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[FGS]Shadowrunner
28th Nov 2010, 17:54
This is not a hoax and it goes to show how serious Eidos Community Managers are about Deus Ex and it's fans.

I represent a multiplayer editing group which has existed for over five years in Deus Ex Multiplayer. (DXMP or DX1). We are truly impressed and proud of what EM has achieved by creating something that is clearly going to be awesome and a true Deus Ex experience, but as you know Multiplayer won't be released immediately and SDK is looking much less likely, while DXMP is breaking world records in longevity as an action RPG online.

We recently wrote to the Marketing Director Sebastian Bisch and proposed a fan-based project, in which DX1, DX2 and DX3 players will be able to interact online in various multiplayer servers and forums, by us using the Deus Ex SDK to recreate as much as possible of the world seen in Human Revolution, including multiplayer maps, weapons and augs. Bear in mind augmentations like speed, vision, run silent and cloaking already exist, as do some of the weapons, we have already modded, for example the HK MP5. This is not intended as a serious contender for DX3MP, our working title is DXMP: HR or DXMP 2011. For that reason our prime objective is offering players of any title, a chance to experience multiplayer in a fun and exciting way. I asked Eidos to give some PR and some support to the project. Sebastian suggested I contact the community guys, but for some reason I had doubts of being taken seriously, since I work in the media, not in the games industry and was taking a long time to think on it.

However, Kyle Stallock, Eidos Community Manager wrote to me, introduced himself and informed me that if we go ahead with the project that they would lend their "full support" and that he couldn't say when exclusive assets would be available to the project, but that they would fight for it. Even so, as explained above, we should be able to achieve a substantial amount and offer something really truly exciting for everybody, whether they be a DX3 novice or a ten year old multiplayer. I should point out, there have been significant advances in DXMP since it was released, it is not a 56k game anymore and we are able to produce maps of greater detail, interaction and quality than the original single player maps, while anti-cheating and other advancements have come into play. Based on our expertise, we think that most people will be running around servers quoting the game's characters in a RPG way and making friends, swapping DX knowledge from both games, having fun rather than trying to use this as a career step in pro-gaming ( ;), although the project is compromised primarily of DXMP experts, so we are confident that gameplay can be excellent too. This is more for Deus Ex fans. We aim to be as low-maintenance to Eidos as possible, simply to get on with it, but having some textures, logos, signs, and resources help with weps and augs will speed the project into a certain success.

We have decided to strengthen our case and show we are not just a bunch of guys talking about this and have recruited 5 mappers, 1 modeller and 1 mediumweight coder to the project. We will prepare a sample level over the next few days and weeks and present this to Kyle, in order that he can fight further on our behalf. Time is very limited for us, if the game is released in February, we want to be looking at no later than April, in order to bring maximum numbers of players to this multiplayer experience. We have one member of the team also, who has visited Eidos in Canada and is expert in both titles.

We have approached a few people already from this forums, who are Deus Ex officianados and we do have a basic team, however we are urgently seeking more Unreal/Deus Ex coders, animators, modellers, photoshop guys and people who are enthusiastic and people who could carve their own role in their project in other ways, such as administrators, testers, researchers. It really doesn't matter abour your level of ability as this is a team project which will be supported by Eidos and retired DXMP experts and your experience in this is equally important to us.

What we are looking for:

Unreal/Deus Ex coders - either in a consultative role or a hands-on role. The more people, the less work.
Perhaps a second modeller/animator.
Photoshop people. Urgently we require someone who can make a good Hive Bar logo for our sample map to Eidos.
Also anyone who is obsessed with Deus Ex and has studied the Hive Bar so far, a floorplan would be nice.
We will be seeking further help from Photoshop Wizards.
Administrators.
Experts/Researchers. - DXMP aspects will keep us busy, we need people who have in-depth knowledge of this forums and the forthcoming title.
We also will still look at applications from mappers or anyone else who feels they would make a contribution or want to help out, simply to be part of the project.

If this interests you, please voice your support either here, or apply to the project at our temporary base: http://www.deusexmultiplayer.freeforums.org in the DXMP: HR project section.
There are threads about this project in the usual places.
http://www.offtopicproductions.com - Editing section.
http://www.dxalpha.co.uk - Deus Ex > Multiplayer section
http://www.gravity-world.com - This is the home of FGS, the support/editing clan which is organising the project.

If this thread suddenly causes you to load Deus Ex again and connect online and you are having problems with your modern PC, either try the above forums, or try http://kentie.net/article/dxguide

Please don't be backwards about coming forwards, this project is too exciting not to get involved! Even if you are just a fan who loves making fan artwork, your fan artwork could be very valuable to us, or end up on a wall in the Hive Bar!

Thank you for reading.

ZakKa89
28th Nov 2010, 18:02
Sounds like a great idea but why use that old engine?

[FGS]Shadowrunner
28th Nov 2010, 18:10
1. That's where the expertise in Deus Ex online play is.
2. Business is about calculated risk. It's a low risk project to Eidos.
3. The ten year old engine is still being used.
4. I couldn't find my copy of the Crystal re-engineered SDK.

DXMP players don't play it for the graphics, and DX3 players won't be playing DXMP for the graphics either.

WildcatPhoenix
28th Nov 2010, 18:12
Sounds like a great idea but why use that old engine?

There are still quite a lot of mods in progress for "that old engine." Personally, I can't wait for Project 2027 to release (so I can drool enviously at their map design, then hope and pray to recruit some of their mappers/coders, lol!) And, of course, the Man in Black mod is still in progress...

/shameless plug

ZakKa89
28th Nov 2010, 18:13
Cool. I just tried joining some servers in deus ex (no idea it was still being played) but it kept saying version mismatch. I am really curious now becaue I have never played deus ex in multiplayer.

And don't get me wrong I am not saying there is anything wrong with using that engine I just finished deus ex a couple of days ago and still loved it.

[FGS]Shadowrunner
28th Nov 2010, 18:19
Don't worry Zakka, it is a very valid question, but the truth is Deus Ex is exceptional, online players enjoy it, because although it's a poor version of the single player game, it is still Deus Ex.


version mismatch

I am guessing you were trying to join DXMP_Cathedral map.

For some reason there is a version mismatch, which is the fault of Ion Storm. German, Italian, Spanish, US and UK versions of DX are slightly different. Some noob at Eidos ten years ago, forgot to rename one version.

All you need to do is remove the offending map from your map folder, and you will be able to join the server. If you catch me, say hello, I will be [FGS]Fedorova or [FGS]Neutron_Bum or Shadowrunner. (Yes there is a neutron bomb mod)

My favourites are FGS, THC servers, my least favourite are the two at the top of the list (in fact they contain porn)
and at the bottom of the list is a server popular with kids called ZXC. Welcome to godkilling and admin abuse.

Generally FGS, RTK and THC are currently the best servers. Ask other players and see what they say.

Grimesy
28th Nov 2010, 18:22
What engine would you have them use?
DX3 engine is not yet released and doesn't support MP (yet)
DX2 engine has a very bad rep amongst DX fans
and you cannot expect players to buy an unrelated game just to play DXMP...
Therefore DX remaines

ZakKa89
28th Nov 2010, 18:38
Yeah I understand now. I was thinking of the source engine but I understand that is near impossible to do.

I found out why I can't join any games. It's because of my newvision texture package.

[FGS]Shadowrunner
28th Nov 2010, 18:40
Thanks that is incredibly useful to us.

How did you find that out?

ZakKa89
28th Nov 2010, 18:43
Because the error ingame was referring to my textures. I will try it with the old textures now.

ZakKa89
28th Nov 2010, 18:46
Yes it worked!

[FGS]Shadowrunner
28th Nov 2010, 18:52
We've contacted the NV people and asked what is the best solution for players who want to play both.

Most players don't know how to deal with Version Mismatch, so this is something we will address in our project as well, in any guides or public info that is being prepared.

You've saved a lot of headache by letting us know. We really want Deus Ex 3 players to be able to interact as well...

ZakKa89
28th Nov 2010, 19:01
I am glad I could have been of help :D. The solution is ofcourse to always make sure to have a backup of the original textures.

WildcatPhoenix
28th Nov 2010, 19:12
I am glad I could have been of help :D. The solution is ofcourse to always make sure to have a backup of the original textures.

Oh man, did I learn that the hard way a few years ago.... *shudder*

Dead-Eye
28th Nov 2010, 19:16
I liked DX multiplayer to some extent, but the engine has so many oddities. Like how you can still kill the person right in front of you after they already killed you. That's annoying. And the physics engine and character animations are less then ideal for a multiplayer game.

Hopefully, EM will give us an SDK and multiplayer patch for DX3. Crossing my fingers. Come on EM, don't you want the brownie points?

ZakKa89
28th Nov 2010, 19:25
I liked DX multiplayer to some extent, but the engine has so many oddities. Like how you can still kill the person right in front of you after they already killed you. That's annoying. And the physics engine and character animations are less then ideal for a multiplayer game.

Hopefully, EM will give us an SDK and multiplayer patch for DX3. Crossing my fingers. Come on EM, don't you want the brownie points?

They said that it is a possibilty to release multiplayer dlc so I also really hope to see that. If they balance it right it could be huge. Maybe even a stand-alone dlc?

[FGS]Shadowrunner
28th Nov 2010, 20:49
Seems I was the only person who didnt know about New Vision mismatch lol...

Killing a player when you are dead. It rarely happens and most people find it realistic. If you are emptying a clip into someone with your finger on the trigger, the inevitable would happen. Most players attribute this to lag anyway.
But definitely it is not an ideal engine of course.

Also some aspects of single player are extremely difficult to bring into DXMP.

I think Eidos already said there will be some online content, but not immediately, just those in the know seem to rule out SDK, which is a shame, but understandable.

I am curious to know if the http://www.sarifindustries.com site and others, will be actually part of the game, it will load a browser, or it's just separate viral marketing.

ZakKa89
28th Nov 2010, 21:06
Holy ****! never seen that website before!

About killing and ketting killed at the same time: this happens in most multiplayer games.

[FGS]Shadowrunner
28th Nov 2010, 21:19
It says in another thread that Square Enix have registered around 300 sites like this.
I wondered if they are actually part of the game, or just viral marketing.

Well, the project is gathering momentum, we have around 10 people now, but still lack an experienced MP coder, we may have to pull people off other projects if we can't find a spare coder with good MP skills.

DLC would make sense. I think there would still be plenty of room for our project though.

Kodaemon
28th Nov 2010, 21:26
Why not do this in Unrealengine 3?

1. It's a modern engine but should still feel familiar enough to work in, being a newer version of the same tech used for DX.
2. The source code got released, so you could actually make your project a free standalone game.

Fox89
28th Nov 2010, 21:31
All the functionality needed will already be in place with the DX SDK though. Trying to do it in the UDK would involve recreating the gameplay of DX in a completely different engine, and other then the graphical capabilities going up a bit there's no real advantage to it.

ZakKa89
28th Nov 2010, 21:37
Shadowrunner;1530105']It says in another thread that Square Enix have registered around 300 sites like this.
I wondered if they are actually part of the game, or just viral marketing.




Link to that thread please?

Kodaemon
28th Nov 2010, 21:43
no real advantage to it.

Free. Standalone. Game.


Shadowrunner']It says in another thread that Square Enix have registered around 300 sites like this.

That was about fictional companies, as in logos that appear on weapons, in-game ads etc, not websites.

cartridge
28th Nov 2010, 21:55
I'm a 2D artist and working on a JC Denton concept, but am waiting for the official DX3 multiplayer. It's a complete refresh of Denton and can only be fully realized in the new engine.

Kodaemon
28th Nov 2010, 21:58
There's no such thing as official DX3 multiplayer. The game has been repeatedly stated to be singleplayer only.

cartridge
28th Nov 2010, 22:01
I know that. I guess when Shadowrunner said "This is not intended as a serious contender for DX3MP" I assumed he knew something we didn't. No matter. It will be a mod, nonetheless.

Kodaemon
28th Nov 2010, 22:03
No, he's just a DXMP fanatic who refuses to believe DX3 won't have multi.

cartridge
28th Nov 2010, 22:05
LOL. Whatever the case, the concept I'm working on will need the new engine.

Lady_Of_The_Vine
28th Nov 2010, 22:48
Shadowrunner;1530087']
I am curious to know if the http://www.sarifindustries.com site and others, will be actually part of the game, it will load a browser, or it's just separate viral marketing.

Wow. I like that site! :cool:

Fab thread, good luck with this venture.

Dead-Eye
28th Nov 2010, 22:57
Holy ****! never seen that website before!
Actually that site was mentioned before. But at the time, all it had was a logo. Looks like it got some upgrades.


About killing and ketting killed at the same time: this happens in most multiplayer games.

Yes but not quit as much as it did in DX, as I seem to remember. The thing that was the problem in DX multiplayer is that there is a bug where if you keep on hitting the fire button after you died the character will fire one more shot because the engine doesn't register the player as dead until after the death animation has completed. I could see why it could be blamed on lagg but I know it's an actual bug in Deus Ex itself because I used it to kill one of the NSF that had killed me on liberty island.



2. The source code got released, so you could actually make your project a free standalone game.

You mean the UDK got released. The Unreal source code has never been open source, unless something changed, it never will be.



no real advantage to it.Free. Standalone. Game.

Also, you know, physics that don't suck.

Kodaemon
28th Nov 2010, 23:13
Ah, my mistake. In any case, it's enough to work with.

Rindill the Red
29th Nov 2010, 00:23
I'd rather see a Deus Ex 1 port using Unreal Engine 3. Almost everything exactly the same 'cept new graphics and animations and some gameplay tweaks and an expanded universe.

ZakKa89
29th Nov 2010, 00:40
Actually that site was mentioned before. But at the time, all it had was a logo. Looks like it got some upgrades.


We need to check that site daily then for updates :D

WildcatPhoenix
29th Nov 2010, 01:13
I'd rather see a Deus Ex 1 port using Unreal Engine 3. Almost everything exactly the same 'cept new graphics and animations and some gameplay tweaks and an expanded universe.

There was a mod called Deus Ex: Reborn aiming to reproduce Deus Ex for Unreal Tournament, but alas, development seems to have lapsed.

[FGS]Shadowrunner
29th Nov 2010, 04:19
OK I will try to answer all questions.

@ Kodaemon

Since it is a ten year franchise, this is just an initial project, something I can guarantee completion of. I think someone should/could do it, if Eidos aren't already planning it, but I'm not your guy for a port of a single player game with multi-function. It would drive me insane I think in fact. My girlfriend would leave me too :D

Deus Ex: Reborn is a port of DX1 to UT2k4. However the German led team ran into personal difficulties, including serious health issues and the project remains unreleased. As a noob mapper I applied to work on it in 2007. Last activity known was around 2007 also. Human Revolution is the future of Deus Ex at the moment, and using any other engine for multiplay, besides the DX SDK doesn't make sense. However, if Eidos were to invite the best ten DXMP editors to mess around with Crystal then I'm sure we would invade Canada tomorrow, which could be pointless, our expertise is in Deus Ex 1 and SDK and DXMP.

When I proposed this project I didn't realize how much of DX3 is already in existence in DX1, at least several augs, several weapons and we have plenty of Chinese and North American textures. Using DX1 SDK speeds things up and guarantees you will see a result. A million people bought DX1, hordes will come out of the woodwork and facebook chatrooms to try this new experience. That is really why we are using the DX SDK engine.

@Cartridge
Besides once getting drunk in Wimbledon with Eidos guys at a party, I have no special contact with Eidos whatsoever, besides some extremely good career advice from Rene Valen. I just have studied Deus Ex and have marketing experience in real life. I also studied film at University. I wrote my letter to Sebastian BEFORE SE's announcement of a ten year franchise and I created the Facebook group "Deus Ex Multiplayer" on the same day that 3 other people tried to as well, obviously a lot of people had been thinking the same thing. Eidos UK might know me as a magazine photographer in the UK, but as far as I know, they had nothing to do with Kyle's support.

I have absolutely no idea if SDK will be released or not. Multiplayer DLC would be released first I read. You gamers would have a better idea than me. Either way at the end of the "ten year franchise" you will have players who have been playing single or multi for twenty years, smashing any gaming records. Releasing Crystal SDK wouldn't kill DXMP, but releasing it in 2011 wouldn't make any sense either, hence our project brings both fan bases together while the iron is hot. In future if there is an SDK, I'm sure someone will port DX1 and DX2 to it, but again that won't be me. I'm more interested in future titles, movies and mods of DX3 or DXMP and DX1.

@ Zakka
It's the viral marketing thread: http://forums.eidosgames.com/showthread.php?t=112877

Update:
Thx for your comment My Immortal :)
Well this thread has had a good response so far, I'm already receiving fan-made artwork in my inbox.
Thanks to all. We have a modeller and a coder, but we still are looking for a coder with MP experience who isn't busy.

K^2
29th Nov 2010, 05:52
Shadowrunner;1530021']1. That's where the expertise in Deus Ex online play is.
2. Business is about calculated risk. It's a low risk project to Eidos.
3. The ten year old engine is still being used.
4. I couldn't find my copy of the Crystal re-engineered SDK.

DXMP players don't play it for the graphics, and DX3 players won't be playing DXMP for the graphics either.
Why not use Unreal 3 engine? It'd be familiar to the DX modding community, provide you with an ability to add all the augs available for HR, get graphics up to modern standards, and make the game free for anyone.

Modding original would be nearly as much work as working with Unreal 3, and you'd be severely cutting your audience.


You mean the UDK got released. The Unreal source code has never been open source, unless something changed, it never will be.
UDK is basically a free version of Unreal 3 engine that you can do whatever you want with. For the purposes of this discussion, it's the same thing.

[FGS]Shadowrunner
29th Nov 2010, 06:05
It'd be familiar to the DX modding community

How similar to DX SDK is it?
Because it is not familiar at all to any multiplayer modding experts in DXMP, as far as I know no-one in DXMP uses it.
Also, how would it enable augs to be made?

You are the second or third person to say this, so I am taking an interest.

And how do I load my Deus Ex 1 CD and then play something I made in Unreal 3, don't quite understand.

I take it you are saying there are far more Unreal 3 players than Deus Ex players?

K^2
29th Nov 2010, 06:33
You wouldn't need Unreal Tournament 3, or any other Unreal game. It'd be a stand-alone game built on Unreal 3 engine.

Level editing tools should be very similar. So should scripting.

You'd have full access to the source, or at least enough of it to do everything you need, so you'd be able to code the weapons and augs you want directly.

Fox89
29th Nov 2010, 11:15
Modding original would be nearly as much work as working with Unreal 3

How do you figure that? Unreal plays in a completely different way to DX by default. There is no aug system built in, there's no functionality to pick up and move around items, no lockpicking or hacking, no inventory management. I've not played DXMP so maybe some of these elements are removed, but making a standalone game in the UDK sounds a lot more complicated than just making some new levels and (if possible) adding some augs in the DX SDK.

[FGS]Shadowrunner
29th Nov 2010, 11:57
I've not played DXMP so maybe some of these elements are removed
MP was an afterthought and very rushed, I guess EM won't have made the same mistake if there is MP in the pipeline. Many elements are removed and can only be re-introduced with new gametypes, player classes or other major jobs. Having said that, DXMP editors have been slowly re-adding that functionality over the years or introducing new functions to compensate. Tranquilization has never been done in DXMP, instead the player is hit, and his health begins to reduce unless he can find a medkit within about 15 seconds, once he's down, he's down and needs to respawn and it counts as a kill. Originally datacubes, books etc were empty in MP, but that is fairly simple stuff. It's more if you said to me, "please I want to see the player wobble when I riot prod him. "

What Fox says is more true than we realized until this morning. The only augmentations that will require substantial work are Typhoon, Blades and Icarus, the rest seem as if they will be the same aug, or the same aug working in a different way or several ways. For example radar transparency in DX 1 can suffice as a basis for the security evasion aug in DX3. We take defence aug to be something similar to ballistic or possibly aggressive defence system aug. We would just need to dumb it down to fit the gameplay, same thing for regeneration or energy boost aug, it's just reverse engineering the coding of the original aug most likely and dumbing it down so it doesnt dominate. (as you can tell coding is Greek to me, I make visuals). We have the option to cheat as well and make Typhoon and Blades weapons rather than augs. Icarus is basically very simple, but might only work in certain servers depending on gamesettings, otherwise the "aggressive" option of ILS might be a suicidal option for the player or his team etc. Some other augs are irrelevant to multiplayer perhaps, the social aug, the map aug are things which would come later in a more comprehensive mod with UI changes etc.

The same with the weapons. The hardest weapon will be the PEPS, in fact impossible without a lot of work. We may make two versions, an early one, which works like a tranq, and a later one, with new player classes and skins, where a hit will cause a temporary unconsciousness and "feigndeath", an existing player state. Otherwise its just a lot of animation and modelling work, that's all.

As for maps, I haven't seen anything yet not possible, although I am guessing the 5-sided tables of the Hive are going to torture the SDK and the poor mapper who has to defy mathematics and the powers of 2.

One of our coders has already started on PEPS, so we will see how he gets on. As for the hacking solution, I haven't had any feedback from coders yet, but in my noob opinion it could be done in several ways, to modify existing hacking to have more paths, or to use a mini-keypad game, or to use a whole new infolink or mini-window system, which I think is possible. In the past though menu screens have proven difficult, but it's never been tried actually in game. Something like CS though would be possible, using a keyboard to respond to choices shown on the screen. Some things like this could even be a simple mutator of the infolink system.

K^2
29th Nov 2010, 11:58
How do you figure that? Unreal plays in a completely different way to DX by default. There is no aug system built in, there's no functionality to pick up and move around items, no lockpicking or hacking, no inventory management. I've not played DXMP so maybe some of these elements are removed, but making a standalone game in the UDK sounds a lot more complicated than just making some new levels and (if possible) adding some augs in the DX SDK.
These are little things that are easy enough to do once you have an engine. They are time-consuming, of course, but not by any means difficult. Running aug, for example, can be summarized by adding condition - if installed, speed is augmented speed, if not, it's the default speed. Most of the DX augs would be done just like that. HR augs are a bit more complex, but you'd have to write them from scratch anyways.

Similar story with hacking. If you use DX hacking, the most challenging part is displaying the progress bar. If you use HR hacking, work from scratch either way.

Carrying things around, depends on how much work you want to put into it. If you go for DX approach, test object's mass, then attach it to character's position. If that sounds simple, that's because it is. If you want to be able to pull a guard by his hand out of sight, that's a bit more complicated.

Deus Ex was an extremely simple game on the tech level. All of its complexity lay in the design. With that problem solved, replicating it on a ready engine is very easy. Again, would take some time to get all of these details in, but it'd be a time well spent. And it's not like mappers will be done over night, either.

And, of course, the main reason for going this route is because if you want to go above and beyond what DX did, with customized engine, you can. You can add new augs, new weapons, new items. No problem. With DX engine, one way or another, you have to hack these things in. And that's always a pain.

Fox89
29th Nov 2010, 13:39
if installed, speed is augmented speed, if not, it's the default speed.

And how does the game know if the aug is installed? Unreal has no concept of such things. You'd need to build some kind of inventory system for augs so that you can assign them, the game then needs to know the effects of each one when running. Are they passive or active? When running energy needs to deplete and then when the energy is gone it needs to partially recharge. This is no small task in itself, and let's not forget that at the same time you're building these systems and interfaces and so on, you're also trying to change the fundamental gameplay. Movement speeds, crouch heights, the changing aim reticule as you remain stationary for a while, creating a 'tetris' inventory. You need to make mines stick to walls when within a certain distance.

I'm not saying it's impossible, and maybe in the long run it's worth the additional effort but you must admit it's a heck of a lot more work than if they just did it in the DX SDK, where many of the systems are already in place.

K^2
29th Nov 2010, 14:43
class BaseAugmentation {...

If they want to make DX MP with models ripped from HR, they can go right ahead, but it'd be a waste of everyone's time. If they want to make an MP game that plays like HR, they'll have to do some work regardless of which platform they start with. If they take Unreal 3 engine as their starting point, they can still use their mappers' skills, while getting good graphics and physics gratis.

[FGS]Shadowrunner
29th Nov 2010, 15:23
Our intention is to bring some of the DX3 story to DXMP, not to bring MP to DX3 the game. That would need to be done by Eidos in the future, or people like yourselves.

Also one of the ideas mentioned to EM was that any kind of anniversary set, limited edition or compilation set could contain DX1 with the files people need to configure modern systems and files which would ease the download on the most popular servers, a range of MP maps from the earliest like DXMP_Skyline, to the latest being our Hive Bar!
I think even Warren Spector would possibly give it at least five minutes and pop by for a drink at the Hive Bar with the other players. With decent servers, 32 slot servers are possible without lag (the average rental server can handle about 16 slots before lag, 20 pushes it if there are lots of mods), so Eidos could have quite a party at DXMP_Hive_Bar ;) Even if they just help us promote DLC it will be the biggest thing to happen in DXMP since DX2 brought more players, besides a percentage of DX3 players will appreciate it and get more involved in DX1 too. A ten year franchise is looking to acquire fans and DXMP offers a chapter in the story with the fun of SDK too, if you want it.

The issue of augmentation doesn't require any great coding skill, except for three from scratch. We do have the absolute best coder in DXMP, a German guy known as Nobody, but he's at university and will only be consulting on problems. If the worst comes to the worst, the blades and aerial mines will be weapons and the ILS we will cheat very simply, there will only be a very few places where players could possibly jump from a great height and a simple solution would be modifying zones in certain places so the player is not injured. We have made very large multiplayer maps in the past and they don't work except in a fun or RPG or modded situation, so ILS could be a little irrelevant to MP, although we are still contemplating this aug and it would be fantastic to achieve it as an aug.

However, for physics and better graphics, I can appreciate Unreal 3 offers something, but I don't think it is a solution to DX3MP in the next six months. Could you put a timeframe on a team doing it from scratch? I think Eidos would look to a more recent engine? I don't know.