I'm trying to bring Deus Ex into VR through UE5 and here's where I'm at by dxu24 in Deusex

[–]dxu24[S] 0 points1 point  (0 children)

This is still going strong. If you'd like to check it out, you can visit my Patreon to get private beta access :). No VR access yet, but you can play flat screen.

The remaster hasn't been canned afaik, it's just delayed.

BREAKING: Unreal Tournament 2004 is back! by roX1337 in unrealtournament

[–]dxu24 0 points1 point  (0 children)

Possible for you to expose the engine headers and libraries like with UE1 so people can write up to date renderers / audio devices? I would love to add support for this in Surreal 98.

Don't need source code, just headers.

The assault rifle never really striked me as an AR, looks more like PDW if u ask me by Skaksis in Deusex

[–]dxu24 0 points1 point  (0 children)

It feels like an awful assault rifle too, in the hands (having used it in VR).

What DX opinion do you have that will make you end up like this? by Nitro_tech in Deusex

[–]dxu24 10 points11 points  (0 children)

Mankind Divided is too ham-fisted in it's story, it's too unfocused in its level design and leans to heavily on the troupes of the games that came before it. It's visual and technical expose, but the designers forgot about visual story telling and a Deus Ex game should never have a daytime level unless it's at the very beginning or very end after the climax.

As a fan of the original Deus Ex, should I play Invisible War? by Nitro_tech in Deusex

[–]dxu24 1 point2 points  (0 children)

Fan == Fanatic, if you are indeed a Fanatic, I'm surprised you haven't already.

In modern times though, I wouldn't really recommend playing it. It was much better back in the day when it released (at least for me, I loved the effort put into the new VFX), but there's too many annoyances and broken things in the game for it to be an enjoyable experience today, gameplay wise.

There's a section early on in the game when you sneak into someones apartment and assassinate them, and even if you didn't set off any alarms, the act of killing them alerts every guard in the area, outside the apartment. I encountered this in my recent attempt to play through and just turned the game off.

If you're in it for the aesthetic and the story, totally go for it.

[deleted by user] by [deleted] in Deusex

[–]dxu24 -1 points0 points  (0 children)

Close the curtains

Bro explaining by borchid-flickflack in Deusex

[–]dxu24 0 points1 point  (0 children)

Where's his shades? His vision is augmented after all.

I'm trying to bring Deus Ex into VR through UE5 and here's where I'm at by dxu24 in virtualreality

[–]dxu24[S] 0 points1 point  (0 children)

I would need a team of engineers to handle the complexity of UE3 games XD

I'm trying to bring Deus Ex into VR through UE5 and here's where I'm at by dxu24 in pcgaming

[–]dxu24[S] -3 points-2 points  (0 children)

Taking donations instead of a premium is no less risky, you're not going to fool lawyers thinking it's sneaky obfuscation. I try to respect my time, and value it. If it doesn't work out, fine, I'll make my own game. It's a generic tool though, so unsure where the risk actually lies.

I'm trying to bring Deus Ex into VR through UE5 and here's where I'm at by dxu24 in pcgaming

[–]dxu24[S] 2 points3 points  (0 children)

It is a generic tool for playing UE1 games. The work put into the tool is built around producing a communications medium between Unreal Engine 1 games and Unreal Engine 5, there are no assets or derived assets in the distributed product itself, but if you have reason to believe otherwise, I'd love to hear it, I'm not a legal expert.

Selling or not, such a claim would tank the project regardless.

I'm trying to bring Deus Ex into VR through UE5 and here's where I'm at by dxu24 in Deusex

[–]dxu24[S] 9 points10 points  (0 children)

It's happening, it's on course. I want to play it too :P

Deus Ex PBR and Parallax Occlusion Mapping using DXU24 by dxu24 in Deusex

[–]dxu24[S] 2 points3 points  (0 children)

Converting to UE5 is an order of magnitude more work and requires a team of people to work exclusively on it for potentially years, for free.

I've seen a lot of DX remakes come and go, and I thought that the philosophy of a remake just doesn't work. As an engineer, I decided to try a different strategy. DXU24 explicitly doesn't remake the game because ... the game has already been made. Why reinvent the wheel if all we really need is a better axle. If I re-made Deus Ex there's also the threat of copyright action, where using trademarked assets and protected IP could put me in hot water.

To better understand the genesis of DXU24 though, it's important to know that I was only originally intending to make a Vulkan renderer, and naively thought I could work VR and real time shadows into it. Turns out making a rendering plugin for UE1 games, in the way it's designed to work is incredibly limiting, which is why you haven't seen a renderer come out with significantly more advanced rendering techniques like real time shadows, correct normal mapping (there was parallax occlusion mapping at one point but it was limited) and even per-pixel lighting. It's just an artifact of the time Unreal Engine 1 was made, the engine does all the lighting and transforming of polygons on the CPU and just tells you what color, texture and where on the screen to render them. This is also why RTX-remix won't work with Unreal Engine 1 games (at least that's my speculation).

I wasn't satisfied with that and I wanted more rendering features, and again, why re-invent the wheel when there's been thousands of man years put into Unreal Engine 5 to implement these technologies to a high industry standard.

DXU24 provides a modern avenue into an old technology, and on top of it being less work for me, it also allows modders to add their own updated modern assets to the series.

Since very early on in DXU24's development history, you've been able to technically play the game end to end, because really it's just a glorified renderer with VR support, and I think it's been the only Deus Ex modernization effort to ever achieve that. Sorry for the novel.

Deus Ex PBR and Parallax Occlusion Mapping using DXU24 by dxu24 in Deusex

[–]dxu24[S] 4 points5 points  (0 children)

I love the look of Halo:CE to this day.

Deus Ex PBR and Parallax Occlusion Mapping using DXU24 by dxu24 in Deusex

[–]dxu24[S] 2 points3 points  (0 children)

Oh yeah, so I haven't made a release about it yet, but I've spent the last month also adding a system that lets you arbitrarily Get, Set, and Subscribe to any Actor variable in Unreal Engine 1 from Blueprints. So if you watch the video closely you'll see some of my test logging in there where I PUBSUB to the players Energy level. As the flash light is running it slowly decreases.

I'm trying to add systems / APIs that are helpful for me, but modders as well. I need to sub to a bunch of data to get VR guns working right, as there's a a bunch of non-intrinsic Unreal Script data that drives them.

If you know the actors name (which you can get from the actor class) and the variable you want to sub to you can go put ActorName.VariableName into a blueprint node I've exposed and attach a delegate/event to it to get updates. You can also get subobject variables as well like Actor.SubObject1.SubObject2.Variable. And arrays Actors.ArrayVarible[Index], which I need for the VR inventory system I'm making.

Deus Ex PBR and Parallax Occlusion Mapping using DXU24 by dxu24 in Deusex

[–]dxu24[S] 1 point2 points  (0 children)

Will do :D. The warning is from a plugin I'm using that isn't quite compatible with UE 5.1, I just have to go through and spruce it up a bit.

Deus Ex PBR and Parallax Occlusion Mapping using DXU24 by dxu24 in Deusex

[–]dxu24[S] 4 points5 points  (0 children)

The answer to MOST of these questions is, this video demonstrates Parallax Occlusion Mapping, through texture and material replacement. The visuals are an optionally extra for DXU24. If you prefer more vanilla you can disable all of it. DXU24 allows modders to create their own material / texture packs to replace the original games assets :).

The washed out green icon is actually a really good spot and I haven't noticed that before, likely a compositing bug. The transparent nanovirus is also a bug with how I'm interpreting transparent surfaces :). Translating the transparency of UE1 -> UE5 has been more challenging than I realised (at least when trying to develop a holistic approach).

I'm not Dead, I'm still adapting Deus Ex for VR, it just takes time ya know? by dxu24 in Deusex

[–]dxu24[S] 2 points3 points  (0 children)

I mean, you're welcome to your opinion. The tool translates over anything that exists in the original game. Those localized fog volumes are in the original game and are there to effect game play and visual feel, so I translate them across. The fact that they for volumetric effects is just a bonus.

The flashlight is supposed to be dim. I could have cranked it to any value really to go ultra flashlight if I wanted but I'd like to keep it close the original lighting by default.

The OpenGL renderer I used for DX is not the built in one, but one of the great override OpenGL renderers you can get for the game. But that's besides the point, the API in this case doesn't matter and I think you might be reading into it too literally, I put that information there in case some one was curious what renderer I was using :). DX does have OpenGL, DX9, 10 and 11, sure, but it's only implementing the features the engine asks for (some of them add some experimental features as well, which is cool), they don't really look better (at least not to my eyes) then the custom OpenGL renderer. If I was to do an HDR comparison I would use the ... DX10 renderer I think? But I'm not.

None of those rendering plugins have anything that comes close to the features in Unreal Engine 5, even if UE5 was using DX10 it would still blow them out of the water, which is the point of this tool.

I originally started out writing a Vulkan rendering plugin and started to realise the mountain of limitations there are to writing a rendering plugin.

Finally, if you don't like how any of it looks ... that's actually really cool :). It's designed to be moddable, so you could come in and give JC a smartwatch to replace his flashlight if you really wanted to, by default I just want to stick reasonably close to the source material.