This is a sub-page of Duke Nukem Forever.
The game's text is stored across various files in the System directory as well the Localization sub-folder in the console versions.
|
|
To do:
|
Master Sever#
MasterServer.ini makes mention of a master sever for multiplayer. This file is also seen in the 2001 builds.
|
|
To do: |
; Unreal Engine Master Server
; Configuration File
;
; Revision History:
; * (4/16/99) Created by Brandon Reinhart
;
; Usage:
;
; [MasterServer]
; GameName=[Identifying String]
; Where the string is one assigned by GameSpy & Critical Mass.
; OperationMode=[TextFile/TCPLink]
; First mode outputs server list to the file specified under the
; OutputFile key of the [TextFile] section.
; Second mode services GameSpy MasterServer Protocol messages
; on the port specified under the TCPPort key of the [TCPLink] section.
; ListenPort=[Integer]
; Specifies the port to listen for heartbeats on.
[MasterServer]
GameName=dnf
;OperationMode=TextFile
OperationMode=TCPLink
ListenPort=27900
[TextFile]
OutputFile=servers.txt
[TCPLink]
TCPPort=28900
Unreal Script Files#
Found littered in some of the .dps files in MegaPackage.dat is some text from Unreal Script files from previous builds. Most, if not all of these were written by former developer Charlie Weiderhold. The "dnFlameThrowerFX" and "dnDebris_Smokecan" headers be found in the 2001 prototypes specifically.
p_wormhole.dps
//=============================================================================
// dnFlameThrowerFX.
//=============================================================================
class dnFlameThrowerFX expands dnWeaponParticleFX;
p_HooverDamned.dps
//=============================================================================
// dnDebris_Smoke. September 20th, 2000 - Charlie Wiederhold
//=============================================================================
class dnDebris_Smoke expands dnDebris;
// Root of the smoke/dust debris spawner. Puff of white residual smoke.
p_Decoration.dps
//=============================================================================
// dnDecorationFX_SoapDispenser_Drip. April 2nd, 2002 - Charlie Wiederhold
//=============================================================================
class dnDecorationFX_SoapDispenser_Drip expands dnDecorationFX
notplaceable;
p_Item.dps
//=============================================================================
// AssaultTrooperFX_JetpackTrail 08/19/2005 - Charlie Wiederhold
//=============================================================================
class AssaultTrooperFX_JetpackTrail expands AssaultTrooperFX;
Editor#
There's lots of text relating to the game's editor but since the editor is not functional, it ends up going unused.
Editor Name#
From dukeed.int, it seems the game's schoolboy humor even extended to the editor's window name.
[General]
FrameWindow=Duke's Enormous Tool (build: %s %s)
Editor Text#
From editor.int is a lot of text intended for the editor, which obviously isn't used.
[Public]
Object=(Name=Editor.MasterCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.MakeCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.ConformCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.Duke220ConvertCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.BatchExportCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.MergeDXTCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.PackageFlagCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.MapConvertCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.SoundCheckCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.TextureCheckCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.OptimizeCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.CompileMatCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.ResExportCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.CutdownContentCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.ObjectReferenceCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.SoundReferenceCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.CutdownCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.MegaPackageCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.CreatePatchCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.ApplyPatchCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.LinearPackagesCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.SoundPackCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.DumpIntCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.AnimationListCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.MusicListCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.StripGoreCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.CookPlatformCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.CoalesceLocCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.BuildMP3HashCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.PrecacheIndexCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.MarkDemoMapsCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.BuildPatchLocCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.BuildSHACommandlet,Class=Class,MetaClass=Engine.Commandlet)
Object=(Name=Editor.MarkDLCMapsCommandlet,Class=Class,MetaClass=Engine.Commandlet)
Preferences=(Caption="Editor",Parent="Advanced Options")
Preferences=(Caption="Advanced",Parent="Editor",Class=Editor.EditorEngine,Immediate=True,Category=Advanced)
Preferences=(Caption="Colors",Parent="Editor",Class=Editor.EditorEngine,Immediate=True,Category=Colors)
Preferences=(Caption="Grid",Parent="Editor",Class=Editor.EditorEngine,Immediate=True,Category=Grid)
Preferences=(Caption="Rotation Grid",Parent="Editor",Class=Editor.EditorEngine,Immediate=True,Category=RotationGrid)
[MasterCommandlet]
HelpCmd=master
HelpOneLiner=Build master installer files
HelpUsage=master [-option...] [parm=value]...
HelpParm[0]=MasterPath
HelpDesc[0]=Root directory to copy source files from
HelpParm[1]=SrcPath
HelpDesc[1]=Root directory to copy source (release) files to
HelpParm[2]=RefPath
HelpDesc[2]=Path for delta-compressed path reference
[ConformCommandlet]
HelpCmd=conform
HelpOneLiner=Generate conforming binary files
HelpUsage=conform existing_file.ext old_file.ext
HelpParm[0]=existingfile.ext
HelpDesc[0]=Existing binary file to load, conform, and save
HelpParm[1]=oldfile.ext
HelpDesc[1]=Old file to make source file binary compatible with
[Duke220ConvertCommandlet]
HelpCmd=duke220convert
HelpOneLiner=Convert DNF 220 packages to current format.
HelpUsage=duke220convert srcfile.ext dstfile.ext
HelpParm[0]=srcfile.ext
HelpDesc[0]=Source (input) packagefile
HelpParm[1]=dstfile.ext
HelpDesc[1]=Destination (output) packagefile
[PackageFlagCommandlet]
HelpCmd=packageflag
HelpOneLiner=Set package flags in package files
HelpUsage=packageflag src.ext [dest.ext <+|->flag [<+|->flag] ...]
HelpParm[0]=src.ext
HelpDesc[0]=Existing package file to load
HelpParm[1]=dest.exe
HelpDesc[1]=Name of new package file with the new flag settings
HelpParm[2]=flag
HelpDesc[2]=+ to set a flag, or - to remove a flag, followed by one of:
HelpParm[3]=" "
HelpDesc[3]=" AllowDownload"
HelpParm[4]=" "
HelpDesc[4]=" ClientOptional"
HelpParm[5]=" "
HelpDesc[5]=" ServerSideOnly"
HelpParm[6]=" "
HelpDesc[6]=" BrokenLinks"
HelpParm[7]=" "
HelpDesc[7]=" Unsecure"
[MakeCommandlet]
HelpCmd=make
HelpOneLiner=Rebuild UnrealScript packages
HelpUsage=make [-option...] [parm=value]...
HelpParm[0]=Silent
HelpDesc[0]=No prompts; assume "yes" to all questions
HelpParm[1]=NoBind
HelpDesc[1]=Don't force native functions to be bound to DLLs
HelpParm[2]=All
HelpDesc[2]=Clean rebuild (otherwise rebuild is incremental)
HelpParm[3]=Parseonly
HelpDesc[3]=Only Parse files, no compilation
[TextureCheckCommandlet]
HelpCmd=texturecheck
HelpOneLiner=Check for textures missing materials and detail textures.
HelpUsage=texturecheck [packagename]
HelpParm[0]=packagename
HelpDesc[0]=Package to check.
[MergeDXTCommandlet]
HelpCmd=mergedxt
HelpOneLiner=Merge DXT textures with standard textures
HelpUsage=mergedxt srcpath oldpath destpath
HelpParm[0]=srcpath
HelpDesc[0]=Path containing source files
HelpParm[1]=oldpath
HelpDesc[1]=Path containing old files
HelpParm[2]=destpath
HelpDesc[2]=Path for destination files
[BatchExportCommandlet]
HelpCmd=batchexport
HelpOneLiner=Export objects in bulk
HelpUsage=batchexport package.ext classname export_ext
HelpParm[0]=package.ext
HelpDesc[0]=Package whose objects you wish to export
HelpParm[1]=classname
HelpDesc[1]=Class of object to export
HelpParm[2]=export_ext
HelpDesc[2]=File extension to export to
HelpParm[3]=path
HelpDesc[3]=Path to export files to, like c:\MyPath
[SoundCheckCommandlet]
HelpCmd=soundcheck
HelpOneLiner=Check sounds for unsupported formats.
HelpUsage=soundcheck package <packagename> [option...]
HelpParm[0]=package
HelpDesc[0]=Package to check. Wildcards are ok.
HelpParm[1]=bits <numbits>
HelpDesc[1]=Only display sounds matching the number of bits specified
HelpParm[2]=channels <numchan>
HelpDesc[2]=Only display sounds matching the number of channels specified
HelpParm[3]=minsize <bytes>
HelpDesc[2]=Only display sounds at least this number of bytes in size
[ResExportCommandlet]
HelpCmd=resexport
HelpOneLiner=Export of various resources.
HelpUsage=resexport <restype> <command> [option...]
HelpParm[0]=restype
HelpDesc[0]=resource type we are working with
[OptimizeCommandlet]
HelpCmd=optimize
HelpOneLiner=Make script go VROOM VROOM!
[CutdownContentCommandlet]
HelpCmd=cutdowncontent
HelpOneLiner=Purges unused content from packages.
HelpUsage=cutdowncontent <style>
HelpParm[0]=full
HelpDesc[0]=loads all script and maps and saves out all static mesh, mesh, texture, and sound packages
HelpParm[1]=sm
HelpDesc[1]=loads all script and maps and saves out all static mesh packages
HelpParm[2]=mesh
HelpDesc[2]=loads all script and maps and saves out all mesh packages
HelpParm[3]=tex
HelpDesc[3]=loads all script and maps and saves out all texture packages
HelpParm[4]=sound
HelpDesc[4]=loads all script and maps and saves out all sound packages
[ObjectReferenceCommandlet]
HelpCmd=objectreference
HelpOneLiner=Loads each map in the maps directory and counts references to textures, static meshes, and meshes and then outputs these reference counts to a file which can be used by the editor
HelpUsage=objectreference
Map Text#
Various unused text from the associated text files of the maps.
From Map00.int (Duke Lives)#
[LevelInfo0]
LocationName=First Down
From map02.int (The Duke Cave)#
An unused message for gaining "full ego".
[TriggerHint___9]
Message=Objective Complete : Full Ego
Message for activating "Ego Trip", a cut ability.
[TriggerHint___8]
Message=$Key(EgoTrip) Ego Trip
From map03.int (Mothership Battle)#
Text for annoucing waves in the fight against the Mothership, which are never shown.
[TriggerHint___14]
Message=Wave 4
[TriggerHint___13]
Message=Attack 1
[TriggerHint___27]
Message=Attack 5 : Player Dead
[TriggerHint___24]
Message=Wave 3
[TriggerHint___23]
Message=Wave 2
[TriggerHint___25]
Message=Attack 4
[TriggerHint___21]
Message=Attack 3
[TriggerHint___16]
Message=Attack 5
[TriggerHint___26]
Message=Attack Over
[TriggerHint___22]
Message=Wave 1
[TriggerHint___5]
Message=Attack 2
From map09.int (Duke Nukem's Titty City)#
[LevelInfo0]
Title=
[ZoneInfo___21]
ZoneName=ChampagneLobby
[ZoneInfo___20]
ZoneName=ChampagneStair
From map12b.int (The Mighty Foot: Part 2)#
[ZoneInfo___2]
ZoneName=12BTunnelInterior
Fram map14b.int (Highway Battle: Part 2)#
[TriggerDialog___5]
DialogText=Duke: Aw, and it got such good gas mileage.
While this line is used in the succeeding level when the Mighty Foot sink to the bottom of the Hoover Dam, it doen't play here. This is used in the demo when the Mighty Foot runs out of gas.
From map15.int (Dam Top)#
[NavVolume_Door___14]
LocationName=
[NavVolume_Door___12]
LocationName=
[NavVolume_Door___18]
LocationName=
[NavVolume_Door___17]
LocationName=
[NavVolume_Door___16]
LocationName=
[NavVolume_Door___15]
LocationName=
From map18.int (Generator Room)#
[ZoneInfo___35]
ZoneName=GARBAGEROOM
From Map19.int (Underground)#
[ZoneInfo___41]
ZoneName=underGenerators2
[ZoneInfo___43]
ZoneName=underGeneratorsStart
[ZoneInfo___3]
ZoneName=underGenStairRoom1
[ZoneInfo___2]
ZoneName=underGenSideRoomHall18
[ZoneInfo___10]
ZoneName=underGenSideRoom22
[ZoneInfo___1]
ZoneName=underGenSideRoomHall8
[ZoneInfo___71]
ZoneName=underGenStairRoom1
[ZoneInfo___23]
ZoneName=underGenSideRoomHall17
[ZoneInfo___15]
ZoneName=underGenSideRoomHall9b
[ZoneInfo___29]
ZoneName=underGenSideRoomHall9b
[ZoneInfo___42]
ZoneName=underGenSideRoomHall8
[ZoneInfo___75]
ZoneName=underGenSideRoomHall24
[ZoneInfo___8]
ZoneName=underGenSideRoomHall16
[ZoneInfo___11]
ZoneName=underGenSideRoomHall6
[ZoneInfo___14]
ZoneName=underGenVentCrawl
[ZoneInfo___7]
ZoneName=underGenSideRoomHall3
[ZoneInfo___17]
ZoneName=underGenSideRoomHall11
[ZoneInfo___40]
ZoneName=underGenSideRoomHall14
[ZoneInfo___6]
ZoneName=underGenSideRoomHall15
[ZoneInfo___63]
ZoneName=underGenSideRoom22
[ZoneInfo___44]
ZoneName=underGeneratorsStartb
[ZoneInfo___16]
ZoneName=underGenSideRoomHall10
[ZoneInfo___58]
ZoneName=underGenSideRoom22
[ZoneInfo___9]
ZoneName=underGenSideRoomHall24
[ZoneInfo___20]
ZoneName=underGenSideRoomHall23
[ZoneInfo___79]
ZoneName=underGenSideRoomHall24
[ZoneInfo___5]
ZoneName=underGenSideRoomHall24
[DoorMoverEx_Rotating___28]
LockedDoorMsg=
From map19b.int (Underground: Part 2)#
[ZoneInfo___35]
ZoneName=underGenerators
[ZoneInfo___78]
ZoneName=underGenSideRoomHall24
[ZoneInfo___32]
ZoneName=underGenSideRoomHall21
[ZoneInfo___19]
ZoneName=underGenSideRoomHall13b
[ZoneInfo___15]
ZoneName=underGenSideRoomHall9b
[ZoneInfo___18]
ZoneName=underGenSideRoomHall12
[ZoneInfo___29]
ZoneName=underGenSideRoomHall9b
[ZoneInfo___47]
ZoneName=underGenSideRoomHall13
[ZoneInfo___48]
ZoneName=underGenSideRoomHall13
[ZoneInfo___33]
ZoneName=underGenSideRoomHall12
[ZoneInfo___21]
ZoneName=underGenSideRoomHall1
[ZoneInfo___37]
ZoneName=underGenSideRoomHall21
[ZoneInfo___49]
ZoneName=underGenSideRoomHall13
[ZoneInfo___31]
ZoneName=underGenSideRoomHall13
[ZoneInfo___1]
ZoneName=underGenSideRoomHall8
[ZoneInfo___50]
ZoneName=underGenSideRoomHall13
[ZoneInfo___38]
ZoneName=underGenSideRoomHall1
[ZoneInfo___39]
ZoneName=underGenSideRoomHall1
[ZoneInfo___34]
ZoneName=underGenSideRoomHall12
[ZoneInfo___25]
ZoneName=underGenSideRoomHall21
[ZoneInfo___0]
ZoneName=underGenSideRoomHall1
[ZoneInfo___30]
ZoneName=underGenSideRoomHall13
[ZoneInfo___24]
ZoneName=underGenSideRoomHall19
[ZoneInfo___51]
ZoneName=underGenSideRoomHall13
[ZoneInfo___14]
ZoneName=underGenVentCrawl
[ZoneInfo___17]
ZoneName=underGenSideRoomHall11
[ZoneInfo___12]
ZoneName=underGenSideRoomHall7
[ZoneInfo___75]
ZoneName=underGenSideRoomHall24
[ZoneInfo___4]
ZoneName=underGenSideRoom4
[ZoneInfo___77]
ZoneName=underGenSideRoom3
[ZoneInfo___74]
ZoneName=underGenerators
[ZoneInfo___52]
ZoneName=underGenSideRoomHall23
[ZoneInfo___46]
ZoneName=underGenSideRoomHall12
From Map20.int (The Clarifier)#
[ZoneInfo___66]
ZoneName=cranePuzzRoom
[ZoneInfo___19]
ZoneName=cranePuzzRoom5
[ZoneInfo___78]
ZoneName=underGenSideRoomHall24
[ZoneInfo___11]
ZoneName=cranePuzzRoom
[ZoneInfo___0]
ZoneName=cranePuzzRoomOffice1
[ZoneInfo___15]
ZoneName=cranePuzzRoomOffice2
[ZoneInfo___26]
ZoneName=cranePuzzRoomExit
[ZoneInfo___14]
ZoneName=cranePuzzRoomOffice1
[ZoneInfo___39]
ZoneName=introarea2
[ZoneInfo___12]
ZoneName=cranePuzzRoom3
[ZoneInfo___38]
ZoneName=introarea1
From Map20b.int (The Clarifier: Part 2)#
[ZoneInfo___26]
ZoneName=cranePuzzRoomExit
Demo Maps#
loading.int makes mention of loading text for cut "demo" maps under the "Titles" and "LoadScreens" sections. Its possible that these are from a build of the game shown at promotional events.
Demo00=Duke Lives
Demo01=Damn! It's Late...
Demo04B=The Lady Killer
Demo05=Vegas in Ruin
Demo00=Load_00
Demo01=Load_01
Demo04B=Load_04
Demo05=Load_05
Downloadable Content Map Text#
Found in engine.int is a string for a (presumably) test map for downloadable content.
MPLevel8=Downloadable Content Map
Unused Loading Tips#
Mentioned in loading.int are tips intended for what become the Sky-High multiplayer map.
;--- ROOFTOPS
Preferences=(Parent="HintMessagesMP",Class="DM-Rooftops",Caption="Look for the most powerful weapons on the lowest roof")
Preferences=(Parent="HintMessagesMP",Class="DM-Rooftops",Caption="Use the vents to find hidden routes and power-ups")
Preferences=(Parent="HintMessagesMP",Class="DM-Rooftops",Caption="Use Jump Pads to travel between rooftops quickly")
Code Text#
Unused text found in the executable and the dlls.
|
|
To do:
|
From Engine.dll#
<DukeNukem@3drealms.com>
I was born to rock the world!
Message From Duke Nukem
The default email address, subject line and message used by the ezMAIL system.
Message from Duke
Alternative version of the email message?
..\system\LogoSmall.bmp
Reference to a non-existent start-up logo image.
Multiplayer Text#
Humans vs. Bugs#
Old multiplayer text from the 2001 Prototypes revolving around "humans vs. aliens" from dngame.int.
[dnTeamGameMessage]
HumansWinString=Humans win the round.
BugsWinString=Bugs win the round.
TieGameString=Nobody wins the round.
CantChangeClass_Time=It is too late to change your class
CantChangeClass_Credits=You don't have enough credits to change to that class
CantChangeClass_Unknown=Can't change to that class - It is unknown.
Nuke Kill Text#
Text from dngame.int about being killed by the Nuke weapon in multiplayer.
[NukeDamage]
DamageName=Nuke
DeathMessage=%o nuked by RPG %k
SuicideDeathMessage=%o nuked %s
Shades OS#
uwindow.int makes mention of Shades OS, an in-universe justification of the HUD that was removed from the final game.
[UWindowConsoleWindow]
WindowTitle="Shades OS Console "
[UWindowMessageBoxCW]
YesText=Yes
NoText=No
OKText=OK
CancelText=Cancel
[UWindowSmallOKButton]
OKText=OK
[UWindowSmallCancelButton]
CancelText=Cancel
[UWindowSmallCloseButton]
CloseText=Close
Engine Text#
Unused stuff in engine.int
A commented-out line for the command console.
;Object=(Name=Engine.Console,Class=Class,MetaClass=Engine.Console)
Text for a multiplayer server command, including a link to 3D Realms' website.
[ServerCommandlet]
HelpCmd=server
HelpOneLiner=Network game server
HelpUsage=server map.dnf[?game=gametype] [-option...] [parm=value]...
HelpWebLink=http://www.3drealms.com/servertips.htm
HelpParm[0]=Log
HelpDesc[0]=Specify the log file to generate
HelpParm[1]=AllAdmin
HelpDesc[1]=Give all players admin privelages
Text for a test command.
[HelloWorldCommandlet]
HelpCmd=HelloWorld
HelpOneLiner=Sample 'hello world' commandlet
HelpUsage=HelloWorld (no parameters)
HelpParm[0]=IntParm
HelpParm[1]=StrParm
HelpDesc[0]=An integer parameter
HelpDesc[1]=A string parameter
Menu text including a helpful message about an unknown menu not having not yet been implemented.
[Menu]
HelpMessage=
MenuList=
LeftString=Left
RightString=Right
CenterString=Center
EnabledString=Enabled
DisabledString=Disabled
HelpMessage[1]=This menu has not yet been implemented.
YesString=yes
NoString=no
Text meant for the console.
[Console]
ClassCaption=Standard Duke Nukem Forever Console
LoadingMessage=LOADING
SavingMessage=SAVING
ConnectingMessage=CONNECTING
PausedMessage=PAUSED
PrecachingMessage=PRECACHING
ChatChannel=(CHAT)
TeamChannel=(TEAM)
FrameRateText=Frame Rate
AvgText=Avg
LastSecText=Last Sec
MinText=Min
MaxText=Max
FPSText=fps
SecondsText=seconds.
FramesText=frames rendered in
Text with old copyright information, more mentions of 3D Realms and a message asking to update to the latest version of the game, presumably before Steamworks auto-updating was added.
[General]
Product=Duke Forever
Engine=Duke Nukem Forever
Copyright=Copyright (C) 2000-2008 3D Realms Entertainment
True=True
False=False
None=None
Yes=Yes
No=No
Upgrade=To enter this server, you need the latest free update to Duke Forever available from 3D Realms's Web site:
UpgradeURL=http://www.3drealms.com/upgrade
UpgradeQuestion=Do you want to launch your web browser and go to the upgrade page now?
Version=Version %i
Menu Text#
Unused menu text from dnwindow.int.
Early Difficulty Text#
A seemingly early version of the difficultly selection text.
Unused |
Used |
|---|---|
|
|
Placeholder Text#
Text of a placeholder nature.
[UDukeSceneLocText]
Text1=The quick brown fox jumps over the lazy dog.
Text2=THE QUICK BROWN FOX JUMPS OVER THE LAZY DOG.
Text3=
Text4=
Text5=
Text6=
Master Server Text#
Text mentioning being unable to connect to the "master server", has a mention of gaming server provider GameSpy.
[UDukeGSpyLink]
ResolveFailedError="The master server could not be resolved: "
TimeOutError=Timeout talking to the master server
CouldNotConnectError="Connecting to the master server timed out: "
DLC Campaigns#
Text that refers to multiple DLC campaigns, of course The Doctor who Cloned Me was the first and only DLC campaign the game ever received.
DLCCampaignText=DOWNLOADABLE CONTENT CAMPAIGNS
DLCCampaignText_XBOX=DOWNLOADABLE CONTENT CAMPAIGNS
DLCCampaignHelpText=Select one of the Downloadable Content Campaigns
DLCCampaignHelpText_XBOX=Select one of the Downloadable Content Campaigns
Item Container#
Text for customisation?
[UDukeCustomItemContainer]
NoTextFormat=No {0} \nSelected
Sky-High Challenge#
Unused strings for a challenge intended for what become the "Sky-High" multiplayer map.
SecretArea:Rooftops=Secret Area: Rooftops
SecretArea:RooftopsDesc=Find a secret area in Rooftops.
SecretArea:RooftopsHelp=
Gas Mask Text#
Text for a scrapped Gas Mask customization, exists alongside an unused graphic.
Headwear6=Gas Mask
Headwear6Desc=Protect yourself from the stench of dead people and look badass doing it.
Headwear6Help=
Menu Template#
A simple template for menus.
[UDukeSceneTemplate]
TitleText=DUKE SCENE TEMPLATE
Empty My Digs Section#
A [Digs] section is present in dnwindow.int that has... nothing. It seems to imply that text and an object for the My Digs mode was once present and was later stripped out.
PAX Demo Text#
Text from the demo that was shown off at PAX 2010.
[UDukeSceneMainMenuPAX]
PlayDemoText=PLAY DEMO
PlayDemoHelp=Play the demo
TitleText=MAIN MENU
Developer Comments#
Found in many of the DLLs is this comment about a blank section being present in a section for the MapInfo object.
;We need a blank section here for when we need to clean out the MapInfo during 360 signin swaps, etc.
A sizable comment detailing how to set up multiplayer playlists. Found in Engine.dll, the dedicated server's EXE and maps.ini in the console version. The console versions do not have the first two lines here.
; Available playlists
; Breakdown of a playlist entry
; (EntryName="FastFood", -- Tag used in localization, see dnWindow.int
; Entry=( -- This is the beginning of a playlist
; (MapName="BuckyBurger",Mutator="Icey",GameType="DM"), -- This is the first map played in a playlist -- MapName:<name of a map file minus the file extension"
; Mutator:<Class name of the mutator to use or "" for none>
; GameType:<Gametype abbrevation> -- Example: dnGame.dnDeathMatchGame
; (MapName="WTSDFSA",Mutator="",GameType="CTB")))
A developer message present in dnwindow.int that also exists in the 2001 prototypes.
; TLW: Have to use MetaClass=UWindow.UWindowLookAndFeel, so it shows up in the GUISkins listings
Notes about what the next ID for challenges should be, found in Engine.dll and the console version's ChallengeInfo.ini.
;NOTE NEXT CHALLENGE ID SHOULD BE 361!
;NOTE NEXT NON-BABE MY DIGS REWARD CHALLENGE ID SHOULD BE 560!
;NOTE NEXT BABE REWARD CHALLENGE ID SHOULD BE 608!
A commented-out line for getting experience from jumping, used for debugging as noted in the comment.
;LevelingInfo=(Stat=S_JUMP,XPAmount=5000,LocTag="ExpGain_S_JUMP") ;For Debugging
Removed Text#
Text that was removed from the PC version at an unknown point. Still can be found in console versions and earlier builds like the demo.
dngame.int#
[dnRockemSockem]
GameName=Rock'em Sock'em
TeamNames[0]=Duke
TeamNames[1]=EDF
Text for the cut rock'em sock'em gamemode.
[dnCaptureTheBabe_Single]
GameName=Capture The Babe (Single)
Text seemingly intended for a scrapped "one-flag" variation of Capture The Babe.
[dnBombMessage]
BombPlantedString=The bomb has been planted.
CantPlantBombString=You can't plant the bomb here.
DroppedTheBombString=dropped the bomb.
PlantedTheBombString=planted the bomb.
Detonate10SecondWarning=The bomb will go off in 10 seconds!
CouldntPlantBombHere=Couldn't plant the bomb here!
Text for the cut Bug Hunt - Plant/Disarm the Bomb game mode seen in the 2001 Prototypes.
[dnTeamDMMessage]
EDFWinRoundString=Team EDF wins the round.
PigcopWinRoundString=Team Pigcop wins the round.
EDFWinMatchString=Team EDF wins the match!
PigcopWinMatchString=Team Pigcop wins the match!
TieGameString=Nobody wins the round.
TiedMatchString=The match ended in a tie.
Text that suggests that multiplayer once revolved around the EDF fighting Pigcops.
GameGoal=TEAM POINTS WINS THE MATCH
A string for Hail to the King stating the win criteria, likely removed due to a game goal string already being present and thus making it redundant. Says TEAM POINTS instead of the used CAPTURE POINTS.
[dnMutator_LowGrav]
MutatorName=Low Gravity
Text for an unused low gravity mutator.
[NukePickup]
ItemName=Nuclear Warhead
[MP_NukePickup]
ItemName=Nuclear Warhead
Pickup text for the Nuclear Warhead ammo for the RPG.
Engine.dll#
DLC02\Textures\DLC02_Map3.Dtx
DLC02\Textures\DLC02_dt_hud.Dtx
DLC02\Textures\DLC02_dt_gamemode.Dtx
DLC02\System\DLC_XBOX.ini
DLC02\System\DLC_Maps.int
DLC02\System\DLC_Maps.ini
DLC02\System\DLC02_Game.u
DLC02\System\DLC02_Game.int
DLC02\System\DLC02_AI.u
DLC02\System\DLC02.ini
DLC02\StaticMeshes\DLC02_sm_Map3.dsm
DLC02\StaticMeshes\DLC02_sm_gamemode.dsm
DLC02\SkinMeshes\skels.dat
DLC02\SkinMeshes\meshes.dat
DLC02\SkinMeshes\defs.dat
DLC02\SkinMeshes\anims.dat
DLC02\SkinMeshes\animdirs.dat
DLC02\Maps\DLC02_DM-Map3.nav
DLC02\Maps\DLC02_DM-Map3.dnf
DLC02\Maps\DLC02_DM-LKR.nav
DLC02\Maps\DLC02_DM-LKR.dnf
DLC02\Maps\DLC02_DM-EDFBase.nav
DLC02\Maps\DLC02_DM-EDFBase.dnf
DLC02\DLC02_Game\Classes\HordeMode_Scoring.uch
File paths for the scrapped second DLC.
loading.int#
DM-Rooftops=Load_Rooftops
An unused loading string intended for what become the Sky-High multiplayer map.
Obscured/Cut-off Text#
While the following text isn't unused, its ether hard to notice or not easily seen.
DLC Notification#
|
|
To do: |
The game would notify you that new downloadable content is available but since the game no longer receives DLC, these messages now go unused.
NewDLCText="NEW DOWNLOADABLE CONTENT AVAILABLE"
NewDLCHelp="New Downloadable Content is available in the Steam Store."
NewDLCHelp_XBOX="New Downloadable Content is available in the Xbox LIVE Marketplace."
NewDLCHelp_PS3="New Downloadable Content is available in the PlayStation®Store."