If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Half-Life (Dreamcast)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Half-Life

Developers: Gearbox Software, Captivation Digital Laboratories
Platform: Dreamcast


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


This game was stuffed away in a cardboard box and found 30 years later in a garage
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released.
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.
Hmmm...
To do:
  • Additional information on Sega Dreamcast Info
  • Make videos of the unused levels and intro as running on Dreamcast hardware.
  • Document the differences in build 1417, particularly the early Valve models who look quite different.
  • The builds we have, particularly 1417 merits separate subpages for each build.

SegaDreamcastInfo-logo.jpg  This prototype is documented on Sega Dreamcast Info.

The Dreamcast version of Half-Life is a port of the Windows original (also including the then-exclusive Blue Shift expansion) that was canned shortly before its planned release in 2001 - though not before its Prima strategy guide had been shipped to some retailers (who in turn practically gave them away to anyone interested in a copy).

Builds

Four builds have become available:

  • 1417 (dated September 10, 2000), released on December 30, 2024.
  • 1638 (dated April 20, 2001), found on August 28, 2018.
  • 1659 (dated May 15, 2001), released on February 27, 2023.
  • 1672 (dated May 23, 2001), leaked on January 10, 2003.

Most of them have minor differences covered under revisional differences however...

HL-Dreamcast-Walter.png
Half-Life Dreamcast Build 1417
Build 1417 in particular has many differences that will be covered separately.

Originally, build 1672 was leaked by the warez group Xanadu as a raw dump in Nero's NRG format. As it is not compatible with the console, it required manual work to be made bootable. A CDI rip by the group MUDS followed soon after, but with downsampled audio to minimize file size. Over time, working, bootable repacks were released in CDI and GDI formats, repurposing the bootstrap of Crazy Taxi to launch the game. The community has also ported mods and other GoldSrc engine games to these builds, such as Gunman Chronicles, Counter-Strike, or They Hunger.

Debug Features

Developer Console

HLDreamcast DebugConsole.png

With a keyboard plugged into the console's B port, a developer console can be toggled pressing the ~ key.


(Source: Sega Dreamcast Info)

Debug Menu

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Still need to find out what exactly some of these options do.
HLDreamcast MenuDebug.png

In all versions, entering the command menu debug enables access to a special, separate menu with quick access commands for debugging. Functions are as follows:

  • Developer Mode/Texture Logs: Enables developer mode; sets developer variable to 1.
  • Export Dicts/Savegames: Unknown. Accompanying text says "Export save games and HL1 dicts".
  • Allow Cheats: Allows cheat protected commands to be used; sets sv_cheats to 1.
  • Activate Half-Life: Forces the next loaded game to be Half-Life. Selecting this returns to the start menu.
  • Activate Blue Shift: Forces the next loaded game to be Blue Shift. Selecting this returns to the start menu.
  • Console: Toggles the developer console.
  • λÀÆÇÉÎĐÑÖØÞß©: Unknown. Accompanying text simply says "Lookie!". Selecting this returns to the console.
  • CØdeZ: Unlocks every valid Access Code in the main menu.
  • Dump VMU: Unknown. Accompanying text says "Dump VMU data to dev system".
  • Cancel: Returns to the pause menu.


(Source: maximqad)

Unused Maps

Deathmatch Office

BZZZRRRRRRTTTT
This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.
Specifically: Footage of the map running on Dreamcast hardware.

Present in the Half-Life directory is a map file called dm_office.bsp. This is an office themed deathmatch map based on one of the levels in Office Complex.

While multiplayer functionality on the Dreamcast port was planned at some point according to game magazines and the Prima guide, it was either cancelled or not implemented at the time of the available builds, leaving this map as the only remnant of new multiplayer content.

This same map was reimplemented in a more finished state into the Head-To-Head mode in the PlayStation 2 port.

Note that the video uploader was playing this map under the Steam version of Half-Life.

(Source: Marphy Black)

Intro

BZZZRRRRRRTTTT
This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.
Specifically: Footage of intro on Dreamcast hardware.

Present in the Blue Shift directory is a map file called cam1.bsp. This is a short non-interactive introductory cutscene, showing off the beginning of Barney Calhoun and Gordon Freeman's day prior to the incident.

Note that the uploader was using his own custom models in this video while playing this map under the Steam version of Half-Life, for it would look a bit different if loaded under the ported Dreamcast engine (i.e., model stuttering).

(Source: Marphy Black)

Multiplayer Maps

All of the eight original default deathmatch maps have been left in the port's PAK file. Remaining unchanged, these are likely just leftovers overlooked during the porting process.

Similarly, the default map cycle list is also present, unmodified.

Unused Models

Floater

HLDreamcast Floater.png

Despite the Flocking Floater still going unused in the port, its model was subtly upgraded.


(Source: Marphy Black)

Gasbag

HLDreamcast Gasbag.png

The also unused Gasbag was remade, receiving new textures and having its top part removed.

Player (Gordon Freeman)

HLDreamcast PlayerGordon.png

Although this iteration of Gordon Freeman's model is well known, it doesn't actually ever appear in the game, as even during Blue Shift's ending, the original Gordon model is still used.

Multiplayer Models

Half-Life's model directory has 2 entries in the player folder reserved for multiplayer models: hgrunt & scientist. They appear to be the same models used in singleplayer.

Unused Graphics

For Blue-Shift specific differences, see the April 20th 2001 page.

Miscellaneous

A miscellaneous grid texture that doesn't appear anywhere.

Revisional Differences

Weapons

In the April build, the Tau Cannon and Gluon Gun aren't influenced by autoaim, thus lacking their "target locked" crosshair.

April 20 build May 15 & 23 builds
HLDreamcast CrosshairsApril.png HLDreamcast CrosshairsMay.png

Maps

Hmmm...
To do:
Half-Life's campaign needs to be covered here. List of differences between April & May builds:
  • c1a1b, c1a2b, c1a3a, c1a4i, c2a2b1, c2a2e, c3a1b, c3a2a, c4a1d

For Blue-Shift specific changes, see the April 20th 2001 page.

Models

In the April build, one of the random tech gibs may be a japanese disc of Sonic Adventure. Later builds changed this to be Half-Life's own Dreamcast disc.

April 20 build May 15 & 23 builds
HLDreamcast CDgibApril.png HLDreamcast CDgibMay.png

Text

In both of the May builds, the game over message that displays when any essential NPC dies fades in a whopping 0.01 seconds faster. It's strangely the only text change done here.

April 20 build May 15 & 23 builds
$fadein 0.03
$holdtime 9

GAMEOVER
{
SUBJECT:  FREEMAN

STATUS:  EVALUATION TERMINATED

POSTMORTEM:
Subject failed to effectively utilize
human assets in achievement of goal.
}
$fadein 0.02
$holdtime 9

GAMEOVER
{
SUBJECT:  FREEMAN

STATUS:  EVALUATION TERMINATED

POSTMORTEM:
Subject failed to effectively utilize
human assets in achievement of goal.
}

Oddities

The headcrab zombie model is slightly different depending on which campaign is being played, most notably having a different arm/claw texture.

Half-Life Blue Shift
HLDreamcast ZombieHalfLife.png HLDreamcast ZombieBlueShift.png
HLDreamcast HLzombie Claw.png
HLDreamcast BSzombie Claw.png


(Source: Teajai)