the cutting room mirror

Dungeon Siege

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This page details one or more prototype versions of Dungeon Siege.

Builds Referenced#

  • B1 00.05.06.0703
  • B2 00.05.02.01.2202

Character Textures#

In release, every character has what appears to be leather-stitched socks on their feet, but during Beta 1 their feet were bare.

Cut Characters#

Unfortunately all of the known cut female characters (other than Lyrall) had the same face and hair.

Cut Items#

Attribute Potions#

Cut by the time of release, in Beta 2 00.05.02.01.2202 the templates were still present. The given effects mirror what was found in this build of the game.

Inventory Art

Effects

Adds 1 to Strength for 5 Minutes

Doubles Health regeneration rate for 5 minutes

Adds 1 to Dexterity for 5 minutes

+10% Chance to Dodge Melee Attacks

Originally potions were split up into "Good" and "Dark". As of the earliest accessible build, Poison was the the only "dark" potion still in the game.

Potion Inventory Sprites#

None of which resemble any of the sprites that would be used in the actual game. The top one seems to resemble the model used for the dropped potions, though.

Cut Armor#

The vast majority of these depict items that were released and obtainable, but with different, unfinished inventory sprites.

A1#

A2#

A3#

Partially Cut Guard/Legionaire Armor

Three armors were semi-present in the release game, but being unobtainable without the use of mods, they used beta versions of their designs for the inventory sprites.

A7#

Boots#

Gauntlets#

Helmets#

hlmt_016, hlmt_037 and hlmt_038 were completely changed between Beta 1 and Release.

Shields#

Weapons#

In-Game

Inventory Sprite

DungeonSiege-b gui ig i w stf 077proto.png

Cut Textures#

Decals#

SFX#

Environment Maps#

Items#

Castle#

Caves#

Desert#

Global#

Grass#

Swamp#

Terrain Textures#

Some of these textures didn't change much from the beta to the release, but instead were stretched out or merged.

Abandoned Cave#

Cave_1#

Crypt_1#

Surviving remnants in the release.

Dungeon_2#

A lot of these seem to reflect an older naming system.

Dungeon_Greystone_1#

Dungeon_Redstone_1#

Dungeon_Roundstone_1#

Dwarven_Mine_1#

Forest_Pine#

Forest_Sequoia#

Generic#

To do:
GIF to illustrate the differences in the textures + demonstrate how they were likely intended to be seen/used.

Grass_1#

Grass_2#

Lakeshore_1#

Unfinished Textures#

In build Beta 1 00.05.01.06.0703 of 06/08/2001 there were files discovered that contained unfinished formats of terrain textures that appear to have been made in paint and all feature the most basic layout of a texture.

Unused Textures#

A few appear to have went completely unused and only exist in this format.

rmp folder went unused.

wal_pth seems to refer to ramps as well, but there aren't unique textures for ramps in release.

Sounds#

WARNING: Many of these may be very loud. Please be cautious when listening. I tried to make them much quieter, but they may still be loud.

(loud)

(loud)

(loud)

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(loud)

(loud)

king_intro (opening sequence) Probably the most interesting one. It features quite a different script for the opening sequence. Arguably less fluent, but featuring much of the same ideas and plot as the release version.

Miscellaneous#

  • Instead of showing a sign representing the skill, the weapon you were using would instead be displayed over your head.
  • The potion drinking animation was longer.
  • When broken, barrels and boxes would leave a broken model instead of just gibs.
  • Enemies that would gib even with gore off had non-gibbing animations.
  • Instead of the snappier names of "Mana Potion"/"Health Potion", they were all references as "Potions of Health/Mana", as were the cut attribute potions.

Miscellaneous Textures#

For unknown purposes, it seems that the concept art for the mascot was in the game's files during Beta 1. This was compiled from a handful of texture files.