This is a sub-page of Duke Nukem Forever.
A to-do list for Duke Nukem Forever. This list is not comprehensive and may lack information that needs to be researched for/added to the article.
General#
- It probably would be easier if someone were to document everything that is used by the game, might make it easier to find unused stuff.
- A tutorial on how to properly extract and view the game's assets would be very helpful.
- Some tools that could be useful:
- Various discoveries posted by Futuretime23 on duke4 and in the duke4 Discord.
- Food gives the player health, not noticeable during normal gameplay. Defined in Snacks_Generic.
- Cigars are meant to give the player ego for each puff. Defined in CigarAttachment.
- Podgirls exploding actually have a damage variable, implying they were meant to damage you when they blew up, but their radius was set to nothing, so it in turn does nothing.
- Leftovers of scrapped Shades O.S. powers, including a few not present in the 2001 builds such as a bomb detector and a radar.
- Duke could originally make NPCs follow him on command, not unlike the Half-Life series.
- Enemies may have been planned to cloak.
- leftover behavior of how guns work if Duke picks them up and they aren't set to be a primary weapon.
- Patches caused some cheats to not work properly. Verify this.
- Command console that is normally disabled some info here and a tool to reenable it here.
- Full list of commands here (probably don't need to document all of these).
- Investigate the non-English versions with more than what is currently here. All of them may have jokes/references absent in the English version.
- The files of the Japanese release really need some looking into, there could be more to this version ala Syndicate Wars.
- Look into the Russian release of the game, the dub had some censorship and seems to have had additional audio that was not present in the International version.
- Unused/scrapped weapon stuff
- Nuke ammo for RPG needs more elaboration/images.
- Seems at one point you were able to dual wield pistols as there is code and seemingly graphics for it. This can be seen in some prerelease media and Pig Cops are shown doing this in the final game.
- Unused audio found in the Vulcan and MightyFoot folders, seemingly leftovers from the 2001 prototypes.
- MBurn09.mp3 in the missile folder.
- Another unused weapon called MiniGun_BL, appears to be the minigun used by the Battlelord, seems not be related to the Tittyana/Super Minigun added in DLC and seems to have an audio file called MiniGun_Fire_04.mp3. This article on the Duke Nukem wiki makes mention of it.
- Partly obscured animations, such as the Men's restroom with the "hole" in Titty City and the EDF soldier getting attacked by a Pigcop in The Forkstop.
- The post-credits scene Press Conference (Map23.dnf) is not a video and is in fact rendered real time. There might be stuff hidden off camera.
- Look into and cover the console versions. Discuss file and folder differences between versions.
- Out of bounds oddities/unused map content.
- The Lady Killer: Part 2 has a lot of unused/out-of bounds content, as seen here.
- Some YouTube channels with some good videos to start on include Chewbarta and Jelley0. (Note: Chewbarta accessed things in their videos with theDuke Nukem Forever: Enhanced mod and Jelley0 was using exploits/glitches on the PS3 version (in older videos) that have likely been patched out of the PC version).
- Probably more.
- Depots and DLC on SteamDB.
- Unused cheat codes. Apparently can work in the demo. Describe what they do.
- dnnuk
- dnrate
- dndebug
- dncoords
- dnclip
- dninventory
- dnweapons
- dnunlock
- dnmonsters
- dnshowmap
- dnview
- dnkroz
- There are apparently other cheat codes besides these such as "dnbullettime", although they may no longer work due to improperly set variables.
- Look into the .U files that can be found MegaPackage.dat and in the DLC. It is possible to decompile them into .UC scripting files, so document anything noteworthy from them.
- The game contains an lighting system that is (mostly) unused. When an object is placed into the levels they are set to cast shadows by default, but the devs manually disabled shadows for most of them. There are some scenes that still have shadows present.
- The EDF Soldiers in the game seem to have unused configurations for weapons they're never shown using in-game.
- Precache text files as well as a shader .dat file for the removed Rooftops/Sky-High map in the console versions.
- Some of the precache files, namely the static meshes ones have some interesting things; some list directories that don't exist in the packages and others appear to be completely removed models from the game.
DLC Specific#
Nothing as of now...
To Investigate#
- There're probably a few instances of things that seem to be unused but aren't in the game, make note of them in the Notes page.
- Some music in the game may be cut off such as Duke's whistling before he takes a leak in the opening moments (MUS_WhistleTheme.mp3) and Johnny O'Lenoman's music. Verify if these are only partly used or not.
- Remnants of cut game modes that need more research:
- "Chugfest" mode seemingly where players would drink beer and score points by taking a leak in a teleporting porta potty. There are seemingly unused assets for this mode such as voice lines of the Announcer stating that "The pisser/cooler has teleported" (Annoucer_PisserTeleport_01/Annoucer_CoolerTeleport_01) and some graphics.
- "Horde" mode that was going to be released with the DLC. Apparently, some console commands, UI test commands and leftover scripts exist for this.
- The code in Engine.u has
T_DLCGAMETYPEstrings numbered 3-9, with ids 8-14 seemingly not used. Strings 0-2/ids 5-7 are used for the game modes added in Hail to the Icons Parody Pack DLC. - Seems to be a lot of undocumented changes the game received back when the DLC and patches was coming out.
- Besides some text being added or removed, some text was changed. Some of the changes included capitalization of some menu titles, an erroneous extra "been" in the
DLC_DLCContentRemovedBodystring being removed, the cheat warning message being changed and the Instagib mutator was originally called "Railguns Only". See if these still apply to the console versions. - The console versions apparently received a patch at some point to fix the unstable state they were launched in. Doesn't seem to be documented anywhere.
- There is a v1.03 that added support for The Doctor Who Cloned Me and disabled the console. Probably a few other things besides those.
- Besides some text being added or removed, some text was changed. Some of the changes included capitalization of some menu titles, an erroneous extra "been" in the
- Check for inaccessible areas in levels, especially at sections just before/after map transitions.
- For example, the upper rafter area of The Duke Burger at the end of the level is smaller than the version in The Duke Burger: Part 2.
- Considering this game runs on a hyper-modified version of a game engine from 1998, there are probably a crapton of bugs.
- As an example, YouTube channel Rerez experienced a bug with a scripted event in the Crash Course level where a slab of concrete failed to drop down. Found a way to replicate this.
- There's lots of old glitch videos on YouTube that should be used a starting point.
- Assets for a EDF base and Area 51, alongside sounds for driving a bus, which are later used in the DLC. Verify how much of what's leftover of these areas in base game is used in DLC.
- What's the Entry.dnf map?
- The .jpn files found in the Doctor Who Cloned Me DLC appear to feature early/alternative names of levels, see if these files exist in the base game have this early names/content as well. (Might be able to find these more easily on console versions).
- A bunch of game's shader files in System/Shaders/PC contain credit headers. Not really sure where to document these:
FixedEmuTypes.h
/*=============================================================================
FixedEmuTypes.h: Duke Forever Direct3D9 support
Copyright 1997-2003 3D Realms, Inc. All Rights Reserved.
Revision history:
Created by John Pollard
=============================================================================*/
ShaderOps_PS.fx/ShaderOps_VS.fx/ShaderRuntime_PS.fx/ShaderRuntime_VS.fx
//================================================================================
// <shader name>
// Copyright 2007 3D Realms, Inc. All Rights Reserved.
// John Pollard
//================================================================================
FXAA.fx
// Copyright (c) 2010 NVIDIA Corporation. All rights reserved.
- Text under the
[UDukeLobbyCW]section in dnwindow.int used to make mention of Duke and Bombshell teams. Was later changed in PC version but still left in console versions and the demo. Not sure if unused but still should be documented somewhere.
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