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Information zu Deus Ex (2000) |
| Eingetragen am 01.05.2025 07:41:45 von MortyreR45 |
| Zuletzt geändert am 01.05.2025 07:55:14 von MortyreR45 |
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Deus Ex PC Beta Version 1000f - 04.06.2000 / 1002f - 07.06.2000 / 1003f_OEM5 - 13.07.2000 Data Match, E3 Video Tape, PS2 Version Interview Warren Spector, PS2 Magazine UK |
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- DEUS EX -
Der deutsche OGDB Bericht zur PC BETA Version,
Eines der besten Videospiele für PC und (mit vielen Dank) einer alternativen PS2 Version, garantiert dieser Titel zusätzlich Gänsehaut bei der Prototype Version. Die Größe ist gigantisch bei diesem spektakulären dunklen Verschwörung Titel, der zu Recht viele Preise verdient hat. Sei es technisch, sei es die Story, das Spiel ist anders komplex und clever durchdacht und stellt alle anderen Shooter in den Schatten. Ein genauer Bericht für Unterschiede ist bereits in einer englischen Beta Datenbank und im englischen Wiki vorhanden.
I - PC Data Match Beta Build Version plus Unterschiede
II - PC Video E3 Tape (VHS)
III - PC Extra Data SDK
VI - PS2 Version, Warren Spector discusses Deux Ex PS2 gamespot.com 10/02/01
V - PS2 Version, Q&A Mike Orenich, Steve Powers, Matt Baer, Alex Duran, Warren Spector gamespot.com (in-complete delete)
VI - Playstation 2 Official Magazine UK September 2001 (OPS2 UK 011)
I - PC Data Match Beta Build Version plus Unterschiede ->
* Deus Ex Version 1002f
(Source Name = deus ex beta build 924 eidos inc english / 2000-06-07 microsoft windows v1.002f beta)
Größe als Image v1.002f beta = 698MB
MANIFEST.INI - Datum 07.06.2000
Product=Deus Ex
Language=int
Version=1002f
Unterschiede Version=1002f :
- Im Vergleich mit Version=1002f zu Version=1000f haben nicht alle Map Files die gleiche Größe und oder Datum, Abweichungen sind vorhanden.
* Deus Ex Version 1000f
(Source Name = deus ex beta build 925 eidos inc english / 2000-06-04 microsoft windows v1.00f beta)
Größe als Image v1.00f beta = 698MB
MANIFEST.INI - Datum 04.06.2000
Product=Deus Ex
Language=int
Version=1000f
Unterschiede Version=1000f :
- Im Vergleich mit Version=1002f zu Version=1000f haben nicht alle Map Files die gleiche Größe und oder Datum, Abweichungen sind vorhanden.
- Die meisten Unterschiede sind englische Story Scripte und werden nicht weiter erwähnt in diesem deutschen Bericht.
- Die Stealth Pistole hat die Optionen für Mods.
- Die Plasma Rifle hat alternative Effekte.
- Viele Fehler vorhanden, bei Items und Dead Bodys, Grenades, Debug Info bei wenig Health, viele unfertige Scripts, Voice Sampler sind fehlerhaft.
- Einige Dekos sind falsch platziert, so laufen einige Modele NoClip.
- Es fehlen einige Text Logs, Bücher usw.. .
- Einige Samplers haben Placeholder.
- Extra Script Events sind teilweise unfertig oder alternativ.
* Deus Ex Version 1003f_OEM5
(Source Name = deus ex 1.003f oem5 preview edition / 2000-07-13 microsoft windows v1.003f preview)
Größe als Image v1.003f preview = 364MB
MANIFEST.INI - Datum 13.07.2000
[Setup]
Product=Deus Ex Preview Edition
Language=int
Version=1003f_OEM5
Unterschiede Version=1003f_OEM5 :
- Nur Maps von NYC Anfang sind vorhanden, es fehlen alle Maps ab HON.
- Im Data Match haben die Maps die gleiche Größe und Datum zum Vergleich mit der Version=1002f. Aber die Namen der Data Maps sind unfertig in der Version=1002f.
- Map 99 End 1 ist vorhanden.
- Im Music Folder fehlen viele Tracks und nur der Anfang ist vorhanden. ABER, 2 Tracks zu Parisc sind vorhanden und haben einen Unterschied im Datum von 1 Monat und in der Größe, die Maps zu Parisc sind aber nicht vorhanden.
original NFO für Version 1.000f :
- The stealth pistol allows recoil weapon mods to be applied to it. This was likely changed as the stealth pistol has virtually no recoil.
- The plasma rifle plasma has a more detailed effect while flying, this was probably reduced as it was more taxing on systems at the time.
- Using a fire extinguisher does not automatically extinguish the player, the player must be hit by the halon gas to be extinguished.
- Changing levels does not automatically extinguish the player, going back to the level where you were on fire makes you continue to burn, with the fire effect displaced in the location where you changed level.
- Running out of energy mistakenly displays a debug message in the message log.
- Placing a grenade on a wall doesn't update the amount of grenades you have on your belt.
- Looting a body deletes the items they contain if the player doesn't have room to pick them up, losing them forever. In the final version, items are only deleted if you have a copy of the item in your inventory.
- The game counts the player as helping at Osgood and Sons Imports in Hell's Kitchen if no terrorists are conscious and there are at least three that were knocked out by the player or killed by NPCs, killing does not count. In the final version, the player is only counted as helping if three or more terrorists were killed by the player with non-explosive weapons.
- The UNATCO troopers outside the 'Ton Hotel are slightly broken, talking to the trooper on the right makes the left one talk.
- In the Battery Park subway, the male hostage always talks, if he is dead it is impossible to tell the female hostage to escape.
- The music browser in the legend menu is more crude, displaying file names for each track rather than neater names.
- Skills are sorted alphabetically, like in the E3 footage. In the final version this was changed to have weapon skills at the top.
- Chairs in Hong Kong have a slightly different sitpoint, causing NPC legs to clip through.
- Minor controls for volume and tremor were added to the dance music in the final version, it doesn't make a noticeable difference.
- When asking Harley Filben who Juan Lebedev buys off, JC's inflection is different, stressing "Who does he buy off?" this was changed in the final version to be more general.
- The "UNATCO and the Future" datacube has the text "[Document filtered per UNATCO Terror Monitoring Act 919-05 Sec. IV]" missing.
- Jock's infolink at the start of chapter 4 is different: "Your brother's hurt pretty bad. You'll find him at the apartment." vs the final "Your brother's hurt pretty bad. You'll find him at the apartment. If he can walk, get him to come with you. I can pick you guys up in Battery Park.". It is extremely likely that at one point you were meant to start in Battery Park, as other cut lines for UNATCO troopers exist in the final version, intended to be used at the dock and outside Castle Clinton.
- During the escape from the Liberty Island MJ12 lab, the conversation with Paul Denton is different, with a doctor talking and mentioning that he (the doctor) has arranged for escape from the island, using your own escape as a distraction. This was likely cut because the conversation is important and required for the player to progress, which could be prevented if the doctor was too far away.
- The Men in Black standing outside UNATCO Headquarters who tell the player about Walton Simons and his interrogations have a different voice, either a placeholder or without the MiB voice effect applied. One line is also different, with the final version being "The prisoners on Level 3 are a sensitive matter. Leave the interrogations to Mr. Simons. You are authorized to receive your orders from Joseph Manderley, after which you will return to the helipad." This build instead uses "Mr. Simons will conduct the interrogations, that will leave you free to get your orders and return immediately to the helipad." Both versions have the same subtitles, however.
- The Man in Black at Vandenberg Air Force Base does not have their voice effect applied, sounding like a normal person.
- The Infolinks at the Pasadena Ocean Lab don't have as much static applied to them.
- The Men in Black at the Hong Kong VersaLife facility and the cut MiB conversation at the Area 51 hangar have quieter voices.
- Two Woman in Black lines have no voice effect applied to them.
- Alexander Brandon is credited for the role as Jimmy in the final version, while the pre-release credits Kris Nevins, who is not mentioned in the final credits at all and is likely the brother of Will Nevins who voices other characters. Kimberli Daniels also has a typo in her name.
Wiki Unterschiede Version 1.000f :
An unreleased version dated Sunday, June 4th, 2000, 12:57:34 exists, with multiple changes compared to the first publicly released version, 1.002f, dated Wednesday, June 7th, 2000, 10:20:10.
Wiki Liste :
Alpha 1 - November 23, 1998 (completed)
Alpha 2 - April 8, 1999 (completed)
Alpha 2+ - May 7, 1999 (completed) Demo for E3 1999
Beta - c. May 6, 2000 (press demonstrations)
v1.000f - June 4, 2000 Unreleased version
v1.002f - June 7, 2000 First publicly released version
II - PC Video E3 Tape (VHS) ->
Source Name = e3 tape footage, dv 00121
Größe = 323MB
Laufzeit = 30 Minuten
* Bilder in der OGDB vorhanden.
III - PC Extra Data SDK ->
Source Name =
public_sdk 2000-09-21 v1.004f, nicht weiter erforderlich für diesen Bericht
public_sdk 2001-04-26 v1.112f, nicht weiter erforderlich für diesen Bericht
VI - PS2 Version, Warren Spector discusses Deux Ex PS2 gamespot.com 10/02/01 ->
- Die original Version ''soll'' weder PC noch PS2 sein, das Spiel selber steht im Developer Bereich im Mittelpunkt egal für welches System, die Developer wussten zu der Zeit noch nicht ob es sich gut verkaufen würde oder nicht, für weitere Port Versionen (PS2).
- Das HUD Interface und der PS2 Controller musste komplett überarbeitet werden.
- Die Polygon Counts bei allen Characters und Items wurden drastisch verbessert, obwohl die PS2 Technisch bei der Größe der Maps unterlegen war und eine Aufteilung notwendig war mit extra Loading Screen.
- Neue Intro Sequence und für alle Ending Videos.
- Neuer Theme Song für die PS2 Version.
original Source :
The PS2 version of Deux Ex is nearing completion. Ion Storm's Warren Spector discusses a variety of topics relating to the game.
Ion Storm's Warren Spector has provided an update on the development status of Deus Ex for the Sony PlayStation 2. Spector first addressed the general feeling among many that PC first-person shooters often don't work on console platforms, particularly when using a control scheme that is modified to fit the parameters of a controller, as opposed to a mouse and keyboard. "We knew we couldn't just use a console controller to emulate a mouse and keyboard," Spector said. "We knew we had to rework the interface completely, and that's just what we did- we ripped the PC interface right out and started from scratch. In the end, miraculously, the team was able to come up with an interface that didn't compromise any of the functionality of the PC version. When you play the PS2 version of Deus Ex, you'll find some dramatically streamlined interface screens. And you'll find controls designed specifically for the PS2 controller- controls that may even be more intuitive and easier than the PC controls. The new interface package looks like, works like, and plays like a console game because it is a console interface."
Aside from the control scheme, there are a variety of enhancements planned for the PS2 version of the game. In fact, the list of specific enhancements for the port is quite significant. According to Spector, the development team was able to increase the polygon counts on all the characters in the game and also in many of the environmental objects. In terms of presentation, brand-new cinematics were created for the game's intro sequence and all the endings. Additionally, a live orchestra was used to record a new theme song for the PS2 version of the game. "Deus Ex is up and running on a PS2, and we didn't have to make any significant compromises to make it work," Spector explained. "Not only did the team manage to bring over every location, every character, every line of dialogue, every character-development option, every conspiratorial plot twist, and every genre-bending play-style choice and problem-solving option, but we were also able to make some enhancements to the original game."
Spector wrapped up his update with a message to consumers interested in Deus Ex for the PlayStation 2. As with the PC original, Deux Ex on the PS2 combines a variety of genres- first-person shooter, stealth, adventure, and role-playing- into one comprehensive game. Adding further depth, much of the game's direction is left up to the player. "Deus Ex was, in a lot of ways, unlike any game anyone had ever played on a PC, and it's equally unlike any game anyone's played on a console," Spector said. "And that is an approach to gameplay that has nothing to do with platforms. It isn't a PC idea or a PlayStation 2 idea- it's simply a gameplay idea that we think will please players regardless of platform. And we made no compromises in bringing that idea to the PS2. None. Before we shipped the PC version, none of us knew how players would respond to such a radical new approach to gameplay. (Luckily, a lot of gamers gave us a big thumbs up!) Now, we're biting our fingernails, worrying about how a whole new audience will like it. We truly believe our approach to gameplay represents the future of gaming. Give the game a shot and tell us if we're right."
By Shahed Ahmed, GameSpot VG [POSTED: 10/02/01]
V - PS2 Version, Q&A Mike Orenich, Steve Powers, Matt Baer, Alex Duran, Warren Spector gamespot.com (in-complete delete) ->
* Hinweis, teilweise gelöscht, nicht mehr komplett vorhanden ! (Backup OGDB)
original Source :
The guys at Ion Storm brief us on the progress of Deus Ex's PS2
You'll be stuck finding a PC game that won more awards during its year of release than Deus Ex. The game combined the level of immersion that a first-person perspective allows with the mechanical depth of an RPG system to create a gameworld with levels of interactivity seldom seen before or after its release. Ion Storm, the studio responsible for the game, is hard at work on a sequel for a variety of platforms, and this is common knowledge. So is the fact that the original game is coming to the PS2. We have spent a bit of time with it and have indeed found it to be a more-than-effective translation of the modern PC classic. Still, we can't help but wonder what the recent delays have been about. What exactly is being squeezed in during these last few weeks? And will there be anything pertaining to the series' long-awaited next installment hidden in its depths? It's with these questions in mind that we decided to talk to Ion Storm. Special thanks to Mike Orenich, Steve Powers, Matt Baer, Alex Duran, and Warren Spector for taking the time to talk to us!
GameSpot: The game is right around the corner from going gold. How do you feel it holds up against what's currently being released for the PS2? Anything out there that you feel is similar to it?
Mike Orenich: There aren't many games out there like Deus Ex. The similarities between those games and Deus Ex are minor in a lot of ways. What we have here is a game that has a rich story, innovative gameplay, and the ability to truly interact with objects and characters in the world. Unlike some other games, Deus Ex actually gives you multiple solutions to the problems in the game. Your behavior and actions will affect the way that your boss, partners, and strangers react to you. You can play through the entire game like any way you like- sneak through the world using nonlethal tactics or be the judge and the jury! There are three possible endings too, so you decide the fate of the world.
GS: We noticed you guys snuck a couple of extra months of dev time into the game's schedule. Care to tell us what exactly you've been working on?
Alex Duran: There are always code optimization issues. [grins] Outside of rendering (with which I wasn't involved), our biggest optimization issues were reducing memory size, speeding up load times, and reducing the size of saved games. On a smaller scale, we also ended up moving a fair amount of Deus Ex 1 PC code out of UnrealScript and into C++ in order to improve frame rate.
MO: We were working on the little things that add polish to the game- decreasing the load times, adding new sound effects, touching up the interface art, reworking portions of some maps, and adding a few cool features (security camera controls, naming your character, etc.).
GS: We noticed that you've done quite a bit with some of the levels in the preview builds we've seen. Can you talk a bit about this?
Steve Powers: We refined the game and added a bit more color and flair to the situations and characters. Also, exploration will be fun for experienced DX fans since most of the maps were revisited and rearranged or streamlined.
MO: Almost every map has been retouched in the PS2 version. We did a lighting pass, a color balance pass, and redid a lot of textures, signs, etc. (made them high res). For example, the first map- Liberty Island- has been reworked to fit the situation. It looks and plays more like the NSF have actually assaulted the Statue. The secret area- NYC Underground- has been completely redone; people who saved Ford Schick in the PC version will have to face something new. Hong Kong has been improved and streamlined so that there is less going back and forth across the maps. Of course, we kept everything we liked- the last thing we wanted to do was rip out good gameplay.
GS: It's no secret that you're hard at work on Deus Ex 2 for numerous platforms. Any chance of seeing some of the sequel's content, or perhaps some sort of reference to it, in this game?
MO: There are not any direct references to Deus Ex 2 in this game, but the story does lend some insight into the Deus Ex world. We are looking at the development of Deus Ex in terms of the world within the game. I can't disclose too much information at this time, but let's just say that we are not taking the standard "episodic" approach to the Deus Ex world. The three different endings in Deus Ex PS2 hint at what is in store for the world as we know it...
GS: Any chance of the sequel coming to the PS2?
MO: This is still under consideration and yet to be determined.
GS: Switching gears, have you guys worked on the game's load times at all? Those were pretty long.
MO: Yes, the load times have been significantly reduced. In addition, the load screen for each map has its own unique screenshot. It's kind of like "intelligence information" that you receive before entering a new area, and sometimes it can even give you clues to what lies ahead. We have also streamlined some of the maps so that you don't have to load them repetitively. For instance, there is a "back door" out of La Guardia that was not present in the PC version, and this gives the player the option of going directly to the next objective. People can still retrace their steps in case they want to search for hidden gear.
Playstation 2 Official Magazine UK September 2001 (OPS2 UK 011) ->
Bilder in der OGDB vorhanden.
Diese Akte muss vernichtet werden, die Verschwörung dringt aus allen Poren bis zum Verrat ! Ende |
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| Deus Ex Title 1.000f |
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| Data Match Parisc |
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| Gameplay 1.000f |
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| Video E3 Tape 1 |
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| Video E3 Tape 2 |
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| Video E3 Tape 3 |
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| Video E3 Tape 4 |
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| Video E3 Tape 5 |
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| Video E3 Tape 6 |
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| Video E3 Tape 7 |
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| Video E3 Tape 8 |
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| Video E3 Tape 9 |
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| Warren Spector discusses Deux Ex PS2 |
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| Playstation 2 Official Magazine UK September 2001 Front |
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| Playstation 2 Official Magazine UK September 2001 a |
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| Playstation 2 Official Magazine UK September 2001 b |
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| Playstation 2 Official Magazine UK September 2001 c |
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| Playstation 2 Official Magazine UK September 2001 d |
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