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Deus Ex: Invisible War (Windows)
| Deus Ex: Invisible War |
|---|
|
Developer:
Ion Storm
|
| To do: Invisible War has so much content just lying around in the open in its files (Steam at least), that I think goes unused. More could be researched. Cross compared with Deus Ex: Invisible War (Xbox), the dynamically loaded textures and text are shared for the most part. |
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 enformcement 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) • Deus Ex: Invisible War • Deus Ex: Human Revolution • Deus Ex: Mankind Divided |
| PlayStation 2 | Deus Ex: The Conspiracy |
| Xbox | Deus Ex: Invisible War |
| iOS | Deus Ex: The Fall |
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with unused text
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Games > Games by publisher > Games published by Square Enix > Games published by Eidos Interactive
Games > Games by release date > Games released in 2003
Games > Games by series > Deus Ex series