The shots don't look so bad... (56k take a nap)

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r00tb33r
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The shots don't look so bad... (56k take a nap)

Post by r00tb33r »

Image
Image
The old facial model's don't look so bad really... The hands are my only complaint. Of course the textures need to go up in resolution but they look good from far away.
My other complaint is lighting (that bright crate behind Paul?) but I guess that won't be addressed till DX:R.
Anyways enjoy.
For those that are curious, I use forced 16xQ antialiasing, 16x anisotropic filtering, supersampled transparency... And maybe a few other things.

A few questions:
Can I turn off HUD scaling? Can I turn off crosshair scaling? I like it thin.
Will there be higher resolution HUD, font?
Will the HUD message icons updated to the new models?
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Jonas
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Post by Jonas »

There will not be a higher resolution HUD or font.

You can, however, fix the HUD scaling with the OTP UI Fix by NVShacker:

http://thenamelessmod.com/downloads/miscfiles/

As far as I know, the infolink portraits will indeed be updated.
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r00tb33r
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Post by r00tb33r »

Jonas wrote:There will not be a higher resolution HUD or font.

You can, however, fix the HUD scaling with the OTP UI Fix by NVShacker:

http://thenamelessmod.com/downloads/miscfiles/

As far as I know, the infolink portraits will indeed be updated.
That didn't work. I followed the 4 steps, but I'm mainly having problems with step 4, enjoy, because it doesn't work.
For the first 3 steps though, I copied the 3 files, detoured.dll, otpUIfix.dll, otpUIfix.u to C:\DeusEX\System where my game is, changed the line in the following part:

Code: Select all

[Engine.Engine]
GameRenderDevice=D3DDrv.D3DRenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
DemoRecordingDevice=Engine.DemoRecDriver
Console=Engine.Console
Language=int
GameEngine=DeusEx.DeusExGameEngine
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=SoftDrv.SoftwareRenderDevice
RenderDevice=GlideDrv.GlideRenderDevice
DefaultGame=DeusEx.DeusExGameInfo
DefaultServerGame=DeusEx.DeathMatchGame
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Extension.InputExt
Canvas=Engine.Canvas
Root=otpUIfix.otpRootWindow
CdPath=E:
And then launched the game using the HDTP shortcut on the desktop. The resolution was already set to 1680x1050 through the display menu last time I ran the game.
What's causing it not to work? Did it work for others?
This is basically a clean install of GOTY with HDTP release 1, both installed last night. No tweaking of any kind.

*EDIT*
I just launched the normal DeusEx.exe and UI was in fact smaller.
So I figured that HDTP uses it's own HDTP.ini file, so I made the same change in there. Tried running HDTP, and got the following error message: "Can't find the file for package 'Root=otpUIfix'.
So I copied the 3 files to HDTP's own System directory, C:\DeusEX\HDTP\System. Still the above error message.
Why is this not working? Has this been tested with HDTP? :x

*EDIT*
Never mind for some reason there was a duplicate Root= ... Works now.
Might want to add to the directions that for HDTP you need to edit HDTP.ini instead.

I see the fonts are scaled down now too. That's nice. Any way to make the black strip at the bottom smaller? The text is tiny now in comparison.
Also I noticed that Deus Ex does not come with UnrealEd... Will UnrealEd from Unreal Tournament: GOTY work? If so I gotta find my CDs...
DXFonts.utx is the font texture file right?
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Post by EER »

There is a seperate Deus Ex SDK that contains UnrealEd.
http://www.download.com/Deus-Ex-SDK-1-1 ... 29461.html
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Post by Jonas »

r00tb33r wrote:Might want to add to the directions that for HDTP you need to edit HDTP.ini instead.
That's probably a good idea.
Any way to make the black strip at the bottom smaller? The text is tiny now in comparison.
I'm sure it's possible but it's pretty low on our list of priorities right now :)
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r00tb33r
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Post by r00tb33r »

Jonas wrote:
r00tb33r wrote:Might want to add to the directions that for HDTP you need to edit HDTP.ini instead.
That's probably a good idea.
Any way to make the black strip at the bottom smaller? The text is tiny now in comparison.
I'm sure it's possible but it's pretty low on our list of priorities right now :)
Since this isn't part of the HDTP release, perhaps it could be done afterwards?
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Jonas
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Post by Jonas »

Yep I guess. Dunno if HDTP want to include our UI fix with their full release, but otherwise we'll just update the readme and such later.
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Post by metche_steele »

we'll bear it in mind folks - right now I just need the focus on getting this packaged up - we can throw a UI fix later on if it's deemed appropriate.
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Post by James T »

Jonas wrote:There will not be a higher resolution HUD or font.
Say, that gets me thinkin' -- although it's not part of the project, is such a thing technically feasible? It'd be neat to be able to whip up some higher-res inventory icons based on HDTP snaps and employ them at my leisure in future...
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Post by Jonas »

You'd have to recreate and re-program the entire GUI from the bottom up, which would be an extremely painful process since it's entirely made up of manually positioned 256x256 8bpp .pcx files.
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Post by DDL »

Incidentally, the HDTP rifle and pistol (at least) already HAVE new inventory icons: not technically higher res, since the HUD is texture-size-clamped, but more accurately reflecting the better looking weapons.

Not sure whether this'll apply to all of them (I just do the coding, after all), but I don't see why not.
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Post by r00tb33r »

DDL wrote:Incidentally, the HDTP rifle and pistol (at least) already HAVE new inventory icons: not technically higher res, since the HUD is texture-size-clamped, but more accurately reflecting the better looking weapons.

Not sure whether this'll apply to all of them (I just do the coding, after all), but I don't see why not.
I don't have those yet since I'm on release 1, however I do see the new inventory icon for the crowbar.
Keep up the good work, I can't wait to see the complete mod.
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Post by DaveW »

I think the HUD looks fine with the GUI fix. It's a little big small, but not too bad.
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r00tb33r
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Post by r00tb33r »

EER wrote:There is a seperate Deus Ex SDK that contains UnrealEd.
http://www.download.com/Deus-Ex-SDK-1-1 ... 29461.html
I'm having difficulty importing as DeuxExCharacters package. It only wants to go as far as DeuxExCharacter, and not a single character longer. Basically there is a name length limitation. How do I get around this?

*EDIT*
Well that specifically can be done by renaming a .utx file, but Name and Group field are still a problem. Deus Ex is using longer names than UnrealEd permits.
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Post by DDL »

Wait, what exactly are you trying to do, here?

And why deusexcharacters? And why deusexcharacters as a utx? And why via unrealEd?

Need more detail!
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