Deus Ex Direct3D10 Renderer

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anihex
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Re: Deus Ex Direct3D10 Renderer

Post by anihex »

I doubt the renderer affects MP in any way. Like ENB or the DirecX 9 Mod aren't affecting MP at all. Deus Ex would refuse to join a server, if Maps, Textures Music or any other ressource is different from the ressources of the server.
But DirectX 9, OpenGL or anything like this isn't a server sided mod. So it hasn't anything to do with MP. ;)

And yes, AA would be great. Bump Mapping could be cool if you're walking over a wood based ground like the in first level of Deus Ex.

Why pump this old game instead remaking it? This is easier said than done, dude.
  • You would have to create the game from scratch.
  • You would need a complete team (programmer, graphicans, Sound and Music composer etc.)
  • This would take a LOT time.
  • You would have to announce it and make the people know about it. (Not that hard in Deus Ex Scene ...)
  • It's just easier to pump an old game instead of recreating it.
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Re: Deus Ex Direct3D10 Renderer

Post by ~DJ~ »

~][FGS][Nobody~ wrote:The wall texture is definitely another one. :?
No, It's the same texture.

http://kentie.net/article/d3d10drv/

Go doooooown at the last, and compare the images, the bump-mapping + height mapping makes it like that, with the detail textures.
anihex wrote:I doubt the renderer affects MP in any way. Like ENB or the DirecX 9 Mod aren't affecting MP at all. Deus Ex would refuse to join a server, if Maps, Textures Music or any other ressource is different from the ressources of the server.
But DirectX 9, OpenGL or anything like this isn't a server sided mod. So it hasn't anything to do with MP. ;)
Kinda wrong,

FYI ENBSeries and all others are renders, and they should work. They don't change any texture technically, nor contains any textures/packages/stuff which is sent to the server.

EXAMPLE: You use a customized hax render, how is it possible? because server doesn't check the render.. or else people with opengl couldn't play on d3d9 render server, wouldn't they? :$

EDIT: Okay, I'll show you a proof that I just took recently.
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Re: Deus Ex Direct3D10 Renderer

Post by anihex »

~DJ~ wrote:
anihex wrote:I doubt the renderer affects MP in any way. Like ENB or the DirecX 9 Mod aren't affecting MP at all. Deus Ex would refuse to join a server, if Maps, Textures Music or any other ressource is different from the ressources of the server.
But DirectX 9, OpenGL or anything like this isn't a server sided mod. So it hasn't anything to do with MP. ;)
Kinda wrong,

FYI ENBSeries and all others are renders, and they should work. They don't change any texture technically, nor contains any textures/packages/stuff which is sent to the server.
Pretty nice DJ. You say that I'm wrong and then you explain why renderers won't affect MP with the same meaning like I did. :roll:
All I was trieng to say was:
Renderer won't affect textures etc. so there won't be a "Version missmatch". That's all.

And the link you've posted ... Dude .. take a look at the textures I've posted. They are NOT the same. I took the screens from there and the wall textures are WAY too different.
You gotta be kinda blind not to see that (even though I didn't see it either in the first place).
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Re: Deus Ex Direct3D10 Renderer

Post by ~][FGS][Nobody~ »

~DJ~ wrote:
~][FGS][Nobody~ wrote:The wall texture is definitely another one. :?
No, It's the same texture.
Even if the texture is the same.. the height map doesn't suit to the texture, nevertheless!
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Re: Deus Ex Direct3D10 Renderer

Post by ~DJ~ »

Oh, I mis-understood you lawl :$

Yeah, you'll need detail-texture for that heightmapping or stuff known as "POM"

BUT it's not impossible at MP.
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Re: Deus Ex Direct3D10 Renderer

Post by ~][FGS][Nobody~ »

Of course it's not if you need another texture. :o
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Re: Deus Ex Direct3D10 Renderer

Post by ~DJ~ »

Yep, you can always use CoreTexDetail instead. :$
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Re: Deus Ex Direct3D10 Renderer

Post by [FGS]Hawk »

All renderers work with DXMP. (Tested GlideDrv [Glide emu ftw... the texture filtering makes me jizz in my pants], D3D9 + EBNSeries, D3D10)

Replacing textures, etc. with new ones won't work without causing version mismatches. It would work in MP if you would recompile the map, but that would cause conflicts with users of other versions of that map.
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Re: Deus Ex Direct3D10 Renderer

Post by anihex »

You could replace old textures with new ones, rename and compile the maps. This way there wouldn't be any version missmatch. But honestly ... Is it worth to do this?
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Re: Deus Ex Direct3D10 Renderer

Post by Kothar »

don't renderers just read the texture file differently and display it in a different way? i don't really know how it works but if that is the case then it would work in MP without a mismatch, except it may create more lag on the server.
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Re: Deus Ex Direct3D10 Renderer

Post by synthetic »

Lol I remember chin hosting maps that had textures cut out and geometry limited, and here you are trying to make the map textures better :P
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Re: Deus Ex Direct3D10 Renderer

Post by Mastakilla »

Hidden wrote:Lol I remember chin hosting maps that had textures cut out and geometry limited, and here you are trying to make the map textures better :P
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