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Deus Ex: Invisible War (Windows)

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Debug Menu#

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.

Fallback Strings#

Default strings for if a string is missing:

  • REPORT MY FRIENDLY NAME AS A BUG
  • NAME - MISSING (BUG)
  • NO DESCRIP. - (BUG)
  • REPORT MY NAME AS A BUG
  • BUG. REPORT ME.
  • THIS IS A BUG. REPORT ME.
  • THIS IS A BUG. REPORT ME.
  • THIS IS A BUG. REPORT ME.

Cut Text#

Raw

Formatting

BKLitBunyan1

<!-- The title -->
<title=The Pilgrim's Progress>

<font=HudFont12>
<dc=146,180,227>
<jc>by John Bunyan<br>
<br>... I turned my head to look back and saw Ignorance come up to the River side: but he soon got over... For it happened, that there was then in that place one Vain-hope a ferry-man... When he was come up to the Gate he looked up to the writing that was above, and then began to knock, supposing that entrance should have been quickly adminstered to him... [But The King] commanded the two Shining Ones... to go out and take Ignorance and bind him hand and foot, and have him away.  Then they took him up, and carried him through the air to the door that I saw in the side of the hill, and put him in there.  Then I saw that there was a way to Hell, even from the Gates of Heaven, as well as from the City of Destruction.

The Pilgrim's Progress

by John Bunyan

... I turned my head to look back and saw Ignorance come up to the River side: but he soon got over... For it happened, that there was then in that place one Vain-hope a ferry-man... When he was come up to the Gate he looked up to the writing that was above, and then began to knock, supposing that entrance should have been quickly adminstered to him... [But The King] commanded the two Shining Ones... to go out and take Ignorance and bind him hand and foot, and have him away. Then they took him up, and carried him through the air to the door that I saw in the side of the hill, and put him in there. Then I saw that there was a way to Hell, even from the Gates of Heaven, as well as from the City of Destruction.

BKLitFolly1

<!-- The title -->
<title=The Praise of Folly>

<font=HudFont12>
<dc=146,180,227>
<jc>An oration, of feigned matter, spoken by Folly in her own person<br>
<br>
<jc>by Erasmus<br>
<br>
... And now, lest I may seem to have taken upon me the name of goddess without cause, you shall in the next place understand how far my deity extends, and what advantage by it I have brought both to gods and men.  For, if it was not unwisely said by somebody, that this only is to be a god, to help men; and if they are deservedly enrolled among the gods that first brought in corn and wine and such other things as are for the common good of mankind, why am not I of right the alpha, or first, of all the gods? who being but one, yet bestow all things on all men.  For... what is more sweet or more precious than life?  And yet from whom can it more properly be said to come than from me?

The Praise of Folly

An oration, of feigned matter, spoken by Folly in her own person

by Erasmus

... And now, lest I may seem to have taken upon me the name of goddess without cause, you shall in the next place understand how far my deity extends, and what advantage by it I have brought both to gods and men. For, if it was not unwisely said by somebody, that this only is to be a god, to help men; and if they are deservedly enrolled among the gods that first brought in corn and wine and such other things as are for the common good of mankind, why am not I of right the alpha, or first, of all the gods? who being but one, yet bestow all things on all men. For... what is more sweet or more precious than life? And yet from whom can it more properly be said to come than from me?

BKMakoCatalog

<!-- The title -->
<title=Mako Catalog>

<font=HudFont12>
<dc=146,180,227>
Bestsellers on sale!<br>
*Free ammo clip with every order!<br>
<br>
Flamethrower - 950<br>
Pistol - 60<br>
Rocket Launcher - 875<br>
Shotgun - 100 <br>
SMG - 345<br>
Sniper Rifle - 450 <br>
<br>
Watch for our upcoming price reductions on last year's mods!

Mako Catalog

Bestsellers on sale!

  • Free ammo clip with every order!

    Flamethrower - 950
    Pistol - 60
    Rocket Launcher - 875
    Shotgun - 100
    SMG - 345
    Sniper Rifle - 450

    Watch for our upcoming price reductions on last year's mods!

M0AnyPilotBeaconDC

<!-- The title -->
<title=Pilot Beacon RK-4>

<font=HudFont12>
<dc=146,180,227>

Autonomous air-traffic management.  Locator, scheduler, autopilot-enabled.  Latest WTO protcols.  Four response modes for non-compliant craft.  (1) Log, (2) Warn, (3) Deny, (4) Target.  Ground-to-air unit sold separately.<br>
<br>
23,995 credits, plus shipping.<br>

Pilot Beacon RK-4

Autonomous air-traffic management. Locator, scheduler, autopilot-enabled. Latest WTO protcols. Four response modes for non-compliant craft. (1) Log, (2) Warn, (3) Deny, (4) Target. Ground-to-air unit sold separately.

23,995 credits, plus shipping.

M0AnyRedGreaselCDC

<!-- The title -->
<title=Red Greasels>

<font=HudFont12>
<dc=146,180,227>
<jc>Intended Deployment Analysis
<p><jl>Green greasels were intended to guard an area from intruders.  They don't tend to wander too far and function as a good deterrent. 
<p>The red greasels, on the other hand, were probably meant to be dropped into areas that needed to be quickly depopulated.  They are quite efficient at this, with tougher skin, a more aggressive attitude, and spit with a higher causticity.

Red Greasels

Intended Deployment Analysis

Green greasels were intended to guard an area from intruders. They don't tend to wander too far and function as a good deterrent.

The red greasels, on the other hand, were probably meant to be dropped into areas that needed to be quickly depopulated. They are quite efficient at this, with tougher skin, a more aggressive attitude, and spit with a higher causticity.

M01BiomodLabDronesDC

<!-- The title -->
<title=Biomod drones>

<font=HudFont12>
<dc=146,180,227>

When activated, drone biomods nanoformulate small flying bots that accompany the user and perform an ascribed function.  Drones only drain bioelectric energy when executing their primary objective, often detonation or some other type of attack.  Assembly and hovering use no energy.

Biomod drones

When activated, drone biomods nanoformulate small flying bots that accompany the user and perform an ascribed function. Drones only drain bioelectric energy when executing their primary objective, often detonation or some other type of attack. Assembly and hovering use no energy.

M01CorpCampGrayCodeDC

<!-- The title -->
<title=Gray's Cage Code> 

<font=HudFont12>
<dc=146,180,227>

That gray is getting incredibly hostile, so we've upgraded the holding cell.  Here's the new code.  Be careful.

Gray's Cage Code

That gray is getting incredibly hostile, so we've upgraded the holding cell. Here's the new code. Be careful.

M01WTOTermCivicLogin

<!-- The title -->
<title=PLACEHOLDER>

<font=HudFont12>
<dc=146,180,227>
PLACEHOLDER TEXT. A BUG ALREADY EXISTS (#16696) FOR THE WRITERS TO WRITE A REAL DATACUBE. 

PLACEHOLDER

PLACEHOLDER TEXT. A BUG ALREADY EXISTS (#16696) FOR THE WRITERS TO WRITE A REAL DATACUBE.

M04AntLairDeadScientist1DC

<!-- The title -->
<title=STUB TITLE>

<font=HudFont12>
<dc=146,180,227>
THIS IS PLACEHOLDER TEXT! A BUG ALREADY EXISTS ABOUT THIS PROBLEM.

STUB TITLE

THIS IS PLACEHOLDER TEXT! A BUG ALREADY EXISTS ABOUT THIS PROBLEM.

M04AntLairDeadScientist2DC

<!-- The title -->
<title=STUB TITLE>

<font=HudFont12>
<dc=146,180,227>
THIS IS PLACEHOLDER TEXT! A BUG ALREADY EXISTS ABOUT THIS PROBLEM.

STUB TITLE

THIS IS PLACEHOLDER TEXT! A BUG ALREADY EXISTS ABOUT THIS PROBLEM.

M04AntLairDeadScientist3DC

<!-- The title -->
<title=STUB TITLE>

<font=HudFont12>
<dc=146,180,227>
THIS IS PLACEHOLDER TEXT! A BUG ALREADY EXISTS ABOUT THIS PROBLEM.

STUB TITLE

THIS IS PLACEHOLDER TEXT! A BUG ALREADY EXISTS ABOUT THIS PROBLEM.

M04BaseRedGreasel2DC

<!-- The title -->
<title=Project: Red Rover>

<font=HudFont12>
<dc=146,180,227>
<jc>Versalife Antarctic Base<br>
<jc>Combat Testing
<p><jl>The combat testing for these new red greasels is producing better results than we ever expected.  
<p>Their endurance and sheer aggression surpass the old rev by a long shot.  
<p>Testing will continue, with increased safety measures, after what happened to Intern Jacobs.

Project: Red Rover

Versalife Antarctic Base

Combat Testing

The combat testing for these new red greasels is producing better results than we ever expected.

Their endurance and sheer aggression surpass the old rev by a long shot.

Testing will continue, with increased safety measures, after what happened to Intern Jacobs.

M04LairJonasJournal17DC

<!-- The title -->
<title=Jonas's Journal>

<font=HudFont12>
<dc=146,180,227>
<jc>Versalife Expedition<br>
<jc>Entry No. 17<br><br>
We're rapidly running out of resources.  Parrington wants to keep exploring this labyrinth.  We don't even know what this place IS.  
<p>I think it's high time we cut our losses and head back.  Maybe they've got communcations back up.  The rescue team will be here soon and we will want to be at the base when they get here.

Jonas's Journal

Versalife Expedition

Entry No. 17

We're rapidly running out of resources. Parrington wants to keep exploring this labyrinth. We don't even know what this place IS.

I think it's high time we cut our losses and head back. Maybe they've got communcations back up. The rescue team will be here soon and we will want to be at the base when they get here.

M05GreaselTrapDC

<!-- The title -->
<title=Had to take Fahmi to the doctor.>

<font=HudFont12>
<dc=146,180,227>
Fahmi found a greasel and got hurt!  He tricked the creature into the tiger cage, but was injured in the process.  We have taken him to a doctor.  If you can find a gun you should shoot the thing.

Had to take Fahmi to the doctor.

Fahmi found a greasel and got hurt! He tricked the creature into the tiger cage, but was injured in the process. We have taken him to a doctor. If you can find a gun you should shoot the thing.

M06TubeCleansingCodeDC

<!-- The title -->
<title=Memo to Custodial Staff> 

<font=HudFont12>
<dc=146,180,227>

Here are the new access codes for activating the tube cleansing system.  Keep in mind that this system releases superheated steam and should only be used when you can verify that no one is in the sector.

Memo to Custodial Staff

Here are the new access codes for activating the tube cleansing system. Keep in mind that this system releases superheated steam and should only be used when you can verify that no one is in the sector.

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..."

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
}

Cut Enemies#

Class D_2970 is a red greasel (RedGreasel), it's mentioned in lore but never appears in game. D_2971 is its combat model (RedGreaselCreatureCombatModel) and D_2970 is a weapon unique to the red greasel (RedGreaselSpitCannon and RedGreaselBullet).

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

(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)

Biomods#

Comments suggest that the electrostatic discharge and hazard drone were once in a chest slot that was cut.

The prismatic resonator aug was a black market cloaking aug that allowed the player to walk through lasers, however energy weapons would do double damage to the player5.

However some code still remains suggesting that weapons would drain your bioenergy instead:

struct PrismaticResonatorBiomodStruct
{
    var() float VisibilityEffectRadius      "How far from the player(max) will the affected beam for this AugLevel begin to render translucently?";
    var() float BEDrainFactor[3]            "This decimal number is multiplied with the Weapon.ContactStimulus.Amount of any attack and subtracted from the equipped player's BE.";
};

Cut Items#

Weapon Mods#

Code still remains for a cut computer tracking mod:

var(BodyMod) inherited(1273)    float               TrackingComputerLockMultiplier  "MUltiplier for auto aim lock time for tracking computer Mod";

Weapons#

Strings exist for a cut SMG. May have been split into Red Greasel Hunter (light) and Widowmaker SMG.

  • NightHunter SMG
  • Rapid-fire submachine gun modified by Omar Technosect for accuracy. Equipped with a low intensity light.
  • Press [UseItem] To Fire
  • Press [AltFire] For Red Light

Keys#

  • M3_Key_BlackMarketFootlocker
  • M4_Key_Hub_TransgenicCages
  • M6_Key_RecordRoom

References#


  1. Deus Ex: Invisible War Infiltrates Store Shelves Across North America Today. EidosInteractive.com↩︎
  2. デウスエクス:インビジブル・ウォー↩︎
  3. Games out this week - 5/3/2004. "Deus Ex: Invisible War PC Eidos 5/3/2004"↩︎
  4. Atari.com.au - Deus Ex: Invisible War (PC Games)↩︎
  5. https://www.ign.com/articles/2003/02/18/dx-invisible-war-interview↩︎