

Strings for two test sets can be found alongside the other weapon sets.Ĭheat names and their activation messages, left over from GoldenEye. Various menu strings for the scrapped Touch That Box mode. In pre-release footage, all enemies on the Area 51 maps wore this heavy armor used late in the final game's mission set, and this disguise is almost certainly a remnant from that era. Jonathan, using this model, was added to the available characters in the Xbox Live Arcade port of the game. He actually has his own body model, used for his CI bio, which is indistinguishable from the Area 51 Guard (a uniform he never actually wears in the story). Jonathan has an entry in the character list – it's listed after the other story characters, before the common characters. Everything here except Magazine Extension makes sense for the Falcon 2 maybe at one point the system was intended to be expanded so certain weapons could be fully modular without having to use separate weapon definitions?Īn unused manufacturer based on a developer's name, like Chesluk Industries. These come at the end of the list of functions, and actually don't seem like functions at all, but intended for another stat entirely. This may have originally been intended for the N-Bomb its two functions are Impact Detonation and Proximity Detonation. Not to be confused with Timed Explosive, the Timed Mine's primary function. The Cyclone's Magazine Discharge function drains the entire magazine, whereas this one only would've drained half. Other than that, it doesn't fit any existing weapon. Might be an alternate name for the Slayer's Fly-By-Wire Rocket function, or for the CMP150's Follow Lock-on function. The FlashBang has a pickup model seen above, but nothing else of it remains. The N-Bomb was intended as a Maian grenade, based on its unused firing range description, but this string is found after those for the Rocket Launcher, Devastator, and Slayer, which implies it was for a Maian grenade launcher. The location and background shown in GoldenEye when loading a mission without defined objectives.įound between the Cyclone and RC-P120 is this string for a MagSec SMG. Another oddity is that The Duel's location is given as the Lucerne Tower. Strangely, the Pelagic II's location is given as "Cetan Ship" and is the only one of these strings that isn't in all-caps. They're reminiscent of the location names shown on the objectives screen of GoldenEye's menu and were likely intended to serve the same purpose. (Source: Will "Yamo" Mistretta) Unused Text Missions MissionĮvery mission's text file has an unused string that gives its location. Even in the pre-release screenshot, the guard's cap is placed slightly lower than it should be and is clipping into his head. Since headgear is positioned based on the body's neck level, it just doesn't fit on certain heads correctly. In Perfect Dark, there is a much greater variety in head sizes.In GoldenEye, all heads are about the same size and shape, and despite this there are still some minor clipping issues with headgear on certain heads.The few remaining helmets are actually head models.Ī likely reason why headgear didn't make the cut has to do with how it is positioned on characters and a difference between the heads in GoldenEye and Perfect Dark: Most guards' concept art shows them wearing headgear and a couple of screenshots, one of which is shown here, prove it was being used at one point, but before release all of the headgear models were removed from the game. In addition to the object type, the reaction type for hat models in GoldenEye ( 6E) still works, allowing any model given it to be shot off of characters' heads. Like GoldenEye, Perfect Dark supports attaching a hat or helmet (more specifically, any model) to a character's head with object type 11. Not a specific object, but an entire category of objects goes unused.
