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Deus Ex: Invisible War (Windows)

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Title Screen

Deus Ex: Invisible War

Developer: Ion Storm
Publisher: Eidos Interactive
Platform: Windows
Released in US: December 2, 2003
Released in EU: March 5, 2004


TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

Hmmm...
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

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
SoundIcon.png
Unused Audio
Unused audio, mostly barks.

Debug Menu

Hmmm...
To do:
Document this, more information about all the tabs can be found in DX2Menu.ini.
Deusex2-debugmenu.png

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.

Sentinel concept art

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

(Source: Original TCRF research)

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.
(Source: Original TCRF research)