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Death To Spies: Moment of Truth

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Title Screen

Death To Spies: Moment of Truth

Developer: Haggard Games
Publisher: 1C Company
Platform: Windows
Released internationally: August 10, 2009


CodeIcon.png This game has unused code.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.


Death To Spies: Moment of Truth is the second installment in the series of Hitman-inspired stealth games.

Hmmm...
To do:

Unused Poisoning scripts and glitch

In the SWD scripting for the mission Shefferd (Cowboy.SWD), there is unused scripting for poisoning two NPCs, originally the player would have been able to poison one of the FBI Agents inside Tsavalov's house and the Policeman guarding the explosives briefcase house.

Both Poison and the ability to poison their drinks were removed in the final game from this mission however due to an glitch, if you poison Ivan Melnik's wine in the earlier mission White Head and then play Shefferd in the same game session, the FBI Agent and Policeman will die due to an oversight in the scripting carrying over the poison from White Head once they drink from their glasses.


Unused Voice Lines

There is a lot of unused voice lines for situations that don't appear, like USA/English/Russian NPCs calling out "Grenade!". (No Grenades are available in the missions set in Allied Territory)

Also due to an oversight, all of the US NPCs use the "English" soundbank for British NPCs, this can be fixed via a hex editor by opening the "ai.shadvs" folder with a Hex Editor and changing the voice lines for "male_usa" and "male_usa_civ" by replacing "eng" with "usa".

Some of these unused American voice lines would be used for USA NPCs in Alekhine's Gun.

While the (If the bug making American NPCs use their soundbank is fixed) British/Russian NPC soundbanks are technically used, almost all of the combat dialogue will realistically never be heard, since the missions with these NPCs are stealth-only missions that will quickly end with a game over if the map-wide Alarm is raised (UK-set mission Dora.) or the instant an NPC gets alerted. (The Russian-territory set Renegades.)


Axe

An unused weapon obtainable with "L_CreateItem Equipment:weapon.axe", the Axe is an odd unused weapon, it reuses the unused icons for the original DTS Knife and functions identically to the knives in gameplay.

Death To Spies Leftovers/cut content

Various objects from the original Death To Spies are leftover and accessible in the game, whenever or not they were intended to be used or just leftover isn't clear.

Camera

The Camera from the original Death To Spies can be spawned by the console command: "L_CreateItem Equipment.Foto". It is unusable since the Camera can only be used in scripted zones, the Camera's icon/model is identical to DTS and the camera's viewfinder texture is present and identical.


Knife (Military)

The Knife weapon from DTS can be spawned with the console command "L_CreateItem Weapon.Knife", it shares the same unequipped inventory icon with the new HP-43 (Mistranslated to NR-43 in-game.) Knife (mainly since that's reused from the original Death To Spies) however it has a new icon on the HUD (Since the equip icons were replaced with new silhouette icons in MOT) when equipped, it is fully functional.

Knife (Cutlery)

The Cutlery Knife from DTS can be spawned with the console command L_CreateItem Equipment.Throw:Knife", oddly, instead of sharing icons with the Fork, it know shares icons with the original DTS Military Knife, that said, it is still not a weapon and doesn't inflict damage on enemies when thrown. (At most it can force enemies briefly into the "melee stun" animation that occurs when throwing non-breakable objects at their face or being hit in melee.)

While the model is technically used, these are static brushes and not functional throwable distractions like in the first game, only console commands will give the player the usable version.


Uniforms

Some of the old DTS uniforms can be spawned in with console commands, most of these however don't function and Semyon can't wear them, however one of them, "L_CreateItem Equipment.Wear:Suitman", Semyon's brown suit is still functional, it is identical to the original DTS unifrom (Down to Semyon using his old DTS-1 face) and due to how console command uniforms work, he will be wearing both the Fedora and Cap at the same time. (As all hats for uniforms are enabled by default when console command spawned)

Winter Backpack

The Winter version of the Russian Backpack from the first game's Winter Cold mission can spawned with the console command "L_CreateItem container.RukzakWinter".