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Duke Nukem Forever?

Posted: Fri Jun 22, 2018 1:45 am
by tightus
Would anyone here be able to give me some advice as to what would be possible to modify in Duke Nukem Forever without the official tools?

The core of the engine seems to be Unreal/Unreal 2 with loads of custom tech layered on top. There's this screen capture of the level editor:

Image

The .u files found in the MegaPackage can be found here: https://www.dropbox.com/s/0t5bee559qcc3 ... es.7z?dl=1

For the long story: Gearbox Software refused to release mod tools at release, they locked down the command console after release claiming people could use it to cheat in multiplayer (lol) - but most commands can be binded to keys and still function - an offer was made by Fred Schreiber (3DR VP) to prepare/release tools for free last year but Randy Pitchford didn't take him up on the offer saying there would be 'certification costs'.


Re: Duke Nukem Forever?

Posted: Fri Jun 22, 2018 2:16 am
by tightus
Currently the following is known:

- You can read the .u files with Unreal Tournament Package Tool to a certain extent
- .u Files in the core directory will override the MegaPackage data
- Noesis can extract the games package data

Re: Duke Nukem Forever?

Posted: Sat Jun 23, 2018 5:43 am
by han
Are there non DRM'ed versions of DNF?

Re: Duke Nukem Forever?

Posted: Sun Jun 24, 2018 12:55 am
by tightus
As far as I'm aware there's no official DRM free executable available for the game.

Between the initial release of the game and the latest update Gearbox Software locked down -log and the command console claiming it would facilitate cheating in multiplayer. I've got previous revisions of the files modified that can re-enable the "S.O.S. Console"

This is the folder structure for /system/

Image

Re: Duke Nukem Forever?

Posted: Tue Feb 15, 2022 2:47 am
by tightus
For anyone interested or who stumbles across this thread, unfortunately due to the nature and extent of the modifications to Unreal Engine for its use in Duke Nukem Forever it seems as if beyond minor changes (.u modifications, editactor, model and texture swaps using Noesis) there's not a great deal that's possible in terms of producing a usable UnrealED/DukeED executable.