Half-Life 2 (Windows)
Half-Life 2 |
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Developer:
Valve
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To do:
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Half-Life 2 is a game where the right crowbar in the wrong hand will make all the difference in the world.
Contents
- 1 Sub-Pages
- 2 Debugging Features
- 3 Unused Weapons
- 4 Unused Items
- 5 Unused Animations
- 6 Unused Textures
- 7 Unused Models
- 8 Unused Model Features
- 9 Unused Sounds
- 10 Unused Dialogue
- 10.1 Father Grigori
- 10.2 Vortigaunts
- 10.2.1 First meeting the player
- 10.2.2 Squad comment
- 10.2.3 Replying to a squadmate's comment
- 10.2.4 About to charge the player's HEV suit
- 10.2.5 HEV suit charge interrupted
- 10.2.6 Noticing an enemy
- 10.2.7 Killing an enemy
- 10.2.8 Player in line of fire
- 10.2.9 Stared by the player
- 10.2.10 Asked to follow
- 10.2.11 Asked to stay
- 11 "Drivable" APC
- 12 Alternate Intro
- 13 Unused Text
Sub-Pages
Prototypes |
Debugging Features
Debug Menu
The debug menu can be activated by pressing [Shift+F1], and displays a collection of multiple shortcuts to console commands. You still need sv_cheats 1 for many of these shortcuts to function correctly. The window can be closed by pressing [Shift+F1] again. Closing the window by clicking on the "X" will not disable the overlay, just hide the window.
The debug menu loads its interface from the script file "debugoptions.txt." The file uses the following format:
DebugMenu { "width" "512" "height" "300" "<tab>" // a tab on the debug panel { "<command>" // adds a button that executes a command when clicked { "command" "<command>" // console command to execute } "<toggle>" // checkbox that toggles a cvar between 1 and 0 { "togglecvar" "<cvar>" // cvar to toggle } "<increment>" // button that cycles through options for a cvar { "incrementcvar" "<cvar> 0 5 10 15" // cvar, followed by the numbers to cycle through } } }
The menu also exists in practically all games that use the "Source 1" engine.
Unused Weapons
A number of non-player weapons have varying levels of implementation for player usage.
Alyx's Gun
The gun used by Alyx (weapon_alyxgun). Can only be obtained by typing give weapon_alyxgun in the console (it must be picked up manually after closing the console, as it spawns on the ground). The viewmodel is glitched due to it using the worldmodel instead, and will block the player's vision frequently. The gun has semi-auto and full-auto modes which can be swapped with "secondary attack" button. Both modes do the same amount of damage (about as much damage as the retail pistol), but neither mode has any recoil, and both modes are about as accurate as the pistol. As noted below, there was also evidently a rifle mode planned at some point.
Picking up the gun will have it show up in 5th pistol category slot for unknown reasons. It has one full clip loaded and none in reserve, and the only known way to get more ammo would be to use the givecurrentammo command, which will max out your ammo to 150 (180 including the loaded clip). This can be increased by using the command sk_max_alyxgun #, # being the amount of ammo you want.
Annabelle
Father Grigori's rifle (weapon_annabelle). Can only be obtained by typing give weapon_annebelle in the console. It has a two-bullet tube magazine and shares ammo with the revolver. The viewmodel is identical to the retail shotgun. It does the same amount of damage as the revolver, but will only reload a single bullet when emptied. Upon reloading manually, console errors reference an incorrect call to the retail shotgun reload, and the weapon is reloaded instantly at full capacity. Despite sounding and looking like a shotgun, it fires a single bullet like the revolver, and has zero recoil.
It occupies the same slot as the AR2, and if you press 3 to select the AR2, you'll pull out the Annabelle instead. This is the only way to reequip it apart from pressing the "last weapon used" key...if it was your last used weapon.
Food Package
The food package (weapon_citizenpackage). Can only be obtained by typing give weapon_citizenpackage in the console. It has no proper viewmodel, instead using its worldmodel, though it lines up decently with how other weapons are held by the player. Comments in the weapon's coding reveal that it's a weapon because NPCs are able to carry weapons, but can not pick up or wield normal objects, so any objects the devs wanted citizens to hold needed to be coded as a "weapon".
// Citizen package. Not really a weapon, just needs to be a visible model for citizens to open.
Two things of note are that its pickup icon reuses the shotgun's, and that it occupies the same slot as the SMG, but it doesn't have its own selectable slot, meaning that like Annabelle, you can only reequip it if you press the "last weapon used" key or press 3 on the keyboard and then fire.
Suitcase
A suitcase (weapon_citizensuitcase). Can only be obtained by typing give weapon_citizensuitcase in the console. It has no proper viewmodel, instead using its worldmodel which blocks most of the player's vision, as it's placed almost directly in front of Gordon's face. Like the food package, it was coded as a weapon to allow citizens to carry it around, even going as far to have the exact same comment as the food package in its coding. Also like the food package, it's in the same "slot" as the SMG, but doesn't actually show up in your weapons, and can only be reequiped using the same methods as the food package (pressing 3 will not work if you already have the package).
Interestingly, it seems to use the MP5K icon from the prototype as its pickup icon.
Stunstick
The Stunstick from the Half-Life 2 prototype kept its viewmodel, along with the early suit color. However, there is no way to wield it in the retail, as picking one up gives armor instead. Valve updated and completed this weapon for Half-Life 2: Deathmatch.
To remove the armor pickup: open src/hl2/hl2_player.cpp in the Source SDK and comment or remove the following section:
#ifndef HL2MP if ( pWeapon->ClassMatches( "weapon_stunstick" ) ) { if ( ApplyBattery( 0.5 ) ) UTIL_Remove( pWeapon ); return false; } #endif
Unused Items
Sniper Rounds
The sniper ammo (item_box_sniper_rounds) from the prototype was kept in the final game. It can be spawned using ent_create item_box_sniper_rounds and picked up, but no weapon in the game uses this type of ammo. It also has no physics, but will still produce bullet holes if shot at. The original box texture has been replaced with a pink texture saying "OBSOL33T" (obsolete in "leet speak") in cyan letters. Why it wasn't just removed outright is unknown.
Flare Rounds
Flare rounds (item_box_flare_rounds and item_flare_round) still exist in the final game and can be spawned with ent_create item_box_flare_rounds/item_flare_round, but cannot be picked up due to the ammo coding having been removed. However, the console will give constant errors stating that it's attempting to give the player an unknown "FlareRound" ammo type as long as they player stands over them. Like the sniper rounds, neither of these have physics but will produce bullet holes if shot at.
Unused Animations
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. Specifically: Get animations of these things in action if possible. |
Weapon Animations
Alyx's gun has unused animations that show it transforming into a SMG and a rifle. However, no idle animation for these modes exist. In addition, Alyx herself has animations for changing the pistol into an SMG, and the SMG to a rifle, but not back to the pistol or directly to rifle mode.
Used | Unused |
---|---|
Firing Animations
- The Combine soldiers possess an unused firing animation for the HMG1 as well as animations for placing and rolling grenades.
- The poison headcrab has an unused animation, depicting it spitting something from its mouth, most likely poison. There is no data about the fired projectile or its effect on the player however.
Struggling Animations
Vortigaunts have unused animations for being grabbed by Barnacles, reminiscent of the behaviour of human NPCs in Half-Life. However, these go unused, as they are instantly killed and turned into a ragdoll upon being strangled by one, like all other NPCs. In addition, game files mark such events as "legacy content".
Leftover Citizen Animations
Due to how animation files are shared between models, key NPCs like Breen and Alyx have access to all of the regular animations despite only using a few.
Alyx holding an SMG. She normally only uses her own pistol and a shotgun in Episode One.
Unused Textures
Dummy Texture
A dummy texture can be found in the engine folder of hl2_textures_dir.vpk.
breen_fakemonitor
An unused 3-frame placeholder animation for the City 17 screens, named breen_fakemonitor_.vtf.
Snow & Ice
A set of snow and ice textures that don't seem to be used anywhere. They do end up appearing in Mossman's transmission in Half-Life 2: Episode One.
matsys_regressiontest/background
To do: Whose cat is this, though? |
Inside an inconspicuously named folder is this picture of a cat. This is probably the most well-known unused texture from Half-Life, due to how frequently it crops up in various Garry's Mod miscellany.
This texture was apparently meant for regression testing while they were rewriting the materials system for The Orange Box, and somehow it made it all the way into the final release.
Prototype HUD Leftovers
The HUD and weapon icons from the prototype still exist inside the game's files. The final game instead stores the weapon icons in fonts. There are also graphics for Half-Life weapons scattered around, intended to be used for its Source engine port, Half-Life: Source.
Hydra
The textures for the cut Hydra lies in both the effects and sprites folder.
boxrocket_chell_head
To do: Texture/texture on model comparison with used version. |
Seems to be for an early version of Portal's Chell's facemap. There are no models to this, only textures. "Boxrocket" is the codename used for the Source Filmmaker, which had been released with the TF2 update Meet the Pyro in 2012.
This is not present in the 2004 retail version, but was added when Portal was released.
dev
To do: Are any of these textures also unused? (From the same folder, filenames are exactly the same as in the folder minus the HL2 prefix) |
There are a number of development-related textures in the dev folder, along with several unused textures for things like brick buildings and signs.
Unused Models
Gordon Silhouette
A weird, chrome-textured "silhouette" model of Half-Life Gordon can be found. It was clearly not meant to ever be seen in gameplay as it is more or less a statue, possibly used for referencing where the player would be standing. Can be seen via thirdperson command.
props_c17
models/props_c17/chair02a.mdl
ARR! Camera
A lightly rebranded Arriflex 435ES movie camera with a highly detailed model. Also exists in Team Fortress 2.
shaderslab
In the shadertest folder, there are five identical models called shaderslab1-shaderslab5, each with different textures. It is, as the name implies, a slab used to test shaders on.
perftest
The perftest folder contains a few resources, mostly from the original Half-Life, that were used for testing.
HL G-Man. His original animations exist. This model and his animations can be found in Source Filmmaker, in the same directory.
Some textures inside the gman folder are earlier textures that don't seem to exist in Half-Life.
grass_tuft_001.mdl - grass_tuft_004d.mdl are missing their textures. They're supposed to be grass tufts, hence the name.
The Loader. Original animations also exist.
An unused "null" texture found with the Loader's textures.
A bunch of different rock pile variations also missing textures.
wall_section10k.mdl, wall_section10k_halfsize.mdl, and ground_objects8k.mdl are high-poly test models. These were also used in the map devtest_highpoly.bsp in the Android port of Half-Life 2 released for the Nvidia SHIELD.
The rest here are world textures.
Unused Model Features
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Look at other weapons/models in the Model Viewer and see if they have unused/unseen features or elements. |
SMG Magazine Bone
The model for the SMG contains a magazine bone (ValveBiped.clip) that, as expected, moves the magazine. Despite this, the magazine is never animated during the reload animation in-game, with Gordon instead just smacking the bottom of the clip. Based on the fact this section of the model has been weight painted, it's likely this was meant to be animated at some point, likely being scrapped since you never see that far down when reloading anyway.
Unused Sounds
To do: Check for more unused sounds. |
Sound File | Filename | Notes |
---|---|---|
ambient/atmosphere/ | ||
city_beacon_loop1.wav | ||
ambient/machines/ | ||
city_ventpump_loop1.wav | ||
hl1/ambience/ | ||
computalk2.wav | Half-Life leftovers. | |
port_suckout1.wav | ||
test/temp/soundscape_test/ | ||
cabin_ambience.wav | Rather odd soundfiles for testing soundscapes. | |
cabin_wall.wav | ||
outdoor.wav | ||
tv_music.wav |
Missing Sound Files
Within the text files for each and every sound category, there are entries for files that no longer exist.
Missing File | Notes |
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game_sounds_ambient_generic.txt | |
weapons/extinguisher/fire1.wav | |
weapons/extinguisher/release1.wav | |
physics/nearmiss/whoosh_huge3.wav | |
physics/nearmiss/whoosh_huge4.wav | |
physics/nearmiss/whoosh_huge5.wav | |
physics/nearmiss/whoosh_large2.wav | |
physics/nearmiss/whoosh_large3.wav | |
physics/nearmiss/whoosh_medium1.wav | |
physics/nearmiss/whoosh_medium2.wav | |
physics/nearmiss/whoosh_medium3.wav | |
physics/nearmiss/whoosh_medium4.wav | |
physics/nearmiss/whoosh_medium5.wav | |
physics/nearmiss/whoosh_medium6.wav | |
game_sounds_items.txt | |
weapons/flaregun/impact.wav | |
game_sounds_ui.txt | |
common/talk.wav | |
common/wpn_hudon.wav | |
game_sounds_vehicles.txt | |
vehicles/atv_idle_loop1.wav | |
vehicles/atv_start_loop1.wav | |
vehicles/v8/v8_rev_short_loop6.wav | |
vehicles/atv_secondgear_to_fullthrottle_loop1.wav | |
vehicles/v8/v8_secondgear_loop1.wav | |
vehicles/atv_thirdgear_to_fullthrottle_loop1.wav | |
vehicles/atv_downshift_to_2nd_loop1.wav | |
vehicles/v8/downshift.wav | |
vehicles/atv_downshift_to_1st_loop1.wav | |
vehicles/atv_throttleoff_loop1.wav | |
vehicles/atv_skid_lowfriction.wav | |
vehicles/atv_skid_normalfriction.wav | |
vehicles/atv_skid_highfriction.wav | |
vehicles/vehicle_turbo_loop3.wav | |
vehicles/vehicle_turbo_off1.wav | |
vehicles/airboat/pontoon_impact_soft1.wav | |
weapons/airboat/chargeloop.wav | |
weapons/airboat/shoot.wav | |
game_sounds_world.txt | |
doors/door_elevator1.wav | |
doors/door_elevator_loop1.wav | |
level_sounds_e3_lab.txt | |
weapons/ar1/ar1_1.wav | |
weapons/ar1/ar1_2.wav | |
weapons/binoculars/binoculars_zoomin.wav | |
weapons/binoculars/binoculars_zoomout.wav | |
weapons/binoculars/binoculars_zoommax.wav | |
weapons/flaregun/reload.wav | |
weapons/physgun_on.wav | |
weapons/physgun_loop1.wav | |
weapons/physgun_loop2.wav | |
weapons/physgun_loop3.wav | |
weapons/physgun_loop4.wav | |
weapons/shotgun/shotgun_fire2.wav | |
weapons/sniper/sniper_reload.wav | |
weapons/sniper/sniper_fire.wav | |
weapons/357/reload1.wav | |
weapons/slam/bounce1.wav | |
weapons/fx/rics/laser_ric1.wav | |
weapons/fx/rics/laser_ric2.wav | |
weapons/fx/rics/laser_ric3.wav | |
weapons/stunstick/alyx_stunner_charge2.wav | |
level_sounds_eli_lab.txt | |
plats/hall_elev_door_move.wav | |
plats/hall_elev_door_stop.wav | |
level_sounds_e3_lab.txt | |
*vo/e3_lab/alyx_snapout.wav | E3 Leftovers. |
*vo/e3_lab/alyx_staringagain.wav | |
*vo/e3_lab/kleiner_warming.wav | |
*vo/e3_lab/alyx_areyousure.wav | |
*vo/e3_lab/kleiner_moduli.wav | |
*vo/e3_lab/alyx_hopeso1.wav | |
*vo/e3_lab/alyx_hopeso2.wav | |
*vo/e3_lab/alyx_imsorrygordon1.wav | |
*vo/e3_lab/alyx_imsorrygordon2.wav | |
*vo/e3_lab/alyx_imsorrygordon3.wav | |
*vo/e3_lab/alyx_imsorrygordon4.wav | |
*vo/e3_lab/alyx_imsorrygordon5.wav | |
*vo/e3_lab/alyx_imsorrygordon6.wav | |
*vo/e3_lab/alyx_cmondoc.wav | |
*vo/e3_lab/kleiner_massless.wav | |
*vo/e3_lab/kleiner_careful.wav | |
*vo/e3_lab/alyx_scanners1.wav | |
*vo/e3_lab/alyx_scanners2.wav | |
*vo/e3_lab/alyx_scanners3.wav | |
*vo/e3_lab/kleiner_fie.wav | |
*vo/e3_lab/alyx_thatsit.wav | |
*vo/e3_lab/alyx_takethis.wav | |
*vo/e3_lab/alyx_getout.wav | |
*vo/e3_lab/kleiner_onlymoment.wav | |
*vo/e3_lab/alyx_toolate.wav | |
level_sounds_music.txt | |
*#music/HL2_song22_CombineTheme3.mp3 | |
#music/HL2_song8.wav | |
npc_sounds_citizen.txt | |
closecaption/testcommands_$gender.wav | |
*vo/npc/$gender01/cantbeseen02.wav | |
npc_sounds_gunship.txt | |
npc/combine_gunship/wind_blast_loop1.wav | |
npc/combine_gunship/wind_blow_loop1.wav | |
npc_sounds_scanner.txt | |
npc/scanner/combat_scan_loop5.wav | |
npc/scanner/scanner_engine_loop4.wav | |
npc_sounds_vortigaunt.txt | |
*vo/npc/vortigaunt/vmono_01.wav | |
*vo/npc/vortigaunt/vmono_02.wav | |
*vo/npc/vortigaunt/vmono_03.wav | |
*vo/npc/vortigaunt/vortigese01.wav | |
*vo/npc/vortigaunt/vortigese06.wav | |
*vo/npc/vortigaunt/vortigese10.wav | |
*vo/npc/vortigaunt/vortigese13.wav | |
soundscapes.txt | |
test/temp/soundscape_test/music_snippet4.wav | |
test/temp/soundscape_test/music_snippet5.wav | |
test/temp/soundscape_test/music_snippet6.wav | |
test/temp/soundscape_test/music_snippet7.wav | |
test/temp/soundscape_test/music_snippet8.wav | |
test/temp/soundscape_test/wall1.wav | |
test/temp/soundscape_test/wall2.wav | |
test/temp/soundscape_test/wall3.wav | |
test/temp/soundscape_test/wall4.wav | |
soundscapes_canals.txt | |
ambient/levels/canals/windchime3.wav | |
ambient/levels/canals/windchime6.wav | |
ambient/levels/canals/windchime7.wav | |
ambient/levels/canals/windchime8.wav | |
soundscapes_streetwar.txt | |
ambient/atmosphere/air_suck4.wav | |
soundscapes_trainyard.txt | |
buttons/combine_terminal_loop1.wav | |
buttons/combine_terminal_loop2.wav |
Unused Dialogue
Father Grigori
Father Grigori has lines for giving the player ammo and health.
Sound | Filename | Dialogue |
---|---|---|
monk_giveammo01.wav | Here, brother! Ammunition! | |
monk_givehealth01.wav | Heal thyself, brother! |
Vortigaunts
Vortigaunts have a ton of unused dialogue for fighting alongside the player in a squad. They cannot join player squads in the final game, even when spawned by the player or placed in custom maps. Some of these lines were reused in Episode Two, albeit mostly being re-recorded with the new Vortigaunt voice actor, Tony Todd.
First meeting the player
Sound | Filename | Dialogue | Notes |
---|---|---|---|
wellmet.wav | Well met, Freeman. | ||
isitthefm.wav | Is it the Freeman? | ||
itisthefm.wav | It is the Freeman! | ||
thefreeman.wav | The Freeman. | ||
beofservice.wav | Can we be of service? | ||
neuroprints.wav | So the neuroprints are true. | ||
salute.wav | If you are trulry the Freeman, we salute you. | ||
trulyitis.wav | Truly it is the Freeman. | ||
takeus.wav | Freeman, take us with you. | ||
webeofuse.wav | Freeman, we could be of use to you. | ||
corporeal.wav | We never dreamed to meet you in corporeal form. | ||
seebeforeoureye.wav | Is this the Freeman we see before our eyes? | ||
morethanmeets.wav | There is more to the Freeman than meets the eye. | ||
weknowyou.wav | We know you. | ||
putaside.wav | We will put aside Black Mesa for now. |
Squad comment
Sound | Filename | Dialogue | Notes |
---|---|---|---|
vques01.wav | We have lost all dear to us. | This is a different recording of a used line. | |
vques02.wav | The Combine will pay in kind for their depravity. | ||
vques03.wav | Hope is in sight. | ||
vques04.wav | This marks a turning point. | ||
vques05.wav | Such pessimism will doom us all. | ||
vques06.wav | We have survived darker times. | ||
vques07.wav | We are mindful of the words of our greatest philosopher: companum gannennen vorgenot! | ||
vques08.wav | You humans, always in the qualidity. | ||
vques09.wav | We deem this company inviolable. | ||
vques10.wav | Your companionship is greatly belabored. |
Replying to a squadmate's comment
Sound | Filename | Dialogue | Notes |
---|---|---|---|
vanswer01.wav | We remain unconvinced | The full stop is missing from the captions. | |
vanswer02.wav | You're not the first to harbor such illusions | Ditto. | |
vanswer03.wav | We believe the opposite | Ditto. | |
vanswer04.wav | It is just as well | Ditto. | |
vanswer05.wav | We expected as much | Ditto. | |
vanswer06.wav | Idle speculation | Ditto. | |
vanswer07.wav | Your concern is touching | Ditto. | |
vanswer08.wav | Don't rely on it. | ||
vanswer09.wav | Assume nothing | The full stop is missing from the captions. | |
vanswer10.wav | Nothing of the sort | Ditto. | |
vanswer11.wav | You are deluded | Ditto. | |
vanswer12.wav | We wish you were right | Ditto. | |
vanswer13.wav | Excuse our gauche vicissitudes | Ditto. | |
vanswer14.wav | We beg your awareness | Ditto. | |
vanswer15.wav | Likewise, we are sure. | ||
vanswer16.wav | The feeling is mutual | The full stop is missing from the captions. | |
vanswer17.wav | This is unaccustomed | Ditto. | |
vanswer18.wav | It is all one in the plenitude | Ditto. |
About to charge the player's HEV suit
Sound | Filename | Dialogue | Notes |
---|---|---|---|
acceptcharge.wav | Accept a charge. | ||
acceptenergy.wav | Accept energy. | ||
allowrecharge.wav | Allow us to recharge your cells. | ||
wewillcharge.wav | We will charge you. | ||
fmcanuse.wav | The Freeman can make use of this. | ||
here.wav | Here. | ||
holdstill.wav | Hold still. | ||
weshare.wav | We shall share the vortessence. | ||
prepare.wav | Prepare to receive energy. |
HEV suit charge interrupted
Sound | Filename | Dialogue | Notes |
---|---|---|---|
holdorcantcharge.wav | Hold still, we cannot charge you. | Present in the captions as "Hold still or we cannot charge you." | |
halt.wav | Halt. | ||
fmstandstill.wav | The Freeman must stand still. | ||
ifyoumove.wav | If you move we cannot help you. | ||
movingtarget.wav | We cannot heal a moving target. |
Noticing an enemy
Sound | Filename | Dialogue | Notes |
---|---|---|---|
tothevoid.wav | To the void with you. | ||
allinoneinall.wav | All in one and one in all. | ||
giveover.wav | Give over your essence. | ||
weclaimyou.wav | We claim you. | ||
undeserving.wav | Undeserving of consciousness. | ||
satisfaction.wav | Satisfaction. | ||
regrettable.wav | This is regrettable. | ||
allowme.wav | Allow me. | ||
livetoserve.wav | We live to serve. | ||
returnvoid.wav | Return to the void. |
Killing an enemy
Sound | Filename | Dialogue | Notes |
---|---|---|---|
forthefm.wav | For the Freeman! | ||
forfreedom.wav | For Freedom! | ||
tethercut.wav | The tether is cut. | ||
troubleus.wav | That one shall trouble us no more. | ||
dreamed.wav | We have dreamed of this moment. | ||
energyempower.wav | Its energy empowers us. | ||
empowerus.wav | Empower us! | ||
surge.wav | We surge. | ||
yes.wav | Yes! | ||
passon.wav | Pass on! | ||
nodenexus.wav | Node and nexus, feed upon this life! | ||
returntoall.wav | Return to the all in one. |
Player in line of fire
Sound | Filename | Dialogue | Notes |
---|---|---|---|
cautionfm.wav | Caution, Freeman! | ||
caution.wav | Caution! | ||
fmbeware.wav | Freeman, beware! | ||
ware.wav | Ware! | ||
fmmustbeware.wav | The Freeman must beware! | ||
warefm.wav | Ware, Freeman! | ||
fminway.wav | The Freeman is in our way. | ||
standclear.wav | Stand clear. | ||
warningfm.wav | Warning to the Freeman. | ||
cannotfire.wav | We cannot fire without harm to the Freeman. |
Stared by the player
Sound | Filename | Dialogue | Notes |
---|---|---|---|
optical.wav | We cannot read the Freeman's optical buds. | ||
opaque.wav | Your mind is opaque. | ||
rememberus.wav | You must remember us from Black Mesa. | ||
stillhere.wav | We are still here. | ||
calm.wav | Calm yourself. |
Asked to follow
Sound | Filename | Dialogue | Notes |
---|---|---|---|
itishonor.wav | It is an honor. | ||
wehonored.wav | We are honored. | ||
ourhonor.wav | By our honor. | ||
honorfollow.wav | To our honor we follow you. | ||
accompany.wav | Gladly we accompany. | ||
gladly.wav | Gladly. | ||
pleasure.wav | With pleasure. | ||
wefollowfm.wav | We follow the Freeman. | ||
honorours.wav | The honor is ours. | ||
gloriousend.wav | To our glorious end. | ||
bodyyours.wav | This body is yours to command. | Reused in Episode Two. | |
allwehave.wav | All we have is yours. | ||
weareyours.wav | We are yours. | ||
dedicate.wav | We dedicate ourselves to your purpose. | ||
mutual.wav | Our purpose is mutual. | ||
leadus.wav | Lead us. | Reused in Episode Two. | |
onward.wav | Onward! | ||
forward.wav | Forward! | ||
propitious.wav | Propitious alliance. | ||
leadon.wav | Lead on. | ||
fmhonorsus.wav | The Freeman honors us. | ||
fmdoesushonor.wav | The Freeman does us honor. | ||
wewillhelp.wav | We will help you. | ||
assent.wav | Assent. |
Asked to stay
Sound | Filename | Dialogue | Notes |
---|---|---|---|
canconvince.wav | Can we not convince you otherwise? | ||
fmknowsbest.wav | The Freeman knows best. | ||
willremain.wav | We will remain if you so instruct. | ||
fearfailed.wav | We fear we have failed you. | ||
servebetterhere.wav | Perhaps we will serve you better here. | ||
certainly.wav | Certainly. | ||
herewestay.wav | Here we stay. | ||
asyouwish.wav | As you wish. | ||
ourplacehere.wav | Our place is here. | ||
affirmed.wav | Affirmed. |
"Drivable" APC
At one point, APCs were intended to be controllable by the player, but playtesters ultimately felt it was too slow compared to the buggy, and this function was cut. But there are remnants of this left in the game, as it's actually possible to enter an APC pretty early in the game.
In d1_trainstation_03 (the level where Gordon meets Alyx for the first time), two APCs can be seen driving around on the street, eventually veering off into an alley (there's another APC near the opposite end of the map that can't be interacted with). Using god mode, the player can jump down to the APCs and enter them like any normal vehicle...but the camera will be completely screwed up and the player can neither drive nor exit the vehicle, requiring them to reload a save to get out. The APCs can not be entered before they stop moving, likely due to the quirk of Source requiring a separate NPC (npc_apcdriver) to actually make them move and shoot, so when the APCs are in the alley, this effectively means the NPC has exited the vehicle.
Also of note is that the controls for the buggy will show up upon entering it.
Alternate Intro
E3 2004 (intro.bsp) | Final (d1_trainstation_01.bsp) |
---|---|
Loading the map intro.bsp via the console will bring you to a slightly different version of the game's intro. The main differences between the two intros is that there is no title card at the beginning, missing textures around the Spectrometer that they were replaced and removed during development, and a view of the railway which was seen during E3 2004 as opposed to the prison near the end of the game. G-Man is also slightly off center during his final line.
intro.bsp doesn't end due to the respective level change trigger not existing. This ultimately suggests that the intro was originally going to be its own separate map rather than being a part of d1_trainstation_01. This was probably removed to avoid creating another loading screen between the intro and gameplay. A similar approach was attempted and scrapped during Episode One and Two's developments.
Unused Text
E3 Leftovers
E3 config leftover files found in 2 folders, cfg and scripts.
Many of these are from the canceled E3 2002 demonstration.
e3_depot.cfg (E3 2002)
r_anamorphic 0 record e3_depot developer 0 r_shadowdir -1 0 -0.8 cl_drawhud 0 god sk_antlion_swipe_damage "10" sk_npc_dmg_buckshot "20" sk_antlion_health "40" bind 0 "give item_box_mrounds; give item_box_buckshot" bind 9 "give weapon_ar2; give weapon_shotgun"
e3_lab.cfg (E3 2002)
r_anamorphic 0 record e3_lab developer 0 cl_drawhud 0 god rope_subdiv 6
e3_ship.cfg (E3 2002)
r_anamorphic 0 record e3_ship developer 0 cl_drawhud 0 god impulse 101
e3_strider.cfg (E3 2002)
r_anamorphic 0 record e3_strider developer 0 cl_drawhud 0 god impulse 101
e3_terminal.cfg (E3 2002)
r_anamorphic 0 record e3_terminal developer 0 cl_drawhud 0 god notarget
e3_town.cfg (E3 2002)
r_anamorphic 0 record e3_town developer 0 cl_drawhud 0 god impulse 101
e3demo.cfg
developer 0 disp_modlimit_up 512 r_anamorphic 1 snd_surround 1 cl_hudenable 0 disconnect bind pgdn "nextdemo" alias delay "wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;" alias fademusic "soundfade 100 10 2 1" alias loadlogo "binddemo" alias bindlogo "bind space loadlogo" alias binddemo "bind space e3demostart" alias e3demostart "bindlogo;fademusic;delay;delay;delay;disconnect;delay;startdemos e3_canals e3_eli e3_ravenholm e3_seafloor_crane e3_seafloor_rollermines e3_striders e3_trainstation_alyx e3_trainstation_intro_set1 e3_trainstation_plaza_set1 " binddemo loadlogo
Soundscripts
game_sounds_physics.txt
Curiously, some "test" sounds exist inside this soundscript file. Only the music file (hl2_song1.mp3, Particle Ghost in the soundtrack) is present and can be used, since the sines aren't included in the sound files, but they do exist in the prototype.
"Tst11" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "test/alltypes/sine1116m.wav" } "Tstpitch11" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "101" "wave" "test/alltypes/sine1116m.wav" } "Tst22" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "test/alltypes/sine2216m.wav" } "Tstpitch22" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "101" "wave" "test/alltypes/sine2216m.wav" } "Tst44" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "test/alltypes/sine4416ml.wav" } "Tstpitch44" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "250" "wave" "test/alltypes/sine4416ml.wav" } "Tstpitch44l" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "98" "wave" "test/alltypes/sine448sl.wav" } "Tst448" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "test/alltypes/sine448m.wav" } "Tstpitch448" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "101" "wave" "test/alltypes/sine448m.wav" } "TstMusic" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "*#music/hl2_song1.mp3" } "TstPitchMusic" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "120" "wave" "*#music/hl2_song1.mp3" } "TstPitchMusicl" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "98" "wave" "*#music/hl2_song1.mp3" } "TstADPCM" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "test/alltypes/sine4416sadpcm.wav" } "TstPitchADPCM" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "102" "wave" "test/alltypes/sine2216madpcm.wav" } "TstPitchADPCMl" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "98" "wave" "test/alltypes/sine2216madpcm.wav" }
game_sounds_weapons.txt
Leftover soundscripts for various weapons cut from Half-Life 2, some of them reused.
// weapon_binoculars.txt "Weapon_Binoculars.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/binoculars/binoculars_zoomin.wav" } "Weapon_Binoculars.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/binoculars/binoculars_zoomout.wav" } "Weapon_Binoculars.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/binoculars/binoculars_zoommax.wav" } // weapon_brickbat.txt "Weapon_Brickbat.Special1" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "physics/wood/wood_box_impact_hard1.wav" } // weapon_extinguisher.txt "Weapon_Extinguisher.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_empty.wav" } "Weapon_Extinguisher.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_reload.wav" } "Weapon_Extinguisher.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_105dB" "wave" "weapons/extinguisher/fire1.wav" } "Weapon_Extinguisher.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "wave" "weapons/extinguisher/release1.wav" } "Weapon_Extinguisher.Double" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "wave" "weapons/ar2/ar2_altfire.wav" } "Weapon_Extinguisher.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "pitch" "95,105" "wave" "weapons/ar2/npc_ar2_fire1.wav" } "Weapon_Extinguisher.NPC_Double" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "wave" "weapons/ar2/npc_ar2_altfire.wav" } "Weapon_Extinguisher.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/npc_ar2_reload.wav" } "Weapon_FlareGun.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/flaregun/reload.wav" } // weapon_physgun.txt "Weapon_Physgun.On" { "channel" "CHAN_WEAPON" "volume" "0.22" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_on.wav" } "Weapon_Physgun.Off" { "channel" "CHAN_ITEM" "volume" "0.22" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_off.wav" } "Weapon_Physgun.Special1" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/flaregun/impact.wav" } "Weapon_Physgun.LockedOn" { "channel" "CHAN_STATIC" "volume" "0.5" "soundlevel" "SNDLVL_NORM" "pitch" "90" "wave" "weapons/physgun_loop1.wav" } "Weapon_Physgun.Scanning" { "channel" "CHAN_STATIC" "volume" "0.5" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_loop2.wav" } "Weapon_Physgun.LightObject" { "channel" "CHAN_STATIC" "volume" "0.1" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_loop3.wav" } "Weapon_Physgun.HeavyObject" { "channel" "CHAN_STATIC" "volume" "0.1" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_loop4.wav" } // weapon_sniperrifle.txt "Weapon_SniperRifle.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomin.wav" } "Weapon_SniperRifle.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomout.wav" } "Weapon_SniperRifle.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_reload.wav" } "Weapon_SniperRifle.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_reload.wav" } "Weapon_SniperRifle.Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,102" "wave" "weapons/sniper/sniper_fire.wav" } "Weapon_SniperRifle.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,102" "wave" "weapons/sniper/sniper_fire.wav" } "Grenade_Molotov.Detonate" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "physics/glass/glass_bottle_break2.wav" } }
game_sounds_ui.txt
"MenuMusic.Intro" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "#music\HL2_song7.mp3" }
level_sounds_e3_bugbait.txt
//********************************************************* // E3_bugbait //e3_bugbait.combat_music1 //{ // // starts as you round corner and first get shot at by soldiers - before sending antlions // "channel" "CHAN_STATIC" // "volume" "0.8" // "soundlevel" "SNDLVL_NONE" // "pitch" "PITCH_NORM" // // "wave" "#music/HL2_song4.mp3" //} //e3_bugbait.finale_music1 //{ // // starts at the moment the antlion guard busts through the door // "channel" "CHAN_STATIC" // "volume" "0.3" // "soundlevel" "SNDLVL_NONE" // "pitch" "PITCH_NORM" // // "wave" "#music/HL2_song8.wav" //} "e3_bugbait.alg_crashwall" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" "physics/metal/metal_large_debris1.wav" }
level_sounds_e3_c17.txt
// SPOKEN AUDIO "E3_C17_02.GateGrindsDown1" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_130dB" "pitch" "PITCH_NORM" "wave" "ambient/machines/wall_move2.wav" } "E3_C17_02.GateGrindsDown2" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_130dB" "pitch" "PITCH_NORM" "wave" "ambient/machines/wall_move1.wav" } "E3_C17_02.GateGrindsUp2" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_130dB" "pitch" "PITCH_NORM" "wave" "ambient/machines/wall_move4.wav" } "E3_C17_02.GateHitsGround" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" "ambient/machines/wall_crash1.wav" } "E3_C17_02.GateAmbientSound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "PITCH_NORM" "wave" "ambient/machines/wall_ambient_loop1.wav" } //"E3_Under_02.Music" //{ // "channel" "CHAN_STATIC" // "volume" "1.0" // "soundlevel" "SNDLVL_NONE" // "pitch" "PITCH_NORM" // // "wave" "#music/HL2_song1.mp3" //}
level_sounds_e3_lab.txt
//********************************************************* // E3_lab e3_lab.ScannerMusicX { // starts when scanners appear in window "channel" "CHAN_STATIC" "volume" "0.5" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "#music/HL2_song8.wav" } "E3_lab.alyx_snapout" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_snapout.wav" } "E3_lab.alyx_staringagain" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_staringagain.wav" } "E3_lab.kleiner_warming" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/kleiner_warming.wav" } "E3_lab.alyx_areyousure" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_areyousure.wav" } "E3_lab.kleiner_moduli" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/kleiner_moduli.wav" } "E3_lab.alyx_hopeso1" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_hopeso1.wav" } "E3_lab.alyx_hopeso2" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_hopeso2.wav" } "E3_lab.alyx_imsorry1" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_imsorrygordon1.wav" } "E3_lab.alyx_imsorry2" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_imsorrygordon2.wav" } "E3_lab.alyx_imsorry3" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_imsorrygordon3.wav" } "E3_lab.alyx_imsorry4" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_imsorrygordon4.wav" } "E3_lab.alyx_imsorry5" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_imsorrygordon5.wav" } "E3_lab.alyx_imsorry6" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_imsorrygordon6.wav" } "E3_lab.alyx_cmondoc" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_cmondoc.wav" } "E3_lab.kleiner_massless" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/kleiner_massless.wav" } "E3_lab.kleiner_careful" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/kleiner_careful.wav" } "E3_lab.alyx_scanners1" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_scanners1.wav" } "E3_lab.alyx_scanners2" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_scanners2.wav" } "E3_lab.alyx_scanners3" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_scanners3.wav" } "E3_lab.kleiner_fie" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/kleiner_fie.wav" } "E3_lab.alyx_thatsit" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_thatsit.wav" } "E3_lab.alyx_takethis" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_takethis.wav" } "E3_lab.alyx_getout" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_getout.wav" } "E3_lab.kleiner_onlymoment" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/kleiner_onlymoment.wav" } "E3_lab.alyx_toolate" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_105dB" "pitch" "PITCH_NORM" "wave" "*vo/e3_lab/alyx_toolate.wav" }
level_sounds_e3_town.txt
// E3_Town //********************************************************* "E3_Phystown.Slicer" { "channel" "CHAN_STATIC" "soundlevel" "SNDLVL_90dB" "pitch" "85,115" "volume" "0.8, 1.0" "rndwave" { "wave" "ambient/machines/slicer1.wav" "wave" "ambient/machines/slicer2.wav" "wave" "ambient/machines/slicer3.wav" "wave" "ambient/machines/slicer4.wav" } }
level_sounds_music.txt
Speaking of music, three music tracks are never used ingame. Specifically, song22, 24, and 25 (Combine Harvester, Headhumper, and Miscount Detected). The third track can be found in the game files.
"song22" // -2db { "channel" "CHAN_STATIC" "volume" "0.950000" "pitch" "100" "soundlevel" "0" "wave" "common/null.wav" // "wave" "*#music/HL2_song22_CombineTheme3.mp3" } "song24" // 0db { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song24_Lamar.mp3" } "song25" // 0db { "channel" "CHAN_STATIC" "volume" "0.700000" "pitch" "100" "soundlevel" "0" "wave" "*#music/HL2_song25_Teleporter.mp3" }
Caption formatting test
The caption files closecaption_[language].txt
include the following unused message that tests colors and formatting in closed captions:
"testcommands" "<clr:255,0,0>This is red<I> and italics<B> and<cr>bold<B><I><clr:255,255,255> white again."
GameUI
There are leftovers such as content locking from Half-Life, including renderers which are restricted to D3D (Direct3D) in Source.
"GameUI_Easy" "Easy" "GameUI_Medium" "Medium" "GameUI_Hard" "Hard" "GameUI_ContentLock" "Content lock" "GameUI_ContentLockLabel" "Press this button and enter password to disable\nvisuals inappropriate for younger players." "GameUI_ContentStatusDisabled" "Enter a password to enable the content lock." "GameUI_ContentStatusEnabled" "Enter a password to disable the content lock." "GameUI_HEVSuitVolume" "HEV suit volume" "GameUI_MP3Volume" "MP3 volume *" "GameUI_Renderer" "Renderer" "GameUI_Software" "Software" "GameUI_OpenGL" "OpenGL" "GameUI_D3D" "D3D" "GameUI_CPUPlayerOptions" "CPU Player Options" "GameUI_MediumBitDepth" "Medium (16 bit)" "GameUI_HighBitDepth" "Highest (32 bit)"
The Half-Life series | |
---|---|
Windows | Half-Life (Prototypes) • Half-Life: Opposing Force • Half-Life: Blue Shift • Half-Life: Source Half-Life 2 (Prototype) (Lost Coast, Episode One, Episode Two) • Half-Life: Alyx Black Mesa |
Dreamcast | Half-Life |
PlayStation 2 | Half-Life |
Arcade | Half-Life 2: Survivor |
- Games developed by Valve
- Games published by Valve
- Games published by Sierra Entertainment
- Games published by Vivendi Universal Games
- Windows games
- Mac OS X games
- Linux games
- Games released in 2004
- Games with unused animations
- Games with unused areas
- Games with unused code
- Games with uncompiled source code
- Games with unused graphics
- Games with unused models
- Games with unused cinematics
- Games with unused items
- Games with unused abilities
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- To do
- Needs more images
- To investigate
- Half-Life series
Cleanup > Needs more images
Cleanup > To do
Cleanup > To investigate
Games > Games by content > Games with debugging functions
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused models
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Valve
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Games > Games by publisher > Games published by Sierra Entertainment
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Games > Games by publisher > Games published by Vivendi Universal Games
Games > Games by release date > Games released in 2004
Games > Games by series > Half-Life series