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Proto:Duke Nukem Forever/2001

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This is a sub-page of Proto:Duke Nukem Forever.

How about a nice leek in this trying time?
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.

Hmmm...
To do:
  • The Levels subpage needs some serious work done on it.
  • Document source code here. There's bound to be leftovers from long before this build in things like comments.
  • Extract all textures and add them into a sub-page.
  • Document the early plot.
  • Document NPCs.

Sub-Pages

Dnf2001 toiletpiss.png
General Differences
Much of the cool stuff that didn't make the final cut.
Dnf2001 m16.png
Weapons and Items
Old designs, cut weapons, removed alternate fires, heat vision, and more.
DNFRainsampleoutside.png
Levels
Includes campaign levels, test maps, and maps used for the E3 trailer.
Dnf2001 ezmail1.png
Minigames and Touch Screen Devices
All the stuff to get sidetracked and distracted with.
Dnf2001 bellowsaur1.png
Enemies
Meet the many enemies that didn't make the final cut.
Dnf2001 scoreboard.png
Multiplayer
Functioning multiplayer with a taste of Unreal and Unreal Tournament.
Dnf2001 menu.png
Menus
Not one, but two very different menu systems compared to the final game.

Character Models

Duke Nukem

Duke 2001 Model.png

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.

(Source: Matt T. Wood on Twitter: "Super temp. The newer duke model that I made isn't in this build.")

NPC_M_FatB

Dnf alpha georgemodel.png

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.

Dnf alpha georgeicon.png

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.

DNF2001 m al models bombshellskin12.png DNF2001 m al models dukeskin1.png DNF2001 m al models handcraneskin1.png

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.

DNF2001 EdSplash.png

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.

DNF2001-FreezeCannon Kill Icon.png

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