Hi Salk,
Btw, thank you for pointing me towards Human Renovation in the 1st place
Salk wrote:G-Flex has not made himself heard for some time now but the source code for Human Renovation is available in the first post of this topic although I fear it's missing the latest improvements made by G-Flex, unfortunately still waiting to be completed. Could that be of any interest to you, kocmo?
Yes, we are using Human Renovation in our projects
![Wink ;-)](./images/smilies/icon_wink.gif)
Can't say more now, you'll have to ask Bjorn.
Salk wrote:I have great expectations for your UnifiedDeusEx modification.
We have absolutely fantastic things planned for unifiedDeusEx (heck, I'm having trouble believing it myself
![Smile :-)](./images/smilies/icon_smile.gif)
). Right now we're a bit occupied with integration work for upcoming Revision 1.0 release, but you should prepare to be amazed with unifedDeusEx progress over the coming months
![Smile :-)](./images/smilies/icon_smile.gif)
Things we are planning:
- Being able to use either 1x-sized (640x480) or 2x-sized (1280x960) HUD & UI from the same DeusEx.u, together with all appropriate high-quality graphical assets, with any renderer
- Integrating Human Renovation
- Integrating Smoke's Mod in a modular fashion (allowing to enable or disable its functionality)
- Increasing rendering performance by splitting it into multiple threads
- Visual quality improvements for the renderer, like per-pixel lighting, etc. (yes, you heard that right
)
- Adding support via adaptation packs for all major campaign mods (Zodiac down; TNM, 2027, Nihilum, Terminus Machina to go)
Salk wrote:I just wish G-Flex would return to modding as I believe his Human Renovation Patch/Mod to be the most interesting project together with your own.
Whenever creating bugfixes, I will try to extract them as standalone patches and notify respective mod authors.