Deus Ex: Invisible War (Windows)
Deus Ex: Invisible War |
---|
Developer: Ion Storm This game has unused text. This game has a prerelease article This game has a notes page |
To do:
|
The sequel to the hit 2000's classic, Deus Ex: Invisible War was considered to be a major disappointment compared to the original. Maybe it's because an invisible war isn't that interesting to watch.
Sub-Pages
Prerelease Info |
Notes |
Unused Audio Unused audio, mostly barks. |
Debug Menu
To do: Document this, more information about all the tabs can be found in DX2Menu.ini. |
Open DX2UI.ini and search for the line [DebugMode]. Change the contents of this part of the INI to the following:
[DebugMenu] Active=ACTIVE Type=Menu Placement_X=LEFT Placement_Y=TOP PauseGame=False AutoSizeWidth=True AutoSizeHeight=True TextColor_A=24 Color_Normal_A=0 TextShadowColor_A=0 SelectedColor_A=48 UnselectedColor_A=24 Font=font8 MenuDefinitionFile=DX2Menu.ini ListenForMouseClicks=True InputLayerName=DebugMenu
Now while you play, the debug menu will always be present in the top left corner of the screen.
Cut Text
Manifest.txt includes text about removed packages and their sizes. Humorously including a level called "Please_Dont_Cut_Our_Funding" and interestingly many packages from the original game.
File=(Src=System\DX2Gamesys.u,Master=System\DX2Gamesys.u,Size=2648) File=(Src=System\Core.u,Master=System\Core.u,Size=68886) File=(Src=System\Engine.u,Master=System\Engine.u,Size=1612799) File=(Src=System\Editor.u,Master=System\Editor.u,Size=139113) File=(Src=System\AICore.u,Master=System\AICore.u,Size=71356) File=(Src=System\UWindow.u,Master=System\UWindow.u,Size=695312) File=(Src=System\Fire.u,Master=System\Fire.u,Size=17102) File=(Src=System\DX2Player.u,Master=System\DX2Player.u,Size=1924) File=(Src=System\DX2AI.u,Master=System\DX2AI.u,Size=1740277) File=(Src=Sounds\Announcer.uax,Master=Sounds\Announcer.uax,Size=1416927) File=(Src=Sounds\Male2Voice.uax,Master=Sounds\Male2Voice.uax,Size=701131) File=(Src=UTX\T3Playground.utx,Master=UTX\T3Playground.utx,Size=200819) File=(Src=UTX\Airfield.utx,Master=UTX\Airfield.utx,Size=3802215) File=(Src=UTX\area51textures.utx,Master=UTX\area51textures.utx,Size=3025133) File=(Src=UTX\BatteryPark.utx,Master=UTX\BatteryPark.utx,Size=2980734) File=(Src=UTX\BobPage.utx,Master=UTX\BobPage.utx,Size=10122) File=(Src=UTX\Catacombs.utx,Master=UTX\Catacombs.utx,Size=1557535) File=(Src=UTX\city.utx,Master=UTX\city.utx,Size=5839832) File=(Src=UTX\Cmd_tunnels.utx,Master=UTX\Cmd_tunnels.utx,Size=389982) File=(Src=UTX\Concrete.utx,Master=UTX\Concrete.utx,Size=771706) File=(Src=UTX\Constructor.utx,Master=UTX\Constructor.utx,Size=201485) File=(Src=UTX\CoreTexBrick.utx,Master=UTX\CoreTexBrick.utx,Size=523868) File=(Src=UTX\CoreTexCeramic.utx,Master=UTX\CoreTexCeramic.utx,Size=149500) File=(Src=UTX\CoreTexConcrete.utx,Master=UTX\CoreTexConcrete.utx,Size=1130768) File=(Src=UTX\CoreTexDetail.utx,Master=UTX\CoreTexDetail.utx,Size=283939) File=(Src=UTX\CoreTexEarth.utx,Master=UTX\CoreTexEarth.utx,Size=355984) File=(Src=UTX\CoreTexFoliage.utx,Master=UTX\CoreTexFoliage.utx,Size=199841) File=(Src=UTX\CoreTexGlass.utx,Master=UTX\CoreTexGlass.utx,Size=450742) File=(Src=UTX\CoreTexMetal.utx,Master=UTX\CoreTexMetal.utx,Size=5586282) File=(Src=UTX\CoreTexMisc.utx,Master=UTX\CoreTexMisc.utx,Size=6031976) File=(Src=UTX\CoreTexPaper.utx,Master=UTX\CoreTexPaper.utx,Size=109872) File=(Src=UTX\CoreTexSky.utx,Master=UTX\CoreTexSky.utx,Size=1720642) File=(Src=UTX\CoreTexStone.utx,Master=UTX\CoreTexStone.utx,Size=777807) File=(Src=UTX\CoreTexStucco.utx,Master=UTX\CoreTexStucco.utx,Size=90751) File=(Src=UTX\CoreTexTextile.utx,Master=UTX\CoreTexTextile.utx,Size=95985) File=(Src=UTX\CoreTexTiles.utx,Master=UTX\CoreTexTiles.utx,Size=187987) File=(Src=UTX\CoreTexWallObj.utx,Master=UTX\CoreTexWallObj.utx,Size=689106) File=(Src=UTX\CoreTexWater.utx,Master=UTX\CoreTexWater.utx,Size=176547) File=(Src=UTX\CoreTexWood.utx,Master=UTX\CoreTexWood.utx,Size=1920647) File=(Src=UTX\CTF.utx,Master=UTX\CTF.utx,Size=3192693) File=(Src=UTX\CubeMaps.utx,Master=UTX\CubeMaps.utx,Size=280061) File=(Src=UTX\Detail.utx,Master=UTX\Detail.utx,Size=1729964) File=(Src=UTX\Dockyard.utx,Master=UTX\Dockyard.utx,Size=1468754) File=(Src=UTX\DXFonts.utx,Master=UTX\DXFonts.utx,Size=273241) File=(Src=UTX\Effects.utx,Master=UTX\Effects.utx,Size=678784) File=(Src=UTX\Extras.utx,Master=UTX\Extras.utx,Size=887346) File=(Src=UTX\FreeClinic.utx,Master=UTX\FreeClinic.utx,Size=503442) File=(Src=UTX\G_Station.utx,Master=UTX\G_Station.utx,Size=561195) File=(Src=UTX\Grass.utx,Master=UTX\Grass.utx,Size=154628) File=(Src=UTX\ground.utx,Master=UTX\ground.utx,Size=308908) File=(Src=UTX\Hangar18.utx,Master=UTX\Hangar18.utx,Size=176631) File=(Src=UTX\HK_BuildingExt.utx,Master=UTX\HK_BuildingExt.utx,Size=712401) File=(Src=UTX\HK_Decorations.utx,Master=UTX\HK_Decorations.utx,Size=548193) File=(Src=UTX\HK_Helibase.utx,Master=UTX\HK_Helibase.utx,Size=430181) File=(Src=UTX\HK_Interior.utx,Master=UTX\HK_Interior.utx,Size=1029980) File=(Src=UTX\HK_MJ12Lab.utx,Master=UTX\HK_MJ12Lab.utx,Size=579400) File=(Src=UTX\HK_Signs.utx,Master=UTX\HK_Signs.utx,Size=557689) File=(Src=UTX\HK_VersaLife.utx,Master=UTX\HK_VersaLife.utx,Size=424128) File=(Src=UTX\InfoPortraits.utx,Master=UTX\InfoPortraits.utx,Size=110821) File=(Src=UTX\IonStorm.utx,Master=UTX\IonStorm.utx,Size=974330) File=(Src=UTX\Jim.utx,Master=UTX\Jim.utx,Size=355089) File=(Src=UTX\Metal.utx,Master=UTX\Metal.utx,Size=925962) File=(Src=UTX\MJ12_lab.utx,Master=UTX\MJ12_lab.utx,Size=560858) File=(Src=UTX\Mobile_Camp.utx,Master=UTX\Mobile_Camp.utx,Size=437592) File=(Src=UTX\MolePeople.utx,Master=UTX\MolePeople.utx,Size=4744445) File=(Src=UTX\Moon.utx,Master=UTX\Moon.utx,Size=1342428) File=(Src=UTX\Moon2.utx,Master=UTX\Moon2.utx,Size=1342428) File=(Src=UTX\mylevel.utx,Master=UTX\mylevel.utx,Size=3802215) File=(Src=UTX\NewYorkCity.utx,Master=UTX\NewYorkCity.utx,Size=6590004) File=(Src=UTX\NYCBar.utx,Master=UTX\NYCBar.utx,Size=952219) File=(Src=UTX\OceanLab.utx,Master=UTX\OceanLab.utx,Size=1083486) File=(Src=UTX\Palettes.utx,Master=UTX\Palettes.utx,Size=421024) File=(Src=UTX\Paris.utx,Master=UTX\Paris.utx,Size=2797050) File=(Src=UTX\PS2Fonts.utx,Master=UTX\PS2Fonts.utx,Size=347558) File=(Src=UTX\Render.utx,Master=UTX\Render.utx,Size=88914) File=(Src=UTX\Rocket.utx,Master=UTX\Rocket.utx,Size=2443671) File=(Src=UTX\Signs.utx,Master=UTX\Signs.utx,Size=154629) File=(Src=UTX\SubBase.utx,Master=UTX\SubBase.utx,Size=644839) File=(Src=UTX\subway.utx,Master=UTX\subway.utx,Size=218433) File=(Src=UTX\Supertanker.utx,Master=UTX\Supertanker.utx,Size=2727799) File=(Src=UTX\temp.utx,Master=UTX\temp.utx,Size=89030) File=(Src=UTX\test.utx,Master=UTX\test.utx,Size=439870) File=(Src=UTX\TITAN.utx,Master=UTX\TITAN.utx,Size=857750) File=(Src=UTX\UNATCO.utx,Master=UTX\UNATCO.utx,Size=4406928) File=(Src=UTX\V_Com_Center.utx,Master=UTX\V_Com_Center.utx,Size=1496835) File=(Src=UTX\warfarestuff.utx,Master=UTX\warfarestuff.utx,Size=334549) File=(Src=Maps\Entry.unr,Master=Maps\Entry.unr,Size=4723) File=(Src=Maps\t3playground.unr,Master=Maps\t3playground.unr,Size=121688) File=(Src=Maps\M1_Seattle_APCorp_Exterior.unr,Master=Maps\M1_Seattle_APCorp_Exterior.unr,Size=687951) File=(Src=Maps\M1_Seattle_CorpCampus_Exterior.unr,Master=Maps\M1_Seattle_CorpCampus_Exterior.unr,Size=1285099) File=(Src=Maps\M1_Seattle_CorpCampus_Int.unr,Master=Maps\M1_Seattle_CorpCampus_Int.unr,Size=1119413) File=(Src=Maps\M1_Seattle_Mercenarybar.unr,Master=Maps\M1_Seattle_Mercenarybar.unr,Size=1001005) File=(Src=Maps\M1_seattle_mercenarydistrict.unr,Master=Maps\M1_seattle_mercenarydistrict.unr,Size=3951703) File=(Src=Maps\M1_Seattle_Refinery_Mercenary_Entry.unr,Master=Maps\M1_Seattle_Refinery_Mercenary_Entry.unr,Size=4284629) File=(Src=Maps\M1_Seattle_Refinery_Order.unr,Master=Maps\M1_Seattle_Refinery_Order.unr,Size=2151448) File=(Src=Maps\M1_Seattle_Refinery_Polluted.unr,Master=Maps\M1_Seattle_Refinery_Polluted.unr,Size=3340187) File=(Src=Maps\M1_Seattle_Slums.unr,Master=Maps\M1_Seattle_Slums.unr,Size=2806975) File=(Src=Maps\m1_seattlehub_sector1.unr,Master=Maps\m1_seattlehub_sector1.unr,Size=1576885) File=(Src=Maps\m1_seattlehub_sector2.unr,Master=Maps\m1_seattlehub_sector2.unr,Size=2686900) File=(Src=Maps\m1_seattlehub_securityoffice.unr,Master=Maps\m1_seattlehub_securityoffice.unr,Size=710196) File=(Src=Maps\m1_seattlehub_WTOterminal.unr,Master=Maps\m1_seattlehub_WTOterminal.unr,Size=2049917) File=(Src=Maps\Please_Dont_Cut_Our_Funding.unr,Master=Maps\Please_Dont_Cut_Our_Funding.unr,Size=2837620) File=(Src=Maps\test.unr,Master=Maps\test.unr,Size=67787) File=(Src=Maps\behavior.unr,Master=Maps\behavior.unr,Size=21114) File=(Src=Maps\Auto7.unr,Master=Maps\Auto7.unr,Size=1438942) File=(Src=Maps\Auto8.unr,Master=Maps\Auto8.unr,Size=1438942) File=(Src=Maps\M1_Seattle_APCorp_LAB.unr,Master=Maps\M1_Seattle_APCorp_LAB.unr,Size=1438942) File=(Src=Maps\Auto9.unr,Master=Maps\Auto9.unr,Size=1438579) File=(Src=Maps\Auto0.unr,Master=Maps\Auto0.unr,Size=1438579) File=(Src=Maps\Auto1.unr,Master=Maps\Auto1.unr,Size=1438579) File=(Src=Maps\Auto2.unr,Master=Maps\Auto2.unr,Size=1438579) File=(Src=Maps\Autoplay.unr,Master=Maps\Autoplay.unr,Size=1438557) File=(Src=Maps\Auto3.unr,Master=Maps\Auto3.unr,Size=2726644) File=(Src=Maps\Auto4.unr,Master=Maps\Auto4.unr,Size=2726644)
Content/DX2/TagDatabase/DX2Gamesys/Classes has some loose class files included:
D_271.uc
//============================================================================= // D_271. //============================================================================= class D_271 extends D_78; classproperties { ClassVisibleName="GenSwitch" ClassPlaceableStatus=TRUE } defaultproperties { LightColor=(LightBrightness=214,LightHue=74,LightSaturation=210) LightShape=(LightRadius=8) LightKind=(LightType=LT_BackdropLight) LightRotationOffset=(Yaw=16383) LightLocationOffset=(X=12.000000,Y=22.438046,Z=-6.604067) RenderType=(DrawType=DT_StaticMesh,Style=STY_Normal) Begin StaticMesh Name=StaticMesh__21 Version=2.000000 MeshName="go_switch1" SkinName="(null)" End StaticMesh StaticMesh=StaticMesh'DX2Gamesys.StaticMesh__21' ObjectMesh=(Name="go_switch1",Skin="Default",TextureArray=("GO_switch1_chrome1","GO_switch1_chrome2","GO_switch1_green")) TriggerScripts(0)="SwitchFrob" TriggerScripts(1)="SwitchSound" IsFrobbable=True }
D_275.uc
//============================================================================= // D_275. //============================================================================= class D_275 extends D_80; classproperties { ClassVisibleName="RedBeamTrigger" ClassPlaceableStatus=TRUE } defaultproperties { Begin Links Begin SourceLinks Begin Link Point=DX2Gamesys.D_436 Begin LinkObject Class=RigidAttachmentLinkDataObject Name=RigidAttachmentLinkDataObject__1 m_parentBone="HP_emit" Name="RigidAttachmentLinkDataObject__1" End LinkObject End Link End SourceLinks End Links LightColor=(LightBrightness=231,LightSaturation=199) LightShape=(LightRadius=8) LightKind=(LightType=LT_BackdropLight) RenderType=(DrawType=DT_StaticMesh,Style=STY_Normal) Begin StaticMesh Name=StaticMesh__1 Version=2.000000 MeshName="beamtrigger" SkinName="(null)" End StaticMesh StaticMesh=StaticMesh'DX2Gamesys.StaticMesh__1' ObjectMesh=(Name="beamtrigger",Skin="Default",TextureArray=("beamtrigger_chrome1","beamtrigger_darkmetal","beamtrigger_redlight")) TriggerScripts(0)="BeamAlarm" TriggerScripts(1)="LocalAlarm" SoundAmbient="LaserTrigger" HpTorsoMax=20.000000 }
D_466.uc
//============================================================================= // D_466. //============================================================================= class D_466 extends D_78; classproperties { ClassVisibleName="CellSwitch" ClassPlaceableStatus=TRUE } defaultproperties { LightColor=(LightBrightness=222,LightHue=43,LightSaturation=199) LightShape=(LightRadius=8) LightKind=(LightType=LT_BackdropLight) LightRotationOffset=(Yaw=16383) LightLocationOffset=(X=23.946953,Y=21.951149,Z=-9.919153) RenderType=(DrawType=DT_StaticMesh,Style=STY_Normal) Begin StaticMesh Name=StaticMesh__74 Version=2.000000 MeshName="go_switch2" SkinName="(null)" End StaticMesh StaticMesh=StaticMesh'DX2Gamesys.StaticMesh__74' ObjectMesh=(Name="go_switch2",Skin="Default",TextureArray=("GO_switch1_chrome1","GO_switch1_chrome2","GO_switch2_yellow")) TriggerScripts(0)="SwitchFrob" TriggerScripts(1)="SwitchSound" IsFrobbable=True }
P_22.uc
//============================================================================= // P_22. //============================================================================= class P_22 extends Emitter; classproperties { ClassVisibleName="ConcGrenadeExplosionEffect" ClassPlaceableStatus=FALSE } defaultproperties { Begin Links Begin SourceLinks Begin Link Point=DX2Gamesys.P_24 Begin LinkObject Class=CreationSpawnLinkDataObject Name=CreationSpawnLinkDataObject__2 Name="CreationSpawnLinkDataObject__2" End LinkObject End Link End SourceLinks End Links Begin Object Class=SpriteEmitter Name=SpriteEmitter__6 UseTrailing=True TrailersPerSecond=(Min=75.000000,Max=75.000000) TrailEmitter=1 Acceleration=(Z=-300.000000) UseCollision=True UseMaxCollisions=True MaxCollisions=(Min=2.000000,Max=2.000000) UseColorScale=True ColorScale(0)=(Color=(B=200,G=236,R=251)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=52,G=166,R=226)) FadeOutStartTime=0.800000 FadeOut=True MaxParticles=6 RespawnDeadParticles=False AutoReset=True SpinParticles=True SpinsPerSecondRange=(X=(Min=-0.200000,Max=0.200000),Y=(Min=-0.200000,Max=0.200000),Z=(Min=-0.200000,Max=0.200000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeTime=-0.200000,RelativeSize=1.000000) SizeScale(1)=(RelativeTime=0.500000,RelativeSize=0.200000) StartSizeRange=(X=(Min=40.000000,Max=40.000000),Y=(Min=40.000000,Max=40.000000),Z=(Min=40.000000,Max=40.000000)) Texture=Texture'Particles_SPFX.SPFX.Flare_Star_1' LifetimeRange=(Min=0.900000,Max=0.900000) StartVelocityRange=(X=(Min=-300.000000,Max=300.000000),Y=(Min=-300.000000,Max=300.000000),Z=(Min=-100.000000,Max=300.000000)) Name="SpriteEmitter__6" End Object Emitters(0)=SpriteEmitter'DX2Gamesys.SpriteEmitter__6' Begin Object Class=SpriteEmitter Name=SpriteEmitter__12 Acceleration=(Z=-300.000000) UseColorScale=True ColorScale(0)=(Color=(B=21,G=117,R=223)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=12,G=14,R=114)) FadeOutStartTime=1.000000 FadeOut=True MaxParticles=100 RespawnDeadParticles=False AutoReset=True StartSizeRange=(X=(Min=7.000000,Max=7.000000),Y=(Min=7.000000,Max=7.000000),Z=(Min=7.000000,Max=7.000000)) Texture=Texture'Particles_SPFX.SPFX.Campfire_Spark' LifetimeRange=(Min=1.500000,Max=1.500000) StartVelocityRange=(X=(Min=-30.000000,Max=30.000000),Y=(Min=-30.000000,Max=30.000000),Z=(Min=-30.000000,Max=30.000000)) Name="SpriteEmitter__12" End Object Emitters(1)=SpriteEmitter'DX2Gamesys.SpriteEmitter__12' Begin Object Class=SpriteEmitter Name=SpriteEmitter__13 Acceleration=(Z=100.000000) UseColorScale=True ColorScale(0)=(Color=(B=29,G=29,R=158)) ColorScale(1)=(RelativeTime=0.300000,Color=(B=6,G=6,R=172,A=255)) ColorScale(2)=(RelativeTime=1.000000) FadeOutStartTime=0.800000 FadeInEndTime=0.100000 MaxParticles=8 RespawnDeadParticles=False AutoReset=True StartLocationOffset=(X=2.000000,Y=2.000000,Z=2.000000) SpinParticles=True SpinCCWorCW=(X=1.000000,Y=1.000000,Z=1.000000) SpinsPerSecondRange=(X=(Min=-0.200000,Max=0.200000),Y=(Min=-0.200000,Max=0.200000),Z=(Min=-0.200000,Max=0.200000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.500000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=2.000000) StartSizeRange=(X=(Min=50.000000,Max=50.000000),Y=(Min=50.000000,Max=50.000000),Z=(Min=50.000000,Max=50.000000)) DrawStyle=PTDS_AlphaBlend Texture=Texture'Particles_SPFX.SPFX.mist_ALPHA' LifetimeRange=(Min=1.000000,Max=1.000000) InitialDelayRange=(Min=0.100000,Max=0.100000) StartVelocityRange=(X=(Min=-50.000000,Max=50.000000),Y=(Min=-50.000000,Max=50.000000),Z=(Min=-50.000000,Max=50.000000)) Name="SpriteEmitter__13" End Object Emitters(2)=SpriteEmitter'DX2Gamesys.SpriteEmitter__13' Begin Object Class=SpriteEmitter Name=SpriteEmitter__14 UseColorScale=True ColorScale(0)=(Color=(B=33,G=191,R=243)) ColorScale(1)=(RelativeTime=0.400000,Color=(B=10,G=28,R=156)) ColorScale(2)=(RelativeTime=1.000000,Color=(B=3,G=3,R=114)) FadeOutStartTime=0.400000 FadeOut=True FadeInEndTime=0.050000 FadeIn=True MaxParticles=6 RespawnDeadParticles=False AutoReset=True StartLocationRange=(X=(Min=-25.000000,Max=25.000000),Y=(Min=-25.000000,Max=25.000000),Z=(Min=-25.000000,Max=25.000000)) SpinParticles=True SpinsPerSecondRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.050000,Max=0.050000),Z=(Min=0.050000,Max=0.050000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.500000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=2.000000) Texture=Texture'Particles_SPFX.SPFX.fireball_2_anim' TextureUSubdivisions=3 TextureVSubdivisions=3 BlendBetweenSubdivisions=True LifetimeRange=(Min=0.500000,Max=0.500000) Name="SpriteEmitter__14" End Object Emitters(3)=SpriteEmitter'DX2Gamesys.SpriteEmitter__14' CollisionRadius=1.000000 CollisionHeight=1.000000 SoundSpawn="ExplosionMedium" bHasLifetime=True Lifetime=5.000000 }
P_25.uc
//============================================================================= // P_25. //============================================================================= class P_25 extends Emitter; classproperties { ClassVisibleName="EMPGrenadeExplosionEffect" ClassPlaceableStatus=FALSE } defaultproperties { Begin Links Begin SourceLinks Begin Link Point=DX2Gamesys.P_26 Begin LinkObject Class=CreationSpawnLinkDataObject Name=CreationSpawnLinkDataObject__3 Name="CreationSpawnLinkDataObject__3" End LinkObject End Link End SourceLinks End Links Begin Object Class=BeamEmitter Name=BeamEmitter__0 BeamDistanceRange=(Min=200.000000,Max=400.000000) DetermineEndPointBy=PTEP_Distance LowFrequencyNoiseRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-1.000000,Max=1.000000),Z=(Min=-1.000000,Max=1.000000)) HighFrequencyNoiseRange=(X=(Min=-5.000000,Max=5.000000),Y=(Min=-5.000000,Max=5.000000),Z=(Min=-5.000000,Max=5.000000)) BranchProbability=(Min=1.000000,Max=1.000000) BranchEmitter=1 BranchSpawnAmountRange=(Min=5.000000,Max=5.000000) LinkupLifetime=True UseCollision=True SpawnFromOtherEmitter=1 SpawnAmount=10 UseColorScale=True ColorScale(0)=(Color=(B=247,G=95,R=72)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=228,G=22,R=109)) FadeOutStartTime=0.100000 FadeOut=True FadeInEndTime=0.100000 MaxParticles=50 ResetAfterChange=True RespawnDeadParticles=False StartLocationShape=PTLS_Sphere UseSizeScale=True SizeScale(0)=(RelativeTime=0.500000,RelativeSize=1.000000) SizeScale(1)=(RelativeTime=0.750000,RelativeSize=15.000000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=2.000000) StartSizeRange=(X=(Min=3.000000,Max=10.000000),Y=(Min=3.000000,Max=10.000000),Z=(Min=3.000000,Max=10.000000)) InitialParticlesPerSecond=1000.000000 Texture=Texture'Particles_SPFX.SPFX.beam_foggy' BlendBetweenSubdivisions=True LifetimeRange=(Min=1.000000,Max=0.500000) StartVelocityRange=(X=(Min=-1000.000000,Max=1000.000000),Y=(Min=-1000.000000,Max=1000.000000),Z=(Min=-1000.000000,Max=1000.000000)) Name="BeamEmitter__0" End Object Emitters(0)=BeamEmitter'DX2Gamesys.BeamEmitter__0' Begin Object Class=BeamEmitter Name=BeamEmitter__1 BeamDistanceRange=(Min=32.000000,Max=64.000000) DetermineEndPointBy=PTEP_Distance LowFrequencyNoiseRange=(X=(Min=-5.000000,Max=5.000000),Y=(Min=-5.000000,Max=5.000000),Z=(Min=-5.000000,Max=5.000000)) LowFrequencyPoints=7 HighFrequencyNoiseRange=(X=(Min=-5.000000,Max=5.000000),Y=(Min=-5.000000,Max=5.000000),Z=(Min=-5.000000,Max=5.000000)) BranchProbability=(Max=1.000000) BranchEmitter=1 UseColorScale=True ColorScale(0)=(Color=(B=255,G=198,R=179)) ColorScale(1)=(RelativeTime=0.250000,Color=(B=201,G=184,R=29)) FadeOut=True MaxParticles=250 RespawnDeadParticles=False StartLocationRange=(X=(Min=-5.000000,Max=5.000000),Y=(Min=-5.000000,Max=5.000000),Z=(Min=-5.000000,Max=5.000000)) StartLocationShape=PTLS_Sphere UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=2.000000) StartSizeRange=(X=(Min=2.000000,Max=2.000000),Y=(Min=2.000000,Max=2.000000),Z=(Min=2.000000,Max=2.000000)) AutomaticInitialSpawning=False Texture=Texture'Particles_SPFX.SPFX.beam_foggy' TextureUSubdivisions=2 TextureVSubdivisions=2 LifetimeRange=(Min=0.350000,Max=0.250000) StartVelocityRange=(X=(Min=-1000.000000,Max=1000.000000),Y=(Min=-1000.000000,Max=1000.000000),Z=(Min=-1000.000000,Max=1000.000000)) Name="BeamEmitter__1" End Object Emitters(1)=BeamEmitter'DX2Gamesys.BeamEmitter__1' Begin Object Class=BeamEmitter Name=BeamEmitter__2 BeamDistanceRange=(Min=32.000000,Max=64.000000) DetermineEndPointBy=PTEP_Distance LowFrequencyNoiseRange=(X=(Min=-5.000000,Max=5.000000),Y=(Min=-5.000000,Max=5.000000),Z=(Min=-5.000000,Max=5.000000)) LowFrequencyPoints=7 HighFrequencyNoiseRange=(X=(Min=-5.000000,Max=5.000000),Y=(Min=-5.000000,Max=5.000000),Z=(Min=-5.000000,Max=5.000000)) BranchProbability=(Max=1.000000) BranchEmitter=1 UseColorScale=True ColorScale(0)=(Color=(B=255,G=198,R=179)) ColorScale(1)=(RelativeTime=0.250000,Color=(B=201,G=184,R=29)) FadeOut=True MaxParticles=250 RespawnDeadParticles=False StartLocationRange=(X=(Min=-5.000000,Max=5.000000),Y=(Min=-5.000000,Max=5.000000),Z=(Min=-5.000000,Max=5.000000)) StartLocationShape=PTLS_Sphere UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=2.000000) StartSizeRange=(X=(Min=2.000000,Max=2.000000),Y=(Min=2.000000,Max=2.000000),Z=(Min=2.000000,Max=2.000000)) AutomaticInitialSpawning=False Texture=Texture'Particles_SPFX.SPFX.beam_foggy' TextureUSubdivisions=2 TextureVSubdivisions=2 LifetimeRange=(Min=0.350000,Max=0.250000) StartVelocityRange=(X=(Min=-1000.000000,Max=1000.000000),Y=(Min=-1000.000000,Max=1000.000000),Z=(Min=-1000.000000,Max=1000.000000)) Name="BeamEmitter__2" End Object Emitters(2)=BeamEmitter'DX2Gamesys.BeamEmitter__2' Begin Object Class=SpriteEmitter Name=SpriteEmitter__7 UseColorScale=True ColorScale(0)=(RelativeTime=0.200000,Color=(B=255,G=255,R=255)) ColorScale(1)=(RelativeTime=0.250000,Color=(B=118,G=219,R=43)) ColorScale(2)=(RelativeTime=1.000000,Color=(B=238,G=21,R=103)) FadeOutStartTime=0.500000 FadeOut=True FadeInEndTime=0.100000 FadeIn=True RespawnDeadParticles=False StartLocationRange=(X=(Min=-30.000000,Max=30.000000),Y=(Min=-30.000000,Max=30.000000),Z=(Min=-30.000000,Max=30.000000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.250000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=3.000000) Texture=Texture'Particles_SPFX.SPFX.fractal_gas_anim' TextureUSubdivisions=3 TextureVSubdivisions=3 LifetimeRange=(Min=0.750000,Max=0.750000) StartVelocityRange=(X=(Min=-30.000000,Max=30.000000),Y=(Min=-30.000000,Max=30.000000),Z=(Min=-30.000000,Max=30.000000)) Name="SpriteEmitter__7" End Object Emitters(3)=SpriteEmitter'DX2Gamesys.SpriteEmitter__7' CollisionRadius=1.000000 CollisionHeight=1.000000 SoundSpawn="Effect_Explode_EMP" bHasLifetime=True Lifetime=5.000000 }
DavesGoalsTextMap.con is the conversation file for a test map for goals:
XXX_DaveTest Eeeny meeny miney moe, catch a tiger by his toe. If he hollars, make him pay. Fifty dollars every day. Do Goal One Chicky Chicky Bam, Chicky Bam, Chicky Choo. DaveTestGoal1 Do Goal Two When I was young, I'd listen to the radio, waiting for my favorite song... DaveTestGoal2 Do Goal Three When it played, I'd sing along. DaveTestGoal3 Do Goal Four It made me smile. DaveTestGoal4 Do Goal Five Those days are gone but not so long ago, <something, something...> DaveTestGoal5 Do Goal Six Every Sha-la-la, every woe-oo-oh-oh still shines.... DaveGoalTest6 Do Goal Seven Kill my dog I'ma slay yo' cat, feeb, gob-EATER, damn CHEATER. DaveTestGoal7
Tutorial_test.txt contains a tutorial for writing tutorials.
<!-- The title --> <title=Sample Tutorial> <font=HUD_HelpText> <dc=146,180,227> This is a sample tutorial that will help you write tutorials. You may even use this sample to help you write sample tutorials for people that would like to write samples for people that write sample tutorials... <p>Here is an image: <p><img=0_billboard_montebites1_new> <pb> <p>The inputbasemode tag is the key to getting buttons to look right. In DX2, the default inputbasedmode is 'Menu', this is the base mode you see in standard menus such as the Save Menu, Load Menu, Security Terminal, Start Screen, Options, and any other simple menus in the game that basically only require navigation, selections, and exiting button input. <p>Typical buttons used in the inputlayer named 'Menu' include the following:<br> <!-- inputbasemode=Menu is actually not neccesary here because the default basemode is menu, still this is good practice to place this here --> <inputbasemode=Menu> MenuSelect - [MenuSelect]<br> MenuBack - [MenuBack]<br> MenuUp - [MenuUp]<br> MenuLeft - [MenuLeft]<br> MenuRight - [MenuRight]<br> MenuDown - [MenuDown] <pb> <p>Non-simple menus would be menus like 'InventoryMenu', 'BiomodInstallMenu', and 'DatavaultMenu'. For the most part, the mappings here will be the same. There is an inputbasemode called 'InventoryMenu' made just for this. It is basically, the normal menu plus recognition of the black and white buttons that open datavault or biomods. <p>Those extra special menu buttons are as follows:<br> <inputbasemode=InventoryMenu> ToggleBiomodMenu - [ToggleBiomodMenu]<br> ToggleDataVaultWindow - [ToggleDataVaultWindow]<br> ThrowItem - [ThrowItem]<br> <pb> <p> Last but not least, there is the inputbasemode called 'Game'. Use this to describe buttons that are active when the game is playing... when no menu is up.<br> <inputbasemode=Game> Frob - [Frob]<br> UseItem - [UseItem]<br> AltFire - [AltFire]<br> Crouch - [Crouch]<br> Jump - [Jump]<br> ToggleInventoryMenu - [ToggleInventoryMenu]<br> ToggleBiomodMenu - [ToggleBiomodMenu]<br> ToggleDataVaultWindow - [ToggleDataVaultWindow]<br> Menu - [Menu]<br> MenuUp - [MenuUp]<br> MenuLeft - [MenuLeft]<br> MenuRight - [MenuRight]<br> MenuDown - [MenuDown]<br>
TutorialSample.txt is the same as Tutorial_test.txt, but includes mention of the D-Pad.
<!-- The title --> <title=Sample Tutorial> <font=HUD_HelpText> <dc=146,180,227> This is a sample tutorial that will help you write tutorials. You may even use this sample to help you write sample tutorials for people that would like to write samples for people that write sample tutorials... <p>Here is an image: <p><img=0_billboard_montebites1_new> <pb> <p>The inputbasemode tag is the key to getting buttons to look right. In DX2, the default inputbasedmode is 'Menu', this is the base mode you see in standard menus such as the Save Menu, Load Menu, Security Terminal, Start Screen, Options, and any other simple menus in the game that basically only require navigation, selections, and exiting button input. <p>Typical buttons used in the inputlayer named 'Menu' include the following:<br> <!-- inputbasemode=Menu is actually not neccesary here because the default basemode is menu, still this is good practice to place this here --> <inputbasemode=Menu> MenuSelect - [MenuSelect]<br> MenuBack - [MenuBack]<br> MenuUp - [MenuUp]<br> MenuLeft - [MenuLeft]<br> MenuRight - [MenuRight]<br> MenuDown - [MenuDown] D-Pad Left Right - [LeftRight] D-Pad Up Down [Arrows] <pb> <p>Non-simple menus would be menus like 'InventoryMenu', 'BiomodInstallMenu', and 'DatavaultMenu'. For the most part, the mappings here will be the same. There is an inputbasemode called 'InventoryMenu' made just for this. It is basically, the normal menu plus recognition of the black and white buttons that open datavault or biomods. <p>Those extra special menu buttons are as follows:<br> <inputbasemode=InventoryMenu> ToggleBiomodMenu - [ToggleBiomodMenu]<br> ToggleDataVaultWindow - [ToggleDataVaultWindow]<br> ThrowItem - [ThrowItem]<br> <pb> <p> Last but not least, there is the inputbasemode called 'Game'. Use this to describe buttons that are active when the game is playing... when no menu is up.<br> <inputbasemode=Game> Frob - [Frob]<br> UseItem - [UseItem]<br> AltFire - [AltFire]<br> Crouch - [Crouch]<br> Jump - [Jump]<br> ToggleInventoryMenu - [ToggleInventoryMenu]<br> ToggleBiomodMenu - [ToggleBiomodMenu]<br> ToggleDataVaultWindow - [ToggleDataVaultWindow]<br> Menu - [Menu]<br> MenuUp - [MenuUp]<br> MenuLeft - [MenuLeft]<br> MenuRight - [MenuRight]<br> MenuDown - [MenuDown]<br>
TutorialDoorStrength.txt was cut.
<!-- The title --> <title=Door Strength Tutorial> <font=HUD_HelpText> <dc=202,202,92> <inputbasemode=Game> <!-- MERGED WITH LOCKPICKING --> <!-- NOW USED AS TEST FOR NEW TEXT --> You have just acquired information for your datavault. <p>To access it press [ToggleDataVaultWindow]. <inputbasemode=InventoryMenu>To exit, press [MenuBack]. <p>Use [Arrows] to tab through the pages of your datavault. <p>The datavault is used to store the goals, notes and images that you acquire over the course of the game.
Book_test.txt is a duplicate of BKJacobShadow2.txt:
<!-- The title --> <title=Jacob's War> <font=HudFont12> <dc=146,180,227> <jc>by Andrew Hammond <br><br> <jl>Chapter One <br> <br>Cold light fell on the chessboard. He watched her face, always her face, floating in the darkness over the white king. <br> <br>"When did they let you out of hell?" he asked. <br> <br>"Tuesday," she said. <br> <br>"I should have known." <br> <br>"Why? Because we were married?" <br> <br>"No. Because there was an eclipse on Tuesday." <br> <br>"Ah." She picked up the king and idly twirled it between her fingers. <br> <br>"Why are you here?" <br> <br>She laughed, a small sound, but it made him shiver. "Because we're going to do what you like best, Jacob. We're going to play a game..."
Baby greasels and baby karkians from the original Deus Ex were planned to appear but were never featured. The file for the greasel model has the "_Adult" suffix, but a baby version no longer exists. Dialogue for NPCs fighting baby greasels and karkians exists in the SchemaMetafile_HardDrive.csc file.
Sentinels are mechanically augmented dogs, with their physical and mental abilities having been modified robotically and cybernetically, creating a kind of canine-robot hybrid. Despite mechanical augmentation no longer being used on humans by 2072, it was planned to be used on dogs. Dialogue for NPCs fighting sentinels exists in the SchemaMetafile_HardDrive.csc file, as well as comments about them in Sounds_vcb_old.txt/SoundsX.vcb/Sounds.vcb:
// The following are used in combat barks (and other places) to identify a specific kind // of enemy. +Monster is added detail, an optional parameter included with "+Enemy monster". +Enemy|player:nonplayer:monster:drone:bot // [+Monster] [+Bot] [+Drone] +Monster|greasel:babygreasel:karkian:babykarkian:gray:sentinel:coeladon:ruck
Gallery
Cut Levels
The following levels have .con conversation files but no level files or loading screen images.
M1_Seattle_Hub_Mall M1_Seattle_Hub_museum M1_Seattle_Hub_Pequods M1_Seattle_Hub_SSC M1_Seattle_Refinery M1_Seattle_Warehouse M2_Cairo_Arcology_Lower M3_Germany_Panzerworks_Exterior M3_Germany_Panzerworks_Interior M4_Ant_Cave M5_Cairo_Arcology_Lower M6_LibertyIsland_Hub
- M1_Seattle_Hub_Mall would have the player optionally rescuing two shoppers from a galleria for Donna Morgan, one of them possibly named Jonathan.
- M1_Seattle_Hub_museum would likely have been the cut museum level featured in the ConText.eng script. All that remains in the .con file is a mention of Donna Morgan mentioning nano-manipulators in a pent(house?) vault, saying they were suspicious.
- M1_Seattle_Hub_Pequods has no additional information, it was likely combined into another map.
- M1_Seattle_Hub_SSC has no information in it. SSC stands for Standard Security Corporation which provides security and law enforcement to cities and corporations around the world.
- M1_Seattle_Refinery would have the player reporting to Lin-May Chen about the raid on Tarsus, and how ApostleCorp's biomods work. She would then have the player rescue some Order seekers from the Templars, the hostages being held in the Seattle Space Needle. The player is then given the order to kill the leader of the rail gun project, likely Dr Patton.
- M1_Seattle_Warehouse has no information in it.
- M2_Cairo_Arcology_Lower has no additional information in it, Arcology_Middle and _Upper are used in-game.
- M3_Germany_Panzerworks_Exterior would have the player rescuing a "Max Klein", whose sister was the leader of the SSC and sent the player to rescue them from the Templars. The player could either tell Max to stay there or make a break for it to the SSC head office.
- M3_Germany_Panzerworks_Interior has no information in it.
- M4_Ant_Cave has no information in it.
- M5_Cairo_Arcology_Lower has no additional information in it.
- M6_LibertyIsland_Hub has no information in it. It is possible that the hub was once one single level like the original game but then split into the _Back, _Front, and _Illum maps to be able to run on consoles.
The Deus Ex series
| |
---|---|
Windows | Deus Ex (Prototype, The Nameless Mod) • Invisible War • Human Revolution • The Fall • Mankind Divided |
PlayStation 2 | The Conspiracy |
Xbox | Invisible War |
iOS | The Fall (Prototype) |
- Pages missing developer references
- Games developed by Ion Storm
- Pages missing publisher references
- Games published by Eidos Interactive
- Windows games
- Pages missing date references
- Games released in 2003
- Games released in December
- Games released on December 2
- Games with unused text
- Games with debugging functions
- To do
- Deus Ex series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Ion Storm
Games > Games by platform > Windows games
Games > Games by publisher > Games published by THQ Nordic > Games published by Crystal Dynamics > Games published by Eidos Interactive
Games > Games by release date > Games released in 2003
Games > Games by release date > Games released in December
Games > Games by release date > Games released in December > Games released on December 2
Games > Games by series > Deus Ex series