Duke Nukem Forever
Duke Nukem Forever |
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Developers: 3D Realms,[1]
Triptych Games,[1]
Gearbox Software,[1]
Piranha Games,[1] This game has unused animations. This game has a development article This game has a prototype article This game has a prerelease article This game has a notes page |
Duke Nukem Forever (often shorted to DNF by many) was intended to be the series' fourth main game after Duke Nukem 3D, but ended up spending well over a decade in development hell, going through so many concepts, developers, staff changes, engine swaps, and pushed-back release dates that the game became a punchline...but come out it did, including a "Balls of Steel" collector's edition containing all sorts of nifty stuff and an announcement that GameStop would honor pre-orders from past years (which ended up including a customer who had preordered the game in 2001).
The finished game itself, on the other hand...let's just say the wait probably wasn't worth it for most. Especially for a certain gray cat.
To do: See To-Do subpage for what needs to get done.
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Contents
Sub-Pages
Development Info |
Prototype Info |
Prerelease Info |
Notes |
Unused Audio Unused sounds, voice lines and music not heard at all (or in their entirety). |
Unused Models All sorts of unused models, I've got test models of steel! |
Unused Graphics Various graphics and textures; placeholders, early graphics, all that. |
Unused Text Welcome to the text-based museum of this game's development. |
Internal Names The names of assets in the files. There's a few oddly named ones here! |
Downloadable Content Unused stuff in the two DLCs, Hail to the Icons Parody Pack and The Doctor Who Cloned Me. |
Oddities As if being the (former) world record holder for longest development of a AAA release wasn't odd enough. |
Unused Weapons
Nuclear Missile Ammo
There was going to be the nuclear option for the RPG with an alternative ammo type, acting not so dissimilar to the Nuclear Warhead from Shadow Warrior. It has a whole set of animations, textures and a model but isn't used. The nuke ammo can be gained by using commands in the console or on a test map. It is not certain which mode the weapon was intended to appear.
When loading it, Duke will hit the butt of the ammo against the gun and insert it. A voice will then count down from three before the gun can fire.
Flamethrower
There are references to a flamethrower in the files but all that seems left of it is just some audio. A flamethrower is seen in the 2001 builds.
Filename | Audio | Notes |
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FTGasIgnite.mp3 | Unclear purpose, possibly an attack. | |
FTGasLp.mp3 | Likely an idle sound. |
Demo and Trailer Leftovers
To do: Add that ESRB notice here. |
Leftovers from the offical demo exist in the final game. The trailer and upsell screen, along with the standard ESRB notice from the demo, are still in the files.
Demo_trailer.bik | upsellScreen.bik |
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There is also a model (known as duke_trailer.msh) of Duke with a textureless head and hands used for the trailer, plus his lines for the very same trailer. Text from the demo also exists in dnwindow.int.
DemoTitleText=DEMO NewDemoText=NEW DEMO NewDemoHelp=Start a new game. ContinueDemoText=CONTINUE DEMO ContinueDemoHelp=Continue a single player game.
DemoText=PLAY DEMO NewDemoText=NEW DEMO DemoHelp=Play the demo. NewDemoHelp=Play the demo.
DUKE_TrailerLine_GoneForever_01.mp3 | DUKE_TrailerLine_GoneForever_02.mp3 |
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"What?.." | "Did you think I was gone forever?" |
Unused Cinematics
Unused Logo Cinematics
Logo cinematics for 3D Realms and Triptych. All companies involved were featured in a single cinematic. This version of the 3D Realms cinematic was seen in some of the early trailers for the game.
3DRealmsLogo.bik | TriptychLogo.bik |
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Other Unused Cinematics
To do: Check if ezmail.screensaver.bik and tripminedisplay.bik are unused. Theses can be seen in various pre-release videos, but I'm not sure if they're anywhere in the final game. |
DukeNukemForeverLogo.bik | Logo_DNF.bik |
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Two earlier versions of the Duke Nukem Forever logo, both seen in the December 2007 teaser and the E3 2001 trailer respectively.
There is also "Load_Generic.bik" found in Duke Nukem Forever's "Movies/" directory. In it is a two-frame video showing an image of two Duke Nukems, using Mark Skelton's 2007 design.
Project Name
To do: Anywhere else where this name is used? |
The game's project name is "Buckeye", as seen in BuildInfo.ini, strings in the PC executable, the filename of the Duke Burger multiplayer map and the folder for Duke Burger-associated assets. It is also used for the main content package on Steam.
Build Dates
To do:
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The build date of the Windows version can be found in BuildInfo.ini. It has been modified during the game's updates; this is how it was at launch.
[BuildInfo] BuildNumber=13 BuildTag=Buckeye.13--2011.06.07.17.45.10 SynchronizedToChangelist=479332 RequestedBy=dleslie
Currently this is what the file says to this day.
[BuildInfo] BuildNumber=244 BuildTag=Buckeye.244--2011.12.01.16.22.37 SynchronizedToChangelist=534893 RequestedBy=mcarlson
Revisional Differences
To do: Likely much more that got changed in these patches. Speaking of which, were there anymore patches beside these? |
A patch for the Windows version was released on August 2nd, 2011, updating the game to V1.01 with quality-of-life improvements.
- 4-weapon inventory option in single player campaign
- MP Server favorites
- Dedicated server overhaul
- FOV can be modified
- Change VOIP to push-to-talk (bandwidth fix)
- VAC anti-cheat system enabled
- Support for Japanese Steam ID’s for PC release in Japan
- Auto-aim fix
- Blood effects on surfaces behind enemies when shot
- Steam.exe no longer uses an unusually high amount of CPU
- Texture quality improvements
- Fixes to prevent single player and multiplayer save data corruption
- Leaderboard exploit fixed
- AMD Dual-Core Optimizer no longer automatically installed (fixes rare bugs with Intel processors)
- Crash/compatibility fixes and other minor bugs
The equivalent patch for the Mac version (released on September 6, 2011) added many of these features along with cross platform multiplayer on PC.
Regional Differences
To do:
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Duke Nukem Forever received a fair few changes and alterations for international audiences. Some simply were dialogue changes to add jokes while others where a bit more drastic.
Spanish Version
The Spanish translation/dub localization went the extra mile in detail by changing the "Yeah, but after twelve fucking years, it should be." dialogue line and comical reference to the game's prolonged development cycle to a probably more accurate fourteen years timeframe, which supposedly owes to the fact that the Quake 2 engine iteration of Duke Nukem Forever was originally announced in 1997. The "twelve years" timeframe in the English dialogue seems to stick to the 1999-2011 copyright presented within the game.
To do: We probably don't really need the full scene, just have the Spanish audio and compare to text of the English one. |
English | Spanish |
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Other Versions
Russian Version The Russian release of the game has some censorship in its dialogue, not as much as what Japan later got however. |
Japanese Version A heavily censored and quite strange version for Japan. Was released much later the other versions in March 2012. |
References
The Duke Nukem series
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DOS | Duke Nukem • Duke Nukem II (Prototype) • Duke Nukem 3D (Prototypes) |
Windows | Balls of Steel • Manhattan Project • Duke Nukem Forever (Prototypes) • 20th Anniversary World Tour • Duke Nukem 3D: Reloaded |
Mac OS Classic | Duke Nukem 3D (Prototypes) |
Genesis | Duke Nukem 3D |
Nintendo 64 | Duke Nukem 64 • Zero Hour |
PlayStation | Total Meltdown (Prototype) • Time to Kill • Land of the Babes (Prototype) |
Sega Saturn | Duke Nukem 3D |
Game Boy (Color) | Duke Nukem |
Game Boy Advance | Duke Nukem Advance |
Xbox 360 | Duke Nukem Forever |
PlayStation 3, Mac OS X | Duke Nukem Forever |
Nintendo DS | Critical Mass (Prototypes) |
PlayStation 4, Xbox One, Nintendo Switch | Duke Nukem 3D: 20th Anniversary World Tour |
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