This game has unused animations.
This game has a prototype article
This game has a prerelease article
Deus Ex is the epic story of a sunglasses-at-night guy who drinks soda he found in back alleys, gibs little Chinese boys with rocket launchers, lets gangbangers murder a man's daughter then says to him "What a shame.", and discovers A BOMB in a helicopter.
- 1 Subpages
- 2 Debug Menu
- 3 Gameplay Oddities
- 4 Unused Level Remnants
- 5 Developer Mistakes
- 6 Map Oddities
- 7 Unused Textures
- 7.1 DeusExDeco.u
- 7.2 DeusExItems.u
- 7.3 DeusExUI.u
- 7.4 Airfield.utx
- 7.5 Area51Textures.utx
- 7.6 Catacombs.utx
- 7.7 Cmd_tunnels.utx
- 7.8 CoreTexBrick.utx
- 7.9 CoreTexCeramic.utx
- 7.10 CoreTexConcrete.utx
- 7.11 CoreTexFoliage.utx
- 7.12 CoreTexMisc.utx
- 7.13 CoreTexSky.utx
- 7.14 CoreTexStucco.utx
- 7.15 CoreTexTiles.utx
- 7.16 Dockyard.utx
- 7.17 Hangar18.utx
- 7.18 HK_Decorations.utx
- 7.19 HK_Helibase.utx
- 7.20 HK_MJ12Lab.utx
- 7.21 HK_Signs.utx
- 7.22 HK_VersaLife.utx
- 7.23 InfoPortraits.utx
- 7.24 Mobile_Camp.utx
- 7.25 MolePeople.utx
- 7.26 Moon.utx
- 7.27 NewYorkCity.utx
- 7.28 NYCBar.utx
- 7.29 OceanLab.utx
- 7.30 Paris.utx
- 7.31 Rocket.utx
- 7.32 TITAN.utx
- 7.33 UNATCO.utx
- 8 Unused Menus
- 9 Unused Enemies
- 10 Unused Animations
- 11 Unused Models
- 12 Cut Features
- 13 Weapons and Items
- 14 Hidden Text Within Music Files
- 15 Unused PowerVR Support
- 16 Macintosh Graphics
- 17 Version Differences
- 18 Regional Differences
| Unused Audio|
Unused conversations mostly.
Once you've enabled cheats by adding -hax0r to the command line arguments, enter the console command "legend" to open up an in-game debug menu. The dump system can be enabled by adding the following lines to User.ini, with Name being whatever you like.
- Load Map - Load any map in the game. The "travel" option is whether the current flags, inventory, skills, etc. should be kept, and if the map should be loaded how it was left.
- Edit Flags - Allows you to view and edit any and all event flags set by the game.
- Add Dump - Creates a dump containing the level, user's name, game version, player location and view. Can later be loaded with 'View Dumps'.
- View Dumps - Allows you to load one of the previously created dumps.
- Invoke Con - Sets the flags necessary for specific conversations to play.
- Show Class - Allows data on specific objects to be viewed, enter a class name at the top (like "PaulDenton") then use the checkboxes to toggle data to display.
- View Quotes - Launches a secret credits-style scroll sequence (normally accessed by typing "quotes" during the credits) featuring various quotes from throughout development. Yay!
- Play Music - Allows you to listen to all the music in the game, along with all their variations (action, conversation, death, etc.).
While the idea would be implemented in the sequel, it was here since the beginning – the titling of the player model as JCDentonMale, the choice of the gender-neutral name JC, and the fact that your gender is rarely referred to (e.g., guards saying "Did you see that? Looked like a guy in a baggy coat." when you're spotted).
After you save Ford, he says he'll return to the Smuggler's Lair...but never actually does. This is because the flag that gets set when you rescue him is (mistakenly?) set to expire at the end of Mission 3 (the hangar mission). If you go to the lair during Mission 8 and use the command "Summon FordSchick", however, he will appear.
Ford has a set of complete and recorded conversations thanking the player and offering advice on what to do, complete with offering the character aug upgrades.
If cheats are enabled, you can type "thereisnospoon" to enable matrix mode, "quotes" for a hidden developer quotes screen, and "danceparty" for the secret fourth "ending."
- Image01_GunFireSensor has the prefix of 01, suggesting it was at one point meant for Liberty Island, however it's used in 06, Hong Kong, instead.
- Image02_BobPage_ManOfYear has the prefix of 02, but is only found in 03, 04, and 09.
- Image01_TerroristCommander still mentions "Hair: None", due to his old model being bald.
Unused Level Remnants
A "White House" level was scrapped early in development, but contrary to speculation was not due to government intervention. Rather, it was deleted because "a few thousand little square rooms would be really boring".
Some of the furniture models were completed, and can be summoned (prefix "WH"). Also completed were high-detail models of the President and his wife, who in the final game appear in the opening video for two seconds at a distance.
WHChairPink also has 6 separate textures for its seat and its back, so this may not be how they were intended to appear.
Secret Service Agents
There was also supposed to be Secret Service agents that would patrol the cut White House level. Their textures ended up being re-colored and used for the MiB agents instead. The actor can still be spawned in world with the class SecretService.
At some point during the Deus Ex development, there was a mission in which JC Denton would have been asked to travel to the moon to confront a rogue, malevolent AI named Ada, but much like the scrapped White House and Texas Border missions, the moon level never made it into the final game. However, some of the textures for the moon base are still present within Moon.utx.
On the 2nd visit to UNATCO there is a safe hidden behind Manderley's bookshelf with no way to access it. The safe contains a recoil weapon mod and was probably made unusable as it would be unrealistic to steal in front of your boss.
Mission 08 still has references to a character called Thomas Dieter, telling him to appear if Harley Filben is dead. If he was talked to then Stanton Dowd would appear, like if you talked to Filben. In the final version, Filben can't die, and there are no other references to Dieter in the code.
The intro shown in the final game seems to use sections of earlier versions of other maps, namely Liberty Island (First Visit), Free Clinic, MJ12 Prison, Versalife, Paris Start, Area 51 - Page. Each one has changes shown belowː
- Near the top of the statue, instead of two flares and a PS20, a lockpick is found instead.
- The wires on the doors at the Free Clinic are opaque instead of transparent.
- The corners of the main room at the clinic have bigger tiles than in the final.
- The keypad to the medical bots has the default code of 1234.
The MJ12 lab area is quite different:
- The large desk is in the open with the greasels, the area behind the large wall behind it is small and holds the remaining decorations from the final level.
- The augmentation canister is in the open on the desk instead of being held in a container, no reference to this container exists on the computer either.
- The container with the medkit in it is missing.
- There is no medical bot.
- The security camera is on the right side wall instead of being in the centre at ground level.
- The tranquilizer darts on the wooden table are replaced with a gas grenade.
- The datacube containing the image of Walton Simons is missing.
- The datacube normally located in the top right cabinet drawer is placed on the MiB's table.
- The datacube in the lower right cabinet drawer has no text assigned to it.
- The multitool is the top left cabinet drawer is missing.
- The underground vent system is missing, however one vent to the underground greasel is still here.
- There is no door separating the greasels from the MiB's desk, leaving just a large hole.
- The alarm panel on the wall on the greasel's side is on the other side and breaking the windows sets off no alarms.
- The scientists have no base voice set, both the male scientists have the conversation "scientistmaleconsulting" set, but in the final one uses "Scientist" and the other uses "ScientistConsulting".
- Both versions have an unused patrol called "MoreauAtButton", Dr Moreau is ordered to wander after talking to you. In the Intro version this patrol point is placed beside the greasel release button though.
- The hand statue at Versalife has a staircase on the back of it.
- One of the buildings in the Paris segment is entirely gray instead of white with a brown strip.
- Many buildings also have a gray texture instead of a white base.
- Many buildings and walls around the edge of the Paris segment are missing, giving direct view to the skybox at ground level.
- A dome can be seen on one building that is removed in the final.
- The catacombs building has a gray lower half, but in the final all the bricks are the same color.
- A car is crashed into the lion statue, but not in the final.
- The control panel at the Area 51 section is more crude with a slightly different design and misaligned textures while the final version has a simple keyboard with a strip light on it.
- The door you enter the room from has a keypad on the side you exit with the code 6623, in the final this is just a switch.
Newspaper in JC Denton's Office
There is a newspaper in JC Denton's office the first time you go into UNATCO. Unfortunately, it can never be read in normal gameplay without noclip as opening the door destroys it. The paper reads:
French Connection Found in Rubble APR -- New York Recently released evidence from last year's bombing of the Statue of Liberty supports growing rumors that link the incident with the French terrorist group "Silhouette." Already members of Congress are calling for immediate cessation of diplomatic relations between the United States and France unless the responsible parties are brought to justice. "Rash accusations will not reverse the damage that has already been done," said UNATCO Director Joseph Manderley. "Both France and the U.S. subscribe to the UNATCO charter and we are committed to the full and ongoing investigation of this horrible crime." An anonymous e-mail received from an individual purporting to be the Silhouette "Minister of True Lies" denies all responsibility. "For that, you must go to the center of the maze," the e-mail said in part.
OceanLab Medical Bot
In the OceanLab labs there is a medical bot in one of the flooded compartments, only problem is that going to the area that contains the key to the room usually loads the medical bot, which makes it drown before you can use it.
In the 747 hangar there is a warp to the stowage area of the 747 hidden off the map behind the rudder of the 747. In game this isn't used as the loading ramp of the 747 closes as you approach it and the warp has been moved. This may have been due to been able to skip Paul's conversation by going inside this way. There is no warp to the hangar from this location on the 747.
On Liberty Island there are objects outside the playable area when returning.
On the first return:
- The gas grenades on the statue are replaced with LAMs.
- A barrel is added beside the one that is missing, possibly showing an old layout for the area.
On the second return:
- A crate with a lockpick inside exists on the statue.
On the third, final, return:
- The camera on the exterior of the statue is higher and further away from the wall, being held by a metal brush.
- There is an alarm high up beside it which makes it useless as it is too high for enemies to use.
- The camera and alarm both have 25% strength instead of the camera in the first level's strength of 10%, and the turret has a max range of 768 instead of 1400 in the first level, both different than the default of 512.
- There are more LAMs outside the statue, one on a wall and one beside it floating in mid air.
- The container containing a gas grenade normally now has 10mm ammo in it instead.
- The gas grenades placed on the walls normally are now all LAMs, instead of just two from the first return.
- The crate containing a lockpick besides the camera is still there from the first instance.
- There is one NSF thug on the island, carrying a pistol and a crowbar instead of a mini-crossbow and crowbar like the first level.
- A crate and two pigeons have been added outside UNATCO, seemingly for no reason.
The backside of all the buildings in Tonnochi Road are covered with one of the advertisement textures.
UNATCO Level 4 Hallway
On the first 3 visits to UNATCO, the hallway to the MJ12 lab on level 4 is present despite being completely inaccessible at this point. However, there is no warp to the MJ12 lab in the hallway.
Couches, chairs and flags have unused skins.
The Soda Can has three unused textures that bear the words: Zap!, Blast!, and B. There is also an unused "MontyBites" candy bar texture.
Three images go unused in game.
- Image04_UNATCONotice would appear during the Hell's Kitchen raid in chapter 4, but is completely unused.
- Image06_HK_MJ12Lab can be bought in the Old China Hand, Hong Kong, however since it has the same name as Image05_NYC_MJ12Lab ("MJ12 Lab Facility") the game mistakenly assumes it's a duplicate and doesn't add it to the datavault. As Image05_NYC_MJ12Lab is always given it's impossible to see Image06_HK_MJ12Lab in normal play.
- Image10_Paris_Metro mistakenly goes unused in the GotY version and would normally be found in the guard shack.
Additionally a splash screen that would be seen at the end of the demos is still found in the game.
A window texture for the cargo hold of the 747, a sign, and a road texture.
A texture for the top of Helios and a sign for "Groom Lake", a real salt flat located next to Area 51.
A map for the metro, windows, walls, and the skull wall texture, sans skulls.
A third hazard sign, only 1 and 2 are used.
Generic brick textures.
Roof tile texture.
Unused plant textures.
Misc textures. An A51 sign, vending machines, and a texture for one of the subways.
Old low quality NY skybox textures, the WTC texture is technically used as a placeholder for the Hong Kong skyboxes, but is always invisible in game.
A filing cabinet and a photograph of Nixon and Elvis?
Two versions of the same art.
While used, the top and bottom lines aren't.
The cp0x textures are duplicated in the Dockyard package and used for the crane.
Crude textures for elevators and an alley.
Floor and sand textures.
An infolink portrait exists for Sam Carter, but goes unused as he has no infolinks.
Non-animated version of a computer.
Unused textures from the cut moon level. The remaining ground textures are used in the Ocean Lab and the animated pipe is used in the ship.
Clothes lines, sandbags, test windows, and shooting range targets for the larger UNATCO training course.
Seemingly corrupt textures. The brick texture is a duplicate corrupted version of the one in the bricks package. Interestingly the pool light textures were changed from geometry to decoration based and from real-world BudLight to "Frigginbach".
Additional unused building numbers and a texture for the front doors of the chateau, which just uses generic textures.
Cut animated texture, while there are three seemingly identical versions, they each have minor differences to the color.
Texture package for the rocket to the ISS, this package is removed in some versions. The moon texture has slightly different colors to the used one, and a constellation of Little Dipper.
Group photo of possibly JC? Paul, and Jaime with beta texture. Also office plate for cut UNATCO agent Nick Baldwin.
A menu to create custom color themes can be opened with the cheat ShowRGBDialog. The loading of themes works however the saving doesn't have any programming for the save button, and just overwrites the current theme.
There is an unused, low detail, SecurityBot4 enemy in the game. This version has the same weapons as SecurityBot3, but has 50 EMP HP instead of 40. It doesn't have any unique sounds apart from its move sound, which is a higher pitch version of the repair bot's. Its collision size is also 27.5 instead of SecurityBot3's 25.35.
Sniper rifles have an unused scoping animation.
Rats have an unused swimming animation, however this seems unfinished with the model morphing in the process.
Greasels have unused animations for attacking while in water, with their legs swimming while they attack. The animation is unfinished in that the spit doesn't spawn at the end of the animation, however this can easily be implemented.
The PS20 has an unused shooting animation where it isn't discarded.
A model and texture for a 'CardReader' exists in the files, however no code exists for it. This card reader would be used with the cut access card item to open linked doors.
The developers were at one point planning on having the AI speak when they changed who they were targeting, but nothing was ever done with it.
AI were planned to check for allies in the area where they throw/shoot explosives, but it was never coded.
The black bars during conversations were meant to fade in, but it was cut as it doesn't work.
The light augmentation was planned to be upgradable with a brighter light and a bigger size, but was cut.
The ability to add goals and notes longer than 255 characters was planned but never completed.
More unique sounds for menus were planned but never implemented.
Pressing the key bound to 'drop item' was intended to drop whatever item you had selected in your inventory, but never implemented.
Weapons and Items
Many of the otherwise final items exist, but summoning them reveals they may have had entirely different concepts than was finally implemented. For example, the electronic scrambler grenade used to confuse bots is named "WeaponNanoVirusGrenade", indicating it would have possibly been some kind of highly-lethal version of the gas grenade to infect humans with Gray Death.
Within the list of NPC-specific attacks is a listing for cat scratches. Unlike dogs (which do bite you), cats simply run away when you step on them.
As with the cats, rats have an unused weapon and instead run away.
Hidden Text Within Music Files
Within many of the games UMX files, some of the samples used are named as to have hidden messages within them. Most of these are just credits from the composer of the file, but within a few there are various messages.
This file contains credits, but also contains one quote that reads: "What is your cause, and who do you obey?"
This file contains 3 little messages that read: "Nightwatch", "free her", "temptation".
This file contains a note from one of the composers, Alexander Brandon. It reads: "my favorite ambient tune in DX... and it was Michiel's first 5 patterns that got it started - Alex." The quote refers to the other composer Michiel Van Den Bos.
This file contains 2 messages, both seemingly broken or unfinished. They read: "for the origin.systems red...your hungry" and "namely the scene and all the great artists in".
This file contains one long message from composer Alexander Brandon. It reads: "with my bowing out of Straylight productions and the release of this project you may note similarities between this piece and the style of necros (andrew sega)
if so, there is no shame as this is probably going to be my last MOD released to the public and what better way to pay homage to one of my personal favorites and colleague in arms
there is no doubt he and others have had a profound impact on my music and as my friend Josh Rodman says.. 'its one of your strengths.. don't shy away from it' peace... 2000"
This has a simple message inside that reads: "greets to the DX team song is dedicated to Steve Vai".
Another relatively simple message that reads: "I changed my name from this one."
This has 3 hidden messages within it that each read: "Samples from Necros, Sybaris, Maelcum, and elsewhere", "I've only got one thing to say... GETUPANDDANCEYOURASSOFF!", and "wee.. hellos to Chris and Bryan :)"
Unused PowerVR Support
Deus Ex, like most Unreal Engine 1 games, uses a plugin system for its renderer to allow more flexible support for multiple video card types. Interestingly, the PowerVR SGL plugin, while dummied out, is present, compiled for Deus Ex, and works fine with minor bugs.
Of course, you actually need to have a PowerVR card to use it, and you'll need to have Kernelex 4.5.1 installed and the game set to Windows 98SE compatibility mode.
The Mac version's PICT resources include credits and an animated logo spinner from Unreal Tournament.
The Game of the Year edition contains the 1.112fm patch, adding multiplayer and unintentionally removes the music from Mission 08, the last visit to Hell's Kitchen, rendering it unused. However, there exists a community patch which re-adds the music to Mission 8. In detail, the GotY edition of the game contains the oldest known versions of the levels, it is likely that the Mission 08 music was the final set to be created which is why it is missing in the GotY maps.
The Japanese version of the game contains additional changes in addition to its translation:
- Additional text changed to be localizable.
- NPC text color in conversations changed from blue to white.
- Player text color in conversations changed from white to a lighter blue than NPC text in original.
- Note adding, deleting, and editing completely disabled.
- Infolink text display rate three times slower to compensate for more compact Japanese sentences.
- The Dragon's Tooth Sword does 50 damage compared to the original 20.
- Energy drain rate of augmentations is halved.
- A passive 40% reduction on all damage the player takes.
- Player owned weapons do x4 damage on easy difficulty, even to doors.
|The Deus Ex series|
|Windows||Deus Ex (Prototype) • Deus Ex: Invisible War • Deus Ex: Human Revolution|