Merry Christmas! (Progress roundup)

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semiquaver
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Merry Christmas! (Progress roundup)

Post by semiquaver »

Akerfeldt wrote:It's my hope that we'll never release because I just can't get enough of threads like this one!
Merry Christmas/Secular Santa Day to the HDTP developer team and forum. I've been lurking here since 2006 and I wanted to finally make an account. I know that I check this forum around this time of year every year with the hope of getting the Christmas present I really want. (New sexy HDTP screens!)

I just wanted to summarize and log the most recent (as far as I can find) rumors and reports on HDTP progress, since I know that virtually all hits on the forum are people looking for this information. This isn't a troll post (hopefully!). Worth noting at this stage that the dearth of information is apparently the result of a media blackout policy (hence no screenshots in the last two years) and a purported "time spent on progress reports is time not spent animating those weapons" attitude which is totally reasonable to my mind.

If you're a dev or otherwise involved and you want to respond with updated information, that would make me and a number of other people really happy. If you've got more recent information from the forums, quote it here. Otherwise...I'm just putting this out here. (ie, don't shoot me.) Hopefully this saves a handful of people from forum diving and maybe keeps the interest ball bouncing.

Second and subsequent posts to be quotes.
Last edited by semiquaver on Sat Dec 24, 2011 3:59 pm, edited 2 times in total.
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Re: Merry Christmas! (Progress roundup)

Post by semiquaver »

Apr. 19
Akerfeldt wrote:The reason it's not out yet is we're trying to play-test it but we can't get on the boat.
Apr. 25
Akerfeldt wrote:Alright you tasty muffins, the models are all animated and imported. I somehow saved all the easiest ones for last lol. Still gotta test and fix bugs n shit tho. Which is hard because I have to test the mod by looking at it's reflection in a mirror. If you look directly at HDTP it will melt your face, it's that hardcore.
May 06
Akerfeldt wrote:Testing will be internal only, better that way anyway since we can actually fix the bugs when we finsd them.

The next release will be the final release and will include everything we have done. There will be an exhaustive list of what models have been HD-ified in the final release.
May 07
DDL wrote:'fraid so: vanilla DX used maybe..15 character meshes, to represent every single person in the game. Did you know Joseph fucking manderly uses the same mesh as JC and Paul? S'true!

They could get away with this because the meshes are pretty low detail, and thus allow for a lot of purely texture-based "imagineering".

We can't get away with this: our meshes are so detailed they could only belong to the character they're intended to represent. Anna and Gunther actually have their augs modelled on: reskin them and...you've got a creepy looking reskin fail. Hell, we can't even get away with using anna's mesh for jordan shae, because ms. shae only lost her damn arms, and the anna mesh has a big ol' eye aug.

So. Given that there are..*thinks* fuck, probably over a hundred unique characters in DX (ok, 95 or so actually), this would require 95 or so unique meshes, all of which would require jumping through the same horrible fucking hoops we've been jumping through just to get this far (seriously, it's like jumping through hoops on fire, using a springboard made from broken glass. Also the hoops are made of laminated dogshit).

So given that folks want HDTP soon (or, apparently five years ago, if some angry internet men are to be believed), rather than in twelve years' time....we're putting in the number of characters we have, not the number of characters we'd necessarily like.

Mind you, we prioritised characters you'd see a lot of (i.e. MJ12 troops and UNATCO peeps), so hopefully it won't be too jarring too often. After all, can you really imagine some poor bastard sitting down and spending upward of 100 man-hours creating, texturing and then animating Sarah Mead? She's in one map, and she's fucking annoying even then... :P
Aug. 26:
DaveW wrote:
Salk wrote:Since this topic is addressed to DDL, I take the opportunity to ask him a few questions, hoping to not divert too much of his precious time from working on HDTP! :smile:

Seriously, I don't know anything about Deus Ex modding but I am a rather curious person and I am sure your answers would be of interest to many other lurkers:

1) What does your HDTP work consist of?

2) Is it you the only one working on HDTP at the moment? If not, who else, and what are their tasks?

3) Once HDTP is released, do you think it will be final or there will be updates to fix possible bugs/errors?

4) Could you estimate how many hours you have spent on this project?

5) Considering your answer to question number 4, do you ever feel regret for even having been involved in HDTP?

6) How has a biochemist ended up working on HDTP? :smile:
Well heck, I could answer some of those.

1) He is importing and coding a lot of the weapons and characters alongside Akerfeldt, which is mostly all that is left to do.

2) Akerfeldt is the other major contributor, especially with his magic animation-ripping program that (from my understanding) analyzes the animations from Deus Ex and converts them into a functional skeletal rig, which can then be applied to the HDTP models to make them match the original game animations. Which are pretty shitty, but it's sure better than animating every unique animation set.

3) Probably not because it's quite easy to test all the models etc. are working by throwing them in a giant room.

6) Because he's fucking smart, basically. I mean, anyone who can program effectively already has to be pretty damn smart.
Aug. 29:
DDL wrote:
Salk wrote:Since this topic is addressed to DDL, I take the opportunity to ask him a few questions, hoping to not divert too much of his precious time from working on HDTP! :smile:

Seriously, I don't know anything about Deus Ex modding but I am a rather curious person and I am sure your answers would be of interest to many other lurkers:

1) What does your HDTP work consist of?

2) Is it you the only one working on HDTP at the moment? If not, who else, and what are their tasks?

3) Once HDTP is released, do you think it will be final or there will be updates to fix possible bugs/errors?

4) Could you estimate how many hours you have spent on this project?

5) Considering your answer to question number 4, do you ever feel regret for even having been involved in HDTP?

6) How has a biochemist ended up working on HDTP? :smile:
Dave's answered a lot of these already, and incidentally has also massively underplayed his own involvement (involvement, incidentally, which has been awesome). Christ, some of the stuff he just "magics up" overnight is...fucking incredible. Mind you, he's apparently incapable of making any texture smaller than 1024x1024, so if you ask him to rustle up a texture for a 'plain, red, button', you're gonna end up with one fucking INCREDIBLE button, but your texture caching won't thank you. 8-[

So yeah, Dave's been doing lots of textures and modelling and UVmapping (not, of course, normally in that order).

Akerfeldt, as noted, has been doing a fuckton of stuff, and he's very much at the magical coding end of the spectrum: where I am reasonably proficient at making the shitty unreal engine play ball, he seems able to write his own software that can then do things to super-high-def-uber-models which will A)animate them with vastly less fuss than one normally encounters, and B)make them STILL appear to be super-high-def-uber-models when in-game, rather than "super-high-def-uber-models regrettably mangled by the unreal engine".

Metche, who has (understandably) been fairly distracted recently what with various job moves, and (I believe) getting married, and getting basically worn down by massive accumulated HDTP fatigue, has done tons of organising, some textures, more organising, and has essentially acted as the central focal coordinator of HDTP efforts for god knows how long (and also a source of collective motivational guilt: "you can run away and just try to pretend HDTP isn't happening and you don't have to do anything, but Metche will fiiiiind you....and ask you nicely to do some stuff").

Myself, ultimately....well: I'll answer 1 and 6 together: modding the unreal engine and biochemistry research are actually very similar, in that both are essentially (on a day to day basis) composed of mindless, mindless, fucking mindless, repetitive tasks. A child of like...10 could do my job (both in HDTP and biochemistry...though admittedly on the biochem side I don't currently have a job..but you get my point). The catch is, they could do so only if everything actually worked according to plan.

Things NEVER go according to plan. Much like biochem, where you hire a postdoc not to do northern blots every fucking day, but to be able to do northern blots (or suitable alternative) even in the face of major obstacles, and to know why something when wrong when it did, and what to do to fix it.

For HDTP this could be things like rearranging texture order to fix muzzleflash wiping, or if that's not possible, recoding the weapon to use different texnums for muzzleflashes. Or making sure a given texture has the right flags on a mesh. Or reUVmapping it slightly if it turns out it has conflicting texflag requirements on the same multiskin. Or readjusting the UVmap to avoid texture shearing. Or even adding a muzzleflash if one isn't on the model, and THEN doing all the above. Or in fact making a muzzleflash myself, UVmapping it, adding it, and then doing all the above.

And that's just for muzzleflashes.

There's also the fact that HDTP has taken many contributions from many different people, many of whom did not perhaps totally understand the brief, so I've also spent a lot of time taking essentially unusable stuff and working out how we can use it.

My work on HDTP is basically being willing, able, and inventive enough to get everything imported in the first place (which is actually fairly easy, but tedious as FUCK: I've kinda got that role because most people can't be fucked learning how to do it, and the others can't bring themselves to confront the tedium), then get the code references written, and account for all the clever stuff like weaponmods magically appearing on weapons when you add them, and then to fix the myriad number of tiny irritating bugs that can crop up, which really means I need to be capable of doing a lot of things (textures, modelling, UVmapping, fucking tweaking import lines...*shudders*) to a...reasonable standard. Jack of all trades, master of none.

Incidentally, this is also pretty much what my academic CV looks like, which is not helping me much: you wouldn't THINK it'd be possible to have 'too broad' a focus in a subject as inherently niche as biochemistry, but apparently it is.


2) has been answered by both me (above) and Dave (higher above), so I'll move onto...

3) probably. I can't guarantee it'll be prompt, but I don't think I'll be leaving this forum anytime soon, so I should be able to read through lists of bugs and tackle those I can. Akerfeldt and Dave will also hopefully be around to do those I can't. Admittedly some of them might be "slightly gippy animation in model X during reload while under obscure situation Y", which I reserve the right to respond to with "ah well. Still looks better, eh?", because animation fixing is (even with Akerfeldt's magic program) still quite an arse.

4) I really really shudder to think. What gets me is how much of that time is tedium. Not OOH LOVELY LOVELY MODELS, but
"fucksake: it's offcentre by about 3 uunits"
10*delete package*
20*adjust import code offset by arbitrary number (because import code offsets and in-game offsets do not correspond in any convenient fashion)*
30*recompile*
40*reload UEd*
50*check model*
"ok, so that's gone about 5 uunits over, so if x=1500 was 8, then 3 would be..X=562"
60*GOTO 10*

...but then, fuck: I spent a year and a half doing NOTHING BUT radiolabelled RNA stuff, so I think I'm reasonably good at handling tedium.

5) Hah! I'll tell you in about a month's time. ;)
I'm still proud of our first release, so hopefully that'll carry over.

And for the record, we're definitely on the home stretch now.
Sep. 4
DDL wrote:Peeps're still working on shit: I'm thinking "released in a month" should perhaps be "released in a valve month".

:)

Sep. 7
DDL wrote:Still, when we're done, the plan is to release all the assets used for HDTP so that people can presumably modify and recompile things should they so desire. While this won't help you make a new mesh, it would presumably make something like a reskin (same mesh, different texture) far easier.

...

But, as noted above, we'll be releasing all the assets used, including the modified deusex.u source, so people can stick their own changes in and recompile should they so desire.

Sep 10
Wokky wrote:Here's something I made back when I was working on HDTP:
Image

Disclaimer: This may or may not still be in HDTP, I have no idea.
Akerfeldt wrote:I hope the fucktards play HDTP and hate every minute of it.
DDL wrote:Unrelatedly, that sword is totally already in, and totally pimp.

Also, DDLVote++; for Akerfeldt to be made official HDTP spokesman. :P
Oct 3
Jonas wrote:Well, by the time the mod is down to 1 or 2 people, as it is right now, it pretty much is a matter of whether those people manage to maintain motivation to pull through with it in the face of all the shit getting hurled at them. Seems like DDL got genuinely pissed at the trolls the other day, though I don't think he was about to quit because of it. At least not that time. But if the work keeps dragging on long enough, and the support stops completely while the bullshit keeps coming, I wouldn't blame him for just saying fuck it and pretending HDTP never happened.

It won't come to that now though, fortunately they're quite close to being done. I totally got their latest build, to make sure TNM is fully compatible with it, and it rocks my socks off. The new trees especially are ridiculously pretty, and instantly make any outdoor scene look 50 times better.
Last edited by semiquaver on Sat Dec 24, 2011 4:02 pm, edited 1 time in total.
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Re: Merry Christmas! (Progress roundup)

Post by semiquaver »

I can't remember stumbling across anything super-relevant since Oct. 6, but this isn't a definitive list. Help me out! :)
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Re: Merry Christmas! (Progress roundup)

Post by Jonas »

Not bad actually. Just note that I'm not part of the HDTP team, just sort of loosely affiliated.

Merry Christmas :)
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Re: Merry Christmas! (Progress roundup)

Post by EER »

Thanks for the overview, handy to have it all grouped in one thread. And merry christmas!
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Re: Merry Christmas! (Progress roundup)

Post by SyntaxError »

Iinteresting summary, thanks a lot!.

It should be probably mentioned that DaveW has made a couple of posts, too, stating that there is much more going on behind the scenes of HDTP (progress-wise) than what is posted on the forum.

Unfortunately the team choose to do the project in a somewhat "fan-unfriendly" manner (meaning, no rolling releases, few progress updates, etc.).

Really, if it would not have been for DaveW and his most excellent work with New Vision i would long have abandoned all hope of ever seeing a final version of HDTP.

Reminds me too much of Team Giszka's effort with TSLRP (anyone remember them?) at times.
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Re: Merry Christmas! (Progress roundup)

Post by DaveW »

Unfortunately with mods like these it's often all or nothing. I originally intended to release New Vision package by package, but quickly realised it wasn't possible. If I ever needed to adjust a texture from another package I couldn't, because there'd be hundreds of people who wouldn't update who would then complain that their textures didn't look very good etc. - I mean, look at the downloads for New Vision (90,000) and then for the New Vision Hotfix (35,000).

Plus, no one on the team expected it to take this long. If they had, they might have set up a release model to favour rolling updates. But they didn't and to do so now would take even more time.
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Re: Merry Christmas! (Progress roundup)

Post by Jonas »

Man, you have like 3 times as many downloads as TNM.

Ah well.
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Re: Merry Christmas! (Progress roundup)

Post by DaveW »

Really? I thought TNM had way more than that.

I think total ever downloads would be a lot higher though - I think it was in the hundreds of thousands before I deleted the old version of the mod from the downloads.
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Re: Merry Christmas! (Progress roundup)

Post by m3rc1l3ss »

Very nice summary, I had never heard of things like DDL's tedious task of compiling over and over again to fix the position of stuff.

IMHO everybody should be forced to read that set of quotes before ever being allowed to post. ^^ Maybe then people will realize where the mod is.

Edit: I really want that sword...
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Re: Merry Christmas! (Progress roundup)

Post by Jonas »

DaveW wrote:Really? I thought TNM had way more than that.
It's hard to say because we have too many different versions up in several different places. On ModDB though, the 1.0.4 version of the executable has 34,209 downloads right now, and I think it inherited the stats from the old executable (1.0.0) because we just overwrote the file when we updated. The torrent has 4,932 downloads from ModDB and the ISO has 5,325. So we do have a bit more than 30,000 downloads, but "way more" is not accurate. It's impossible to tell how many people downloaded from other sites and our own mirrors elsewhere, but I doubt it's that many.

Besides, I bet half of them never even made it out of the Downtown sector :lol:
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Re: Merry Christmas! (Progress roundup)

Post by DaveW »

I never made it past the boat.
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Re: Merry Christmas! (Progress roundup)

Post by AlvinD »

Last update I knew of was from around 6 to 7 months ago on an unspecified place lol :twisted: but all did look excellent! Haven't heard from anyone in ages so couldn't really say.
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Re: Merry Christmas! (Progress roundup)

Post by Salk »

AlvinD,

what was your role in HDTP? While we are waiting for the release, I'd love to know about the history of its contributors.
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Re: Merry Christmas! (Progress roundup)

Post by AlvinD »

Hey Salk,

I did a couple of weapon models for HDTP but the ones that actually made it in were the GEP gun, LAW, Stun Prod, Crossbow, Stealth Pistol and Flamethrower and maybe one or two other but I cant rememeber lol, but I only did the modelling on them.
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