Feb 03, 2015 12:24 pm
- Forum: TNM Spoiler Zone
- Topic: Scara's Broken Fireplace
- Replies: 6
- Views: 11575
Re: Scara's Broken Fireplace
Have you tried using opensesame on both the "door" and the "knob"? Try multiple times also, dx is a bit weird.
- Tue Feb 03, 2015 12:22 pm
- Forum: TNM Spoiler Zone
- Topic: Chatty Log File
- Replies: 5
- Views: 12411
Re: Chatty Log File
Writing to the log file takes time, since everything is singletreaded this means that game performance suffers. One should especially not do writing in timers, ticks or other places where code runs a lot. Do the Warning messages have a tag assigned to them? If so it might be possible to use Suppress...
- Sun Jan 25, 2015 10:02 pm
- Forum: General Discussion
- Topic: Anyone know of bugs in native function?
- Replies: 0
- Views: 16129
Anyone know of bugs in native function?
Hi! Not sure if this is the best place, maybe it should be in DXEditing. Anyway, me and Hanfling are making a new framework for Deus Ex for mods to use and in the process we have the opportunity to swap out native functions. So are there any modders around that know of bugs in native functions in De...
- Fri Jan 23, 2015 3:29 pm
- Forum: TNM Help & Support
- Topic: TNM, Shifter, and HDTP
- Replies: 12
- Views: 19072
Re: TNM, Shifter, and HDTP
That makes every difference as they probably use two different config files. I'd recommend launching via the TNM shortcut. Check the shotcut to determine what ini file is used, then go into that ini file and edit paths appropriately.
- Thu Jan 22, 2015 12:26 pm
- Forum: HDTP Discussion
- Topic: [Request] Asset only package with constant naming convention
- Replies: 3
- Views: 11259
Re: [Request] Asset only package with constant naming conven
Maybe you could provide the source files so someone with more time on their hands could normalize the HDTP names? Not that I have the time, but well someone could probably write a script that scans vanilla classes and builds a list of vanilla names for the assets and then it scans the hdtp classes t...
- Thu Jan 22, 2015 10:50 am
- Forum: TNM Help & Support
- Topic: TNM, Shifter, and HDTP
- Replies: 12
- Views: 19072
Re: TNM, Shifter, and HDTP
Shifter and HDTP both provide a DeusEx.u file. Shifter should be placed above the HDTP line so you use Shifters DeusEx.u. His DeusEx.u should then auto-load HDTP assets. Not sure why that's not working, it should.
- Wed Jan 21, 2015 11:07 pm
- Forum: DXEditing
- Topic: Deus Ex Editing PACK 2.2 [RELEASE]
- Replies: 85
- Views: 108857
Re: Deus Ex Editing PACK 2.2 [RELEASE]
Thanks!
It was when I started to work on updating the HDTP map that I realized stuff was weird. Having no Biohazard barrel and two rusty ones. Checked for files that contained SC_ and then compare the default value from the game with the default value in the UED2 script.
It was when I started to work on updating the HDTP map that I realized stuff was weird. Having no Biohazard barrel and two rusty ones. Checked for files that contained SC_ and then compare the default value from the game with the default value in the UED2 script.