Half-Life 2 (Windows)/Unused Text
This is a sub-page of Half-Life 2 (Windows).
Contents
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" }
level_sounds_ravenholm.txt
"ravenholm.pyre_purge" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/pyre_purge.wav" } "ravenholm.pyre_looknot" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/pyre_looknot.wav" } "ravenholm.pyre_roadahead" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/pyre_roadahead.wav" } "ravenholm.shotgun_toomany" { "channel" "CHAN_VOICE" "volume" "0.900000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/shotgun_toomany.wav" } "ravenholm.shotgun_outnumbered" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/shotgun_outnumbered.wav" } "ravenholm.shotgun_hurry" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/shotgun_hurry.wav" } "ravenholm.shotgun_run" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/shotgun_run.wav" } "ravenholm.shotgun_outstreets" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/shotgun_outstreets.wav" } "ravenholm.shotgun_tochurch" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/shotgun_tochurch.wav" } "ravenholm.climber_nag01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/climber_nag01.wav" } "ravenholm.climber_nag02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/climber_nag02.wav" } "ravenholm.climber_nag03" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/climber_nag03.wav" } ravenholm.bucket_oneminute" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/bucket_oneminute.wav" } "ravenholm.yard_pieces" { "channel" "CHAN_VOICE" "volume" "0.550000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/yard_pieces.wav" } "ravenholm.yard_device" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/yard_device.wav" } "ravenholm.exit_farewell" { "channel" "CHAN_VOICE" "volume" "0.850000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/exit_farewell.wav" } "ravenholm.monk_reload01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/monk_reload01.wav" } "ravenholm.monk_reload02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/monk_reload02.wav" } "ravenholm.monk_thruhere" { "channel" "CHAN_VOICE" "volume" ".85" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/monk_thruhere.wav" } "ravenholm.monk_carefulthere" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/monk_carefulthere.wav" } "ravenholm.monk_excuse01" { "channel" "CHAN_VOICE" "volume" ".78" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/monk_excuse01.wav" } "ravenholm.monk_giveammo01" { "channel" "CHAN_VOICE" "volume" ".83" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/monk_giveammo01.wav" } "ravenholm.monk_giveammo02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/monk_giveammo02.wav" } "ravenholm.monk_giveammo03" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/monk_giveammo03.wav" } "ravenholm.monk_givehealth01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/monk_givehealth01.wav" } "ravenholm.monk_givehealth02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_100dB" "wave" "*vo/ravenholm/monk_givehealth02.wav" } "ravenholm.monk_death01" { "channel" "CHAN_VOICE" "volume" ".75" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_120dB" "wave" "*vo/ravenholm/monk_death01.wav" } "ravenholm.monk_death02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_120dB" "wave" "*vo/ravenholm/monk_death02.wav" } "ravenholm.monk_death03" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_120dB" "wave" "*vo/ravenholm/monk_death03.wav" } "ravenholm.monk_death04" { "channel" "CHAN_VOICE" "volume" ".75" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_120dB" "wave" "*vo/ravenholm/monk_death04.wav" } "ravenholm.monk_death05" { "channel" "CHAN_VOICE" "volume" ".7" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_120dB" "wave" "*vo/ravenholm/monk_death05.wav" } "ravenholm.monk_death06" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_120dB" "wave" "*vo/ravenholm/monk_death06.wav" }
npc_sounds_gman.txt
"npc_gman.welcome" { "channel" "CHAN_VOICE" "volume" "1" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/gman_misc/welcome_ladies_gents.wav" } "npc_gman.finished" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/gman_misc/finished.wav" }
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)"
weapon_physgun
A weapon script for the Physics Gun, a cut weapon from the Half-Life 2 leak. Trying to spawn it in-game gives out an error message in the console.
// Physics Gun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Physgun" "viewmodel" "models/weapons/v_Physics.mdl" "playermodel" "models/weapons/w_Physics.mdl" "anim_prefix" "physgun" "bucket" "4" "bucket_position" "4" "clip_size" "1" "clip2_size" "8" "primary_ammo" "None" "secondary_ammo" "Gravity" "default_clip2" "8" "weight" "0" "item_flags" "2" SoundData { "single_shot" "Weapon_Physgun.On" "reload" "Weapon_Physgun.Off" "special1" "Weapon_Physgun.Special1" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "m" } "weapon_s" { "font" "WeaponIconsSelected" "character" "m" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }
MP3 Player
A bunch of text relating to an MP3 Player feature.
"lang" { "Language" "English" "Tokens" { "MP3PlayerTitle" "Valve MP3 Player" "AddDirectory" "Add Directory..." "AddGameSongs" "Add Game Songs" "RefreshDb" "Refresh directories" "PlaylistAdd" "Add to playlist" "PlayListRemove" "Remove from playlist" "PlayListClear" "Clear playlist" "PlayListLoad" "Load playlist..." "PlayListSave" "Save playlist..." "MP3Menu" "Options" "Play" "Play" "Stop" "Stop" "Next" "Next" "Prev" "Prev" "Mute" "Mute" "Shuffle" "Shuffle" "VolumeLabel" "Volume:" "NoSong" "<None>" "PlayListTab" "Playlist" "FileListTab" "Files" "PlaySong" "Play song" } }
Extra Hint Text
"Valve_Hint_Alt_Weapon_Bugbait" "%+attack% THROW PHEROPOD %+attack2% SQUEEZE PHEROPOD" "Valve_Hint_Alt_Weapon_Physcannon" "%+attack% LAUNCH OBJECT %+attack2% GRAB OBJECT"
When the player first equips a weapon with an alternate fire, the game will attempt to automatically display a HUD hint explaining how it works. Due to the way this is programmed, the corresponding hints for the Gravity Gun and Bugbait are never displayed, despite having text in the game files. The Bugbait does receive two separate HUD hints for its in-world tutorial, but the Gravity Gun only displays the hint for how to switch to it, with the controls being explained solely through Alyx's dialogue.