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Half-Life: Alyx

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Title Screen

Half-Life: Alyx

Developer: Valve
Publisher: Valve
Platforms: Windows, Linux
Released internationally: March 23, 2020


DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
  • A lot left over from Half-Life 2 and its episodes. Personal files left by developers. Much more to be discovered.
    • All the leftovers should probably be on a subpage of its own.
  • npc_headcrab_fast entity.
  • Long pistol magazine model.
  • Create gifs for all the unused Combine Worker animations.
  • Document the now patched-out content in the Day One release.
  • Document the unused content in the Mod Tools.
  • Document the leaked September 2019 build
    • As well as the source filmmaker files that leaked with it (1)
  • Include the info shown in the Final Hours of Half-life Alyx
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

The long-awaited Half-Life: Alyx takes place roughly 5 years before the events of Half-Life 2: Episode Two, and is Valve's first major installment in Virtual Reality. It features the perspective of the series' very own Alyx Vance as she embarks on a journey to save the human race, deprived of a crowbar and forced to settle on a pair of lackluster Russells.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
HLA Alyx Watch.png
Unused Models
From Half-Life 2 leftovers, to placeholders, all the way back to prototypes, this page has it all.
HLAG-Cube.png
Unused Textures
The G-Cube
Xen v2 floater jellybobber HLA.png
Unused Entities
Kinda boring, not a lot of pictures.
HLAAnimationIcon.gif
Unused Animations
Characters who barely appear in the game having more animations than the ones that do.
HLA DevCommentary.png
Unused Sounds and Dialogue
Lots and lots of voice lines mentioning.....Gordon Freeman?
HLA TextIcon.png
Unused Text
Fun loading tips, such as "Alyx Vance's mother did not survive the Black Mesa incident"
HLAErrorIcon.png
Missing Files
Leftover asset strings from the infamous "tools_asset_info.bin" file
Here we try to piece together scenes and sequences that didn't make into the game.

Developer Tools

An earlier manifest in the Half-Life: Alyx Steam depot was discovered to have developer tools used by Valve for debugging purposes. This manifest no longer exists on the server, however, backups have been made.

No VR Mode

There is a version of the engine DLL that allows the game to be run with the novr parameter, allowing the game to run without a VR headset. With a little bit of fixing, the game can be run on a standard display with mouse and keyboard controls. However, since the game was built from the ground up as a VR title, most of the VR functions will not function. This leaves the game impossible to complete via normal means. It was most likely meant to quickly test aspects of the game without having to put on a headset each time.

Personal Folders

There exist several folders scattered throughout the game files which are titled "Personal". These folders contain different developer's names and multiple "test" files, and may have been a designated area for developers to test their own content.

readonly_tools_asset_info.bin

A file called readonly_tools_asset_info.bin was discovered to have a plethora of data relating to files that had been removed from the game. It includes the names of each file, their path, and the size, however, it doesn't contain the actual files themselves. A link to this file is below.

Download.png Download Half-Life: Alyx readonly_tools_asset_info.bin
File: HLA_Readonly_tools_asset_info.7z (3.5MB) (info)

It is possible to force the development tools to read the data from this file, which will cause the built-in asset browser to display the contents as if they existed in the release build (without the actual data, of course). In order to enable the functionality, replace the existing readonly_tools_asset_info.bin in the hlvr folder and add this line to gameinfo.gi:

disable_readonly_assets 0

Using this method will cause map files and certain animations to break, the only way to resolve the issue is by reverting to the file's current version.

Unused Weapons

Flashlight

A Combine-themed flashlight titled "vr_flashlight.vmdl" can be found in the files, resembling a more traditional handheld flashlight, unlike the final version which is mounted on top of the hand. Since it uses the "weapon" prefix, it was likely a separate item that had to be equipped instead of being available at all times. Developer commentary mentions that dual-wielding was tested but felt clunky, and since this flashlight is only referenced in the personal developer folders for test maps, it might date back to that phase of development.

HLA Flashlight1.png HLA Flashlight2.png

Tripmine

There is a version of the tripmine referred internally as item_hlvr_weapon_tripmine that can be placed on a wall by a player. It was created specifically to be used by the player because it will not spawn properly if placed on a wall in the editor.

Radio

There are leftover references for an item called item_hlvr_weapon_radio, and the materials for the model call the path props/max/walkietalkie. The model being referenced doesn't exist in the final game, resulting in an error model showing in its place.

HalfLifeAlyxWalkieTalkie.png

Half-Life 2 Weapons

In the previously mentioned NOVR mode, it is possible to spawn all of the Half-Life 2 weapons. They were most likely ported to Source 2 to test interactions with the environment and enemies.

Unused Upgrades

Guided Missile

In the files are two leftover flags for upgrades, titled "item_hlvr_weaponmodule_guidedmissle" and "item_hlvr_weaponmodule_guidedcluster".

Auto-Aim

Inside the dev/vgui/materials/hud folder, are assets for a material called "autoaim", alongside a texture representing a scope locking onto a target.
It's possible this was part of the aforementioned Guided Missile upgrade.

Unseen details

intro_world_heist

The video call from Eli is cut off around the 46-second mark, leaving 6 seconds unseen in-game.
The first few frames also go unseen, if paused, you can clearly notice Eli's coat stretching for a brief moment — lasting less than a second.



G-man Billbord

In the map "a1_intro_world2.vmap", a billboard advertising eyesight treatment is visible just outside the playable area. It briefly appears again during the car accident sequence. The image seems to use a closeup of G-man's eyes — perhaps a subtle nod to the player being under his constant watch, or simply a reused asset.

HLABillboard.png



Hidden Text

In Russel's hideout, one of the equipment, referred internally as "circuit_button_1" has a very small bit of text that reads:

  • "This text is very small. I hope no one can read it"

In a similar vein, on the model "circuit_box_3" seen in the subway station near the Northern Star, it has a bit of small text that says:

  • "(Trying) to make (the) text so (small) it will be (impossible) to read. You might (be able) to read it here in the source texture but not scaled down on a (final) 2k texture that will probably be max 1k in size. Ipsum sorum. And all that jazz".

HalfLifeAlyxTextureJoke.png HalfLifeAlyxTextureJoke2.png



Hidden Mural

a2_hideout as seen in Hammer

If you load the map "a2_hideout" in Hammer, you'll find numerous unplaced overlays outside the player's view. These include several hidden textures that appear to feature writing in blood. The file is called "messages_1.vmat" and can be found in the decals folder.

From left-to-right, the messages read:

* "Your journey has begun"
* "The child from Black Mesa"
* "Our purpose is mutual"
* "We seek you, Alyx Vance is the key"
* "We seek the same end"
* "The weapon will enslave us all"
* "Azian Vance and her Sacrifice"



The Scientist

The Scientist, also referred to as "the Collaborator", is a shadowy figure that can be seen in the chapter "Revelations". By normal means, only her silhouette is visible, but with the use of noclip and mod tools, we are able to take a closer look at her appearance.

Concept Art.
Noclip Model Texture fix
HLA Scientist02.jpg HLA Scientist01.png HLAScientist textured.jpg



Eli reaching for Alyx

When young Alyx saves future Eli, altering the course of the timeline, Eli falls to his knees and soon disappears. However, when viewing the full animation, you can see that Eli gets back up and attempts to reach Alyx with his hand, which gets cut prematurely in the final game. Given that he also has an idle animation featuring that final pose, which also goes unused, it's possible it was intended for him to freeze in time just before reaching Alyx.



"Worker Bob"

There are numerous textures and assets related to the Combine Workers, including a variant internally labeled "Worker Bob." This variant appears in the final game during the introduction level. However, due to the mask, their faces remain completely unseen. It features very cartoonish proportions and texturing work, it bears a striking resemblance to the character Soldier from Team Fortress 2.

HLAWorkerBob.png



Valve Guy

Valve's title screen "mascot", affectionately nicknamed "Mister Valve" by fans, is typically seen from the back, so players rarely get a good look at him.
But now you can, and this is what he looks like! What a cutie patootie!

HLAValveguy.png



Pick Up That Can

Among the many leftover assets from Half-Life 2, the iconic "Pick up that can" voice line was discovered in the files. It was originally thought to be just a leftover and not actually used in the game, but it was later found to be part of the same sequence as the melon. Due to its position relative to the player, it's impossible to hear it without the use of noclip.

Unseen Melon

Since Half-Life 2, the developers have been placing melons in maps of the series. In Half-Life: Alyx, there is one melon in the game, although it is hidden and can't be seen via normal means. It was discovered by YouTuber MarphitimusBlackimus.

HLAMelon2.png HLAMelon.png

Oddities

Inaccessible Resin

The game has many spawn locations for Resin that are inaccessible through normal means. These can only be reached by physically stepping outside the player area, using noclip, or viewing the maps in Hammer.

Name differences

Several characters are referred by different names in the game files, which reflects a lot of the changes made throughout development:

  • Russell's model, along with props related to his hideout, are labeled as "Lazlo". Even earlier files from early in development list him as "Josef".
  • The Combine scientist woman is referred as "Shadow Lady" and "Hahn" in some leftover files. Which aligns with the concept art seen in The Final Hours of Half-Life: Alyx.
    • Interestingly, Olga's character model has a name tag on her suit that reads "Hahn," maybe suggesting a connection or possible overlap between these characters during development.

Headset Model Name

At the beginning of the game, a drone hands Alyx a headset and it tells her to put it on. Internally, this headset's model name is commentary_node.vmdl

In November 2020, this made more sense when Developer Commentary mode was released, and, sure enough, the commentary nodes were glowing orange radio headsets. Valve intended to ship the game with developer commentary included, hence the model's presence and usage in the base game, but the chaos of moving to work-from-home in the wake of the COVID-19 pandemic resulted in them deferring it until later in order to get the game released on time.

(Source: ecumber05)
(Source: Valve)

Health Syringe Parameter

One of the health syringe's parameters is "Physgun can ALWAYS pick up. No matter what." This is a leftover parameter from the original Source engine, explicitly used by the func_physbox entity to handle its interactions with the Gravity Gun.

(Source: ecumber05)