Releases: onnoj/DeusExEchelonRenderer
Releases · onnoj/DeusExEchelonRenderer
v0.3.5
Various lighting fixes!
Compared to the OpenGL renderer:
https://onnoj.github.io/DeusExEchelonRendererPages/comparison/?setA=00_original&setB=08_v0.3.4-final-variousfixes2
Compared to the previous version:
https://onnoj.github.io/DeusExEchelonRendererPages/comparison/?setA=01_v0.3.2&setB=08_v0.3.4-final-variousfixes2
v0.3.4
Various lighting fixes
v0.3.3
Settled on att value 0.0035.
v0.3.2
- Fix various issues with the character's first-person body not rendering properly, especially in combination with held items/weapons and mirrors. Remember, you can turn this feature off in the .ini
- Fixed a number of issues with (held) item transformations. The issue where the enemy weapon disappears while firing, however, still occurs.
v0.3.1
Fixed various bugs triggered by aggressive resolution switching: * If RTX remix reports that there are fullscreen modes available, fallback to windowed, previously there was a crash. * Fixed issue where FDynamicSprite hijack was not restored properly, leading to a hang. * Resolution list was not implemented, so users not using Deus Exe were unable to select a resolution.
v0.3.0
JC is no longer a vampire! He now shows up in reflections and casts a shadow.
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This behavior can be toggled off in the DeusExEchelonRenderer.ini file
Full Changelog: v0.2.6...v0.3.0
v0.2.6
What's Changed
- gouraud shading by @MamiyaOtaru in #17
New Contributors
- @MamiyaOtaru made their first contribution in #17
Full Changelog: v0.2.5...v0.2.6
v0.2.5
Trying to approach Deus Ex's original lighting falloff.
v0.2.4
The renderer can now 'instance' specific textures based on how they'r… …e used. ie, translucent surfaces and mirror surfaces using the same texture now emit their own variant of the texture. This allows modders to modify the properties of a mirror versus a glass window pane, without affecting the other.
v0.2.3
Fixed some lighting issues; the lighting should now be much closer to the original.
You may want to reset the game's brightness back to its default!
Technical notes:
- Attenuation fields were not set properly on the D3DLIGHT9 structure, were 0.0f/0.0f/0.0f which is incorrect for non-directional lights. Has been set to 1.0f/0.0f/0.0f.
- More importantly, discolights are moving again.