DXHR poll

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James
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DXHR poll

Post by James »

TheUnbeholden wrote:http://forums.eidosgames.com/showthread.php?t=117542

Deus Ex community is going to need you on this! If you'd like to help, you can spread the word on Deus Ex sites to rise the community from its slumber and bring them to the thread.
Not sure if this will be fruitful, but the EM staff do listen to us. x

Even if it isn't provided on release an SDK at some point is great for anyone.

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ShadowRunner
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Re: DXHR poll

Post by ShadowRunner »

OP has been on forums since Nov 2009, he should be aware of the other threads about SDK.

I kind of agree with Jerion on this one. Nice sentiment, but omg another SDK thread. Compare other Crystal D games. Bear in mind DXHR has not been released. IW is the current franchise latest release. There's no guarantee we will see SDK and there's more to sell and more story to fill in between 2027 and 2052 before we see an SDK I think.

What has definitely not been ruled out for release or soon after was DLC for mission building. I'm not saying there will be either.
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James
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Re: DXHR poll

Post by James »

Ahahahaha, DLC map editor, that will be a sight to see on forums.

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Re: DXHR poll

Post by ShadowRunner »

Haven't played much Xbox and think I only used mission builder once or twice ever. Just isn't the same as SDK and playing with a game's assets.

I did make a couple of posts in the thread though.
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chin.democ.
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Re: DXHR poll

Post by chin.democ. »

I wonder how the Unreal Ed ranks among other SDK's for ease of use?
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Re: DXHR poll

Post by James »

chin.democ. wrote:I wonder how the Unreal Ed ranks among other SDK's for ease of use?
Well UnrealED isn't the whole SDK is it?

Answering it being a level editor, it's one of the easiest. Valve's Hammer is notoriously bad/frustrating.

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Re: DXHR poll

Post by ShadowRunner »

I gave on HL's editor after 5 mins. Not that impossible, just looked very tedious.
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Re: DXHR poll

Post by Kuchcik »

It's not bad, it's just a different way of mapping. I find q3radiant way easier and faster to work with, but it took me a while to get used to it after using UEd for a long time.

The main difference is that in Hammer/Radiant you add to the void to make rooms (for example), and in UEd you substract from the "big black block" to make a room. Once you settle your mind around that and start thinking a little differently, it gets easier. The UI in Radiant, for example, is cluttered with a lot of buttons and shortcuts, but most of them aren't used often - basic stuff is done with the mouse by dragging vertexes and Space for brush duplication. It's similar in Hammer, I think, haven't done anything there as I'm not much of a Valve games fan.

Also it's easier to customize map effects/environments with the use of shaders, obviously, those aren't available in Unreal Engine 1.

Easiest FPS level editor would probably be the one in CryEngine2, in other words, Crysis and it's sandbox. Easy terrain generation along with building using pre-made meshes.
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