Proto:Duke Nukem Forever/2001
This is a sub-page of Proto:Duke Nukem Forever.
This page or section details content from the Duke Nukem Forever 2001 Prototype Leak. |
On May 8, 2022, a group calling themselves "x0r_jmp" posted several never-before seen screenshots and clips of the infamous 2001 Duke Nukem Forever prototype to 4chan's /v/ board. Although they originally planned to release the files in June, they were instead released the next day. Included in the leak are the assets, source code, editor, and binaries for two builds dated August 21 and October 26, 2001.
Despite having a spectacular trailer shown off at E3 2001, much of the gameplay it presented was staged, and the game as a whole was still very incomplete. A huge chunk of the campaign is playable, but it was said to have largely consisted of blockout levels with no enemies or scripting.
The October build has more content, with the first half of the campaign being fully playable albeit buggy. The middle part of the campaign is partially finished, and the last part of the campaign consists only of props and staged assets without any scripting or enemies. Most notably, Multiplayer is fully functional with a playable Deathmatch and Team Deathmatch mode and an array of maps designed for the mode.
To do:
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Contents
Sub-Pages
General Differences Much of the cool stuff that didn't make the final cut. |
Weapons and Items Old designs, cut weapons, removed alternate fires, heat vision, and more. |
Levels Includes campaign levels, test maps, and maps used for the E3 trailer. |
Minigames and Touch Screen Devices All the stuff to get sidetracked and distracted with. |
Enemies Meet the many enemies that didn't make the final cut. |
Multiplayer Functioning multiplayer with a taste of Unreal and Unreal Tournament. |
Menus Not one, but two very different menu systems compared to the final game. |
Character Models
Duke Nukem
The model used for Duke in this build is a very rough placeholder that had yet to be replaced with the final in-game model. It has no pupils, a cartoonish yellow hair-style, and a somewhat older-looking face. His finger gloves are not quite UV'd correctly. It uses the same humanoid animation sets as other humanoid characters in the game.
NPC_M_FatB
A reskinned version of NPC_M_FatA to have a different face and a Duke Nukem 3D t-shirt. Based on the existence of an unused multiplayer model icon in the files, this was presumably intended as a depiction of George Broussard.
Unused Graphics
Early Duke and Bombshell textures
File directory: Textures\m_al_models.dtx
Early textures for Bombshell and Duke are present. The Bombshell texture appears to stem from the Quake engine iteration of Duke Nukem Forever. An identical copy of Bombshell's texture can also be found in m_bombshell.dtx.
Unused DukeEd Splash
File directory: System\EdSplash.bmp
A splash image featuring Rei Ayanami and Pen Pen from Neon Genesis Evangelion, more specifically Groundwork of Evangelion Vol. 1. When booting the editor up, the Duke Nukem Forever logo is shown instead.
Unused Freeze Cannon Kill Icon
File directory: Textures\hud_effects.dtx
Since the freeze cannon does not do any damage, this kill icon for it in DukeMatch goes unused. Killing a player with the alt-fire uses the M16's kill icon instead, as the projectile is only a reskinned 40mm grenade.
Developer Notes
Buried in October 26\maps are three .txt files full of developer notes. These appear to be related to the zoo test maps.
ZOO_Actor_Issues.txt
---------------------------------------- General actor issues ---------------------------------------- - Can't apply the parent texture to my spawned particle meshes. - Heat Vision effect on meshes is broken. - Actors don't "die" when they take damage from the wall/floor. - Actors that have been grabbed won't follow through teleporters. - Actors often get stuck on the player or each other - Need the ability to offset "SpawnOnDestroyed" objects ---------------------------------------- dnDecoration Broken Actors ---------------------------------------- u_Generic.G_ashtray1 - Missing polys on bottom u_Generic.G_Banana - Can't step on anymore, grabbing looks wierd when it squirts out u_Generic.G_Barricade - ULTRA difficult to shoot u_Generic.G_SecurityCam1 - Very difficult to shoot u_Generic.G_SecurityGlobe - Very difficult to shoot u_Generic.G_TV1 - Pretty difficult to shoot u_Generic.G_Trashcan - Missing polys on bottom u_Generic.G_WallClock - Missing Polys on back u_Generic.G_TV2 - Spawns a whole lot of frag types, more than specified u_Generic.G_TV1 - Pretty difficult to shoot u_Generic.G_SecurityGlobe - Pretty difficult to shoot u_Zone1_Vegas.Z1_ClockGrandfather - Pretty difficult to shoot u_Zone1_Vegas.Z1_LampFloor1 - Difficult to shoot u_Zone1_Vegas.Z1_LampFloorPenthouse - Difficult to shoot u_Zone5_Area51.Z5_c_tower - Missing polys on bottom ---------------------------------------- dnDecoration New Obsolete Actors ---------------------------------------- u_Generic.G_Bath_Sink1 u_Generic.G_Firepole u_Generic.G_Pole u_Generic.G_Light_Switch u_Generic.G_LightSwitch u_Zone1_Vegas.CoinCup_Z1 u_Zone1_Vegas.Chandalier1 u_Zone1_Vegas.Shower_Head u_Zone1_Vegas.Shower_Knob u_Zone3_Canyon.Z3_Cactus6 u_Zone3_Canyon.Z3_ExplosiveBarrel ---------------------------------------- dnDecoration Misc. Issues ---------------------------------------- u_Generic.G_VehicleSpawn - Won't show in editor, but I didn't make it obsolete u_Generic.G_VehicleSkybox - Won't show in editor, but I didn't make it obsolete u_Generic.Vehicle - Specific case thing where mapper specifies visual, not in the Zoo for now u_Generic.VehicleHeadlight - Used by Vehicle u_Generic.VehicleTaillight - Used by Vehicle u_Zone2_Dam.Z2_FlingCan - Special case class for the boat level
ZOO_PassNumber1_Settings.txt
---------------------------------------- dnDecoration Settings to check - Pass #1 ---------------------------------------- - Check to see if it should be obsolete (no mesh, etc) - Check for proper skin/display issues (no more Dolomack faces on ashtrays) - Check the script for proper objloads, etc. -------------------- Collision: -------------------- bBlockActors bBlockPlayers bCollideActors bCollideWorld CollisionHeight CollisionRadius -------------------- Decoration: -------------------- bPushable Grabbable -------------------- Display: -------------------- bHeated bHeatNoHide HeatFalloff HeatIntensity HeadRadius -------------------- dnDecoration: -------------------- bLandBackwards bLandForward bLandLeft bLandRight bLandUpright bLandUpsideDown bNotPushableAfterTumble bTumble DamageOnHitWall DamageOnHitWater DamageOnPlayerTouch DamageOnTouch DamageOnTrigger DamageThreshold FallingPhysicsOnDamage HealOnTrigger HealthPrefab ItemName MassPrefab SpawnOnHit -------------------- Item: -------------------- BobDamping GrabViewOffset PlayerViewOffset -------------------- Movement: -------------------- Physics
ZOO_PassNumber2_Settings.txt
---------------------------------------- dnDecoration Settings to check - Pass #2 ---------------------------------------- -------------------- Decoration: -------------------- bSetFragSkin -------------------- dnDecoration: -------------------- FragType