Half-Life 2: Episode Two
Half-Life 2: Episode Two |
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Developers: Valve,
EA UK (PS3) This game has unused animations. This game has a development article This game has a prototype article |
Half-Life 2: Episode Two is the third part of the yet-unfinished adventure of Gordon Freeman where Eli Vance prepared for "Unforeseen Consequences".
As of 16 November 2024, Half-Life 2: Episode Two has been merged into base HL2 as part of the 20th Anniversary update, with its Steam store listing now removed.
To do: Prototype Particles! |
Contents
Sub-Pages
Development Info |
Prototype Info |
Unused Models Tons and tons of unused models! |
Unused Textures
Unused Chapter VGUI Icons
Chapter 8. This is early Photoshop work on an image of an early version of ep2_outland_12a as seen from the HUD on the bottom-left corner and an extra Alyx, hence why only concept exists here.
ep2_intro.bsp was supposed to be loaded into the game, but it never appeared for nine years, then later got leaked on the Facepunch forums and quickly taken down.
Both of them can be seen if you create a chapter0.cfg and/or chapter8.cfg in the ep2/cfg folder.
devtest.png
An overview of a removed map called devtest can be found. This map and other devtest maps were found in the NVidia Shield versions of Half-Life 2 and its episodes.
Early Magnusson
What appears to be an early rendition of Magnusson that can be found under "effects/magmonitor_idle" and "effects/magmonitor_talk".
Jalopy
A vehicle seen in the gameplay demos, but didn't make it to the retail and was replaced with the Muscle Car. The vehicle resembles the Scout Car from Half-Life 2. The texture and handling files for the Jalopy remain in the retail game's files. There are modifications online to restore this car, but the majority of them involves it replacing the Muscle Car.
Juvenile Advisor
The Barn Advisor originally started life as a Juvenile Advisor. The model seen to the right has been leaked a few times, but it doesn't exist in Episode Two by default. The texture does, however. On Christmas of 2022 the sources for the Juvenile Advisor amongst other model and material sources have leaked. The leaked model shows that the Juvenile Advisor indeed was supposed to appear in the barn segment of the game, however was scrapped for unknown reasons. The model has all animations intact, as shown in this video.
Debug textures
There exist two textures for debugging purposes: a mesh and a plain white texture.
Unused Overlays
Filename | Image | Notes |
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bloodpool1.vtf | ||
bloodpool2.vtf | ||
bloodpool4.vtf | ||
concreteartifacts01b.vtf | ||
it_poster013.vtf | ||
rationpapers01.vtf | Day of Defeat: Source leftover. | |
rationpapers03.vtf | Ditto. | |
rationpapers04.vtf | Ditto. | |
reedmat001.vtf | ||
roundwindowdecal01.vtf | ||
sign_cossacktransport_02.vtf | (Russian) Cossack's passage | |
sign_ironorecorp_03.vtf | (Russian) Corporation | |
sign_northernlogging_01.vtf | (Russian) Northern magazine | |
sign_shipping_01.vtf | (Russian) Transcontinental | |
sign_shipping_03.vtf | (Russian) Transcontinental | |
sign_silo_cluster01.vtf | (Russian) Point of contact Warehouse | |
sign_silo_temp03.vtf | ||
sign_subarctictransport_01.vtf | (Russian) Cossack's subarctic | |
sign_subarctictransport_03.vtf | (Russian) Cossack's C | |
sign_victorymine_04.vtf | (Russian) Victory Mine named after the 50th anniversary | |
whiteforestlogo.vtf |
Unused Signs
Some signs related to a test of sorts. The "Particle Benchmark" sign refers to the Source Particle Benchmark prototype.
Unused Particles
Combine Advisor Unused Particle Shield
Found as "advisor_psychic_shield", this unused shield uses the Particle system shown in the Benchmark, but the file is found in the retail version.
bik_test
A video testing particles is found under ep2\materials\particle.
Unused Combine Advisor Battle AI
This video shows unused Combine Advisor Battle AI, showing that Gordon was originally to fight one in Episode Two. The code for the AI is present in the Source SDK and can be re-enabled by changing a single line.
Unused Citadel Explosion Animations
There are various unused explosion animations for the Citadel that are never used in-game. It can be heard at the end of Episode One, but it can't be seen due to the Citadel being a simple skybox card, without animations. However it was seen in the unused map "ep2_intro.bsp", a modified version of the final cutscene in Episode One only with the Citadel explosion animation seen.
Proto1 Weapon
There exists a sample weapon never compiled in the Source Engine 2007 branch of Episode Two. The only remnants of the weapon are source code referring to it. The compiled version of the weapon itself looks like a .357 Magnum, but in reality is a laser bolt weapon. Changing this string of the weapon script below will look exactly like an AR2, the only difference being it acting like a laser bolt rifle.
"viewmodel" "models/weapons/v_irifle.mdl"
Unused Text
ep2_english.txt
The unused chapters also have text that can be seen in-game via creating a chapter0.cfg and chapter8.cfg.
"ep2_Chapter0_Title" "OUR STORY SO FAR..." "ep2_Chapter8_Title" ""
As the only time this game-over message is shown is failing to defeat Dr. Breen at the end of Half-Life 2, this goes unused.
"HL2_GameOver_Timer" "ALL IS DONE\nTHE FREEMAN'S FAILURE TO SEIZE A SWIFT VICTORY\nLEADS TO OUR TOTAL DEFEAT"
game_sounds_vehicles_ep2.txt
Many sound entries in game_sounds_vehicles_ep2.txt point to audio files that are missing from the sound/vehicles/junker directory.
"JNK_skid_lowfriction_short" { "channel" "CHAN_STATIC" "volume" "0.6" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" "rndwave" { "wave" "vehicles/junker/skid_lowfriction_short1.wav" "wave" "vehicles/junker/skid_lowfriction_short2.wav" "wave" "vehicles/junker/skid_lowfriction_short3.wav" } } "JNK_skid_normalfriction_short" { "channel" "CHAN_STATIC" "volume" "0.6" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" "rndwave" { "wave" "vehicles/junker/skid_lowfriction_short1.wav" "wave" "vehicles/junker/skid_lowfriction_short2.wav" "wave" "vehicles/junker/skid_lowfriction_short3.wav" } } "JNK_skid_highfriction_short" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" "rndwave" { "wave" "vehicles/junker/skid_highfriction_short1.wav" "wave" "vehicles/junker/skid_highfriction_short2.wav" "wave" "vehicles/junker/skid_highfriction_short3.wav" "wave" "vehicles/junker/skid_highfriction_short4.wav" "wave" "vehicles/junker/skid_highfriction_short5.wav" } } "JNK_suspension" { "channel" "CHAN_STATIC" "volume" "0.25" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" "rndwave" { "wave" "vehicles/junker/suspension1.wav" "wave" "vehicles/junker/suspension2.wav" "wave" "vehicles/junker/suspension3.wav" "wave" "vehicles/junker/suspension4.wav" "wave" "vehicles/junker/suspension5.wav" "wave" "vehicles/junker/suspension6.wav" "wave" "vehicles/junker/suspension7.wav" } "JNK_Radar_Ping_Enemy" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "100" "wave" "vehicles/junker/radar_ping_enemy1.wav" }
The Half-Life series
| |
---|---|
Half-Life & Expansions | |
Windows, Mac OS X, Linux | Half-Life (Prototypes) • Opposing Force (Prototypes) • Blue Shift • Source (Deathmatch) |
Dreamcast | Half-Life |
PlayStation 2 | Half-Life (Prototypes) |
Half-Life 2 | |
Windows, Linux | Half-Life 2 (Prototypes • Deathmatch) • Lost Coast • Episode One • Episode Two (Prototypes) • Half-Life: Alyx |
Mac OS X | Half-Life 2 (Prototypes • Deathmatch) • Lost Coast • Episode One • Episode Two (Prototypes) |
Xbox | Half-Life 2 (Prototypes) |
Arcade | Half-Life 2: Survivor |
Xbox 360, PlayStation 3 | Half-Life 2 • Episode One • Episode Two |
Related | |
Windows | Deathmatch Classic • Ricochet • Black Mesa (Prototype) • Codename: Gordon • Hunt Down The Freeman (Prototypes) • Entropy: Zero 2 |
Linux | Deathmatch Classic • Ricochet • Black Mesa |
Mac OS X | Deathmatch Classic • Ricochet |
See also | |
Counter-Strike • Team Fortress • Day of Defeat • Portal |
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