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Hunt Down The Freeman

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Title Screen

Hunt Down The Freeman

Also known as: HDTF
Developer: Royal Rudius Entertainment
Publisher: Royal Rudius Entertainment
Platform: Windows
Released internationally: February 24, 2018


AnimationsIcon.png This game has unused animations.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

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.

Hunt Down The Freeman was originally envisioned as a Source Filmmaker machinima before turning into a full game. It was heavily criticized for its poorly-written story, disregard for Half-Life design philosophy, myriad of bugs, and for being generally unfinished, subsequently branded as "the worst Half-Life 2 mod ever made".

To add insult to injury, the mod cost a wallet-biting $25 (roughly $30 today, which was high compared to others of its ilk), earning it the nickname "Hunt Down The Refund".

Hmmm...
To do:
  • A prototype from November 2017 was released by a former dev. It contains maps from throughout development, plus different character models and weapons.
  • Character models:
    • Original National Guardsmen (Either the demo guardsmen or the one similar to demo ones but different)
    • Early Boston Joe (Possibly an earlier version of Joe in the files or a different model)
    • HL2 Beta synths (not the Frankenstein abominations used in the final game)
  • NPCs:
    • HECU
    • Gordon Freeman NPC (intended for a boss battle?)
  • Maps:
    • dev_ending
    • The cut house map
    • Comatose levels in retail game files
  • The "sniper canister"
  • Achievement differences, originally had joke achievements until fixed
  • Add the Rem700 script file in (according to Wheatley the weapon_remington is an early name for the K98 but the script has the Rem700 viewmodel in it, possibly another cut variant of the K98?)

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
HDTF ADAM.png
Temporary Voice Files
Temporary voice files that probably were used as placeholders, and were replaced by final ones later in development.
HDTF ADAM.png
Demo Leftovers
Leftover files from the 2016 demo. The devs didn't even bother to rename them.
HDTF-SFM.png
Cutscene-Exclusive Models
Models that were used in the cutscenes/SFMs in-game and were never removed.
HDTF ADAM.png
Unused Models
Unused SFM and non-SFM props (and gibs, too!).
HDTF ADAM.png
Unused Maps
Developer jokes maps, unused storyline maps, endings, etc.

Unused Sounds/Music

Two sound files with the same name.

adrian_shephard_piano.wav
The song that Boris plays on a piano in the cutscene in which Mitchell arrives at the Cremator Factory.

adrian_shephard_piano.wav
Unknown piano song with unknown origin.

According to one of the developers, these songs were supposed to play during the Ravenholm section, but the idea was scrapped due to encoding problems that caused them to sound like static noise in-game.

dr.wav
The "mitchell" folder contains a remade version of Doctor Breen's speech from Half-Life 2 that was used in the trailer of this game.

Unused Cutscenes

Seven Hour War Timers

During Act 1, several short videos are shown depicting a timer counting the time elapsed since the Seven Hour War began. Of the seven such videos that exist in the files, these four are not used.

a2c2p2s2.bik

This cutscene should play after completing the Cremator Factory level, but it doesn't due to a misspelling in the point_cutscene entity used to play it.

Unused Weapons

SIG SG 556

Fully usable despite being unused, and can be easily acquired by using the "impulse 101" command. It has no sounds at all apart from a firing sound that was held over from the Half-Life 2 pistol as a placeholder.

Interestingly, shared by one of the animators, it apears the sig was going to have a completely different model and animations which can be seen in this video. This exact same sig was suppose to have sounds as well but the model nor the sounds made it in.

Remington 700

A model and a full set of animations for a Remington 700 can be found in the files. A script file for it also remains, but is quite unfinished.

Sawn-off Shotgun

Animations, a model, and a script file remain of this weapon; its animations are somewhat unfinished, as it lacks even an idle animation. An oddity in its script file is a commented-out line reading ""Last call is last chance"", including the quotes. It's model is apparently bought off turbosquid but it can also be found on sketchfab and devianart of the original creator.

M67 Grenades

Unused but fully working weapon with unique-looking grenade type (grenade weapon that is used in the game uses Combine grenades), they can be found in-game lying here and there on some maps, but picking them up will just give you the Combine grenades. However it's secondarry attack is broken and it deals no damage to any NPCs.

According to one of the developers, this weapon is unused because of a coding error, M67 grenades were supposed to be used in Act 1, while Combine grenades were supposed to be used in Acts 2 and 3, but because of the coding error, picking up the M67 grenades in Act 1 gives you the Combine grenades instead of M67 ones. This issue is fixed in the OWF build.

To get it you need to write "give weapon_m67".

Gasmask

There's also a full set of animations for the gasmask weapon in the files. Probably cut because it has no practical use in-game.

The only remnants of it in the code is that its purpose would be to protect the player from nerve gas.

HK33

All that remains of this weapon is an unfinished script file which appears to be a slightly modified version of the demo's SMG.

// HK33

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"#HDTF_HK33"
	"viewmodel"			"models/weapons/v_smg_kr5.mdl"
	"playermodel"			"models/weapons/w_kr5.mdl"
	"anim_prefix"			"smg2"
	"bucket"			"2"
	"bucket_position"		"1"

	"clip_size"			"30"
	"clip2_size"			"-1"

	"default_clip"			"30"
	"default_clip2"			"-1"

	"primary_ammo"			"5_56mm"
	"secondary_ammo"		"None"

	"weight"			"3"
	"rumble"			"3"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"reload"		"Weapon_SMG1.Reload"
		"reload_npc"		"Weapon_SMG1.NPC_Reload"
		"empty"			"Weapon_SMG1.Empty"
		"single_shot"		"Weapon_SMG1.Single"
		"single_shot_npc"	"Weapon_SMG1.NPC_Single"
		"special1"		"Weapon_SMG1.Special1"
		"special2"		"Weapon_SMG1.Special2"
		"double_shot"		"Weapon_SMG1.Double"
		"burst"			"Weapon_SMG1.Burst"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
			"font"		"WeaponIcons"
			"character"	"a"
		}

		"weapon_s"
		{	
			"font"		"WeaponIconsSelected"
			"character"	"a"
		}

		"weapon_small"
		{
			"font"		"WeaponIconsSmall"
			"character"	"a"
		}

		"ammo"
		{
			"font"		"WeaponIconsSmall"
			"character"	"r"
		}
		"ammo2"
		{
			"font"		"WeaponIconsSmall"
			"character"	"t"
		}

		"crosshair"
		{
			"font"		"Crosshairs"
			"character"	"Q"
		}

		"autoaim"
		{
			"file"		"sprites/crosshairs"
			"x"		"0"
			"y"		"48"
			"width"		"24"
			"height"	"24"
		}
	}
}

M240

Another weapon with just an unfinished script file; this script is nearly identical to the HK33 except for the references for its name and ammo type.

// M240

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"#HDTF_M240"
	"viewmodel"			"models/weapons/v_smg_kr5.mdl"
	"playermodel"			"models/weapons/w_kr5.mdl"
	"anim_prefix"			"smg2"
	"bucket"			"2"
	"bucket_position"		"9"

	"clip_size"			"30"
	"clip2_size"			"-1"

	"default_clip"			"30"
	"default_clip2"			"-1"

	"primary_ammo"			"7_62mm"
	"secondary_ammo"		"None"

	"weight"			"3"
	"rumble"			"3"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"reload"		"Weapon_SMG1.Reload"
		"reload_npc"		"Weapon_SMG1.NPC_Reload"
		"empty"			"Weapon_SMG1.Empty"
		"single_shot"		"Weapon_SMG1.Single"
		"single_shot_npc"	"Weapon_SMG1.NPC_Single"
		"special1"		"Weapon_SMG1.Special1"
		"special2"		"Weapon_SMG1.Special2"
		"double_shot"		"Weapon_SMG1.Double"
		"burst"			"Weapon_SMG1.Burst"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
			"font"		"WeaponIcons"
			"character"	"a"
		}

		"weapon_s"
		{	
			"font"		"WeaponIconsSelected"
			"character"	"a"
		}

		"weapon_small"
		{
			"font"		"WeaponIconsSmall"
			"character"	"a"
		}

		"ammo"
		{
			"font"		"WeaponIconsSmall"
			"character"	"r"
		}
		"ammo2"
		{
			"font"		"WeaponIconsSmall"
			"character"	"t"
		}

		"crosshair"
		{
			"font"		"Crosshairs"
			"character"	"Q"
		}

		"autoaim"
		{
			"file"		"sprites/crosshairs"
			"x"		"0"
			"y"		"48"
			"width"		"24"
			"height"	"24"
		}
	}
}

Mosin Nagant

Yet another weapon with just a script file remaining; this script appears to be based on the demo's pistol rather than the SMG. According to Nanman, the Mosin Nagant got replaced by the K98 in the retail game and there was an entire animation set for the weapon but no trace of it remains.

// Mosin Nagant

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"	"#HDTF_Mosin"
	"viewmodel"			"models/weapons/v_m9pistol.mdl"
	"playermodel"		"models/weapons/w_sphinx.mdl"
	"anim_prefix"		"pistol"
	"bucket"			"2"
	"bucket_position"	"5"

	"clip_size"			"18"
	"primary_ammo"		"7_62mm"
	"secondary_ammo"	"None"

	"weight"		"2"
	"rumble"		"1"
	"item_flags"		"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{

		"reload"		"Weapon_Pistol.Reload"
		"reload_npc"	"Weapon_Pistol.NPC_Reload"
		"empty"			"Weapon_Pistol.Empty"
		"single_shot"	"Weapon_Pistol.Single"
		"single_shot_npc"	"Weapon_Pistol.NPC_Single"
		"special1"		"Weapon_Pistol.Special1"
		"special2"		"Weapon_Pistol.Special2"
		"burst"			"Weapon_Pistol.Burst"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"font"		"WeaponIcons"
				"character"	"d"
		}
		"weapon_s"
		{	
				"font"		"WeaponIconsSelected"
				"character"	"d"
		}
		"weapon_small"
		{
				"font"		"WeaponIconsSmall"
				"character"	"d"
		}
		"ammo"
		{
				"font"		"WeaponIconsSmall"
				"character"	"p"
		}
		"crosshair"
		{
				"font"		"Crosshairs"
				"character"	"Q"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
}

Map

A weapon script for a map. According to one of the developers, there was suppose to be a map in the ACT 2 section of the game for navigation, maybe this is where the cut Winter Survivor would come in place or Mitchell would just find it in the house at the start of the act. Unlike the other 3 weapons with only a script (HK33, M240, Mosin-Nagant), it uses the gasmask's viewmodel and the machete's world model. Interestingly, the gasmask's viewmodel mentioned in the script file appears to be different than the one we have in the game files.

// Map

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"#HDTF_Map"
	"viewmodel"			"models/weapons/v_m40gasmask.mdl"
	"playermodel"			"models/weapons/w_machete.mdl"
	"anim_prefix"			"crowbar"
	"bucket"			"5"
	"bucket_position"		"4"

	"clip_size"			"-1"
	"clip2_size"			"-1"
	"primary_ammo"			"None"
	"secondary_ammo"		"None"

	"weight"			"0"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Weapon_Crowbar.Single"
		"melee_hit"		"Weapon_Crowbar.Melee_Hit"
		"melee_hit_world"	"Weapon_Crowbar.Melee_HitWorld"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
			"font"		"WeaponIcons"
			"character"	"c"
		}

		"weapon_s"
		{	
			"font"		"WeaponIconsSelected"
			"character"	"c"
		}

		"ammo"
		{
			"font"		"WeaponIcons"
			"character"	"c"
		}

		"crosshair"
		{
			"font"		"Crosshairs"
			"character"	"Q"
		}

		"autoaim"
		{
			"file"		"sprites/crosshairs"
			"x"		"0"
			"y"		"48"
			"width"		"24"
			"height"	"24"
		}
	}
}

Semi-Unused Weapons

Fire Axe

A Fire Axe that is semi unused can be obtained in both the retail and the OWF build. In the retail build, it's first located in one of the offices where you meet Adam and in one of the garages after the factory section. The axe in the retail build is basically useles and kinda broken, lacking any sounds for the axe and Mitchell not actually holding the axe, probably due to bad rigging. This was fixed in the OWF build along with adding a bodygroup for the ACT 2 Mitchell arms and adding the original sounds.

Reason why the axe was missing sounds in retail is because according to one of the developers, he sent the sound files for the Axe and other weapons to Berkan but apon asking Berkan why the axe is silent in game, Berkan later told him that he didn't recieve any SFX files for the axe, but the dev was 99% sure he did sent them. The fire axe model in retail is another bought off model from turbosquid.

Kitchen Knife

The minigun is internally called "kitchen_knife". According to one of the developers, this was an inside joke that ended up not being changed. Reason why it's called the "Kitchen Knife" is apparently due to an early conversation with Wheatley and Berkan talking about the "weakest weapon in game".

The minigun normally appears only as a script weapon that you get seemingly out of nowhere (even though it has a model for lying on the ground) in just two levels, one of which is a secret map; however, you can give it to yourself with the console command "give weapon_kitchen_knife". It's hilariously overpowered, with infinite ammo and no speed reduction while firing it. The only downside is that you won't be able to switch to any other weapon until Mitchell dies or the level is completed. Apparently, just like half of the weapon models in retail, the minigun is also bought off turbosquid.

Unused Textures

M16

In retail version of HDTF in the folder "materials\models\weapons\hdtf\m16a2" there's an earlier texture for the glossiness map for the M16. This glossiness map texture can be also found in the 2017 build alongside a matching diffuse and normal map texture. In the "screenshots" folder there are also few screenshots of presumably the M16 with that texture applied.

Magnum

There are 2 alternative textures for the magnum. One that can be found in the retail and 2017 build and the other one that is only in the 2017 build.

Unused NPCs

Black Ops

The only time in the game when these appear is in the intro cutscene where Mitchell kills one of them by himself, so they aren't fought during gameplay. However, two can be found out of bounds in Black Mesa behind a door, making them and the grenades they drop unreachable through normal gameplay.

According to one of the developers they were supposed to be fought during the Black Mesa part, and were cut due to not having unique animations.

Apparently the models for boots and body were bought of Turbosquid as confirmed by one of the developers.

Winter Survivor

A character wearing identical clothes to Mitchell in Act 2 that was either an early design of Mitch for Act 2 or a friendly NPC that was going to show up in said act. Weirdly, the shoe laces mesh is applied to the boot texture instead of a separate laces texture. This error can also be seen on the ACT 2 Mitchell model.

Security Guard

A Security Guard meant to show up during the Black Mesa prologue.

Cut Characters

Jaden

The music that plays in "background3.bik" (the third variation of background in the main menu), per the composer's Soundcloud page, is called "Jaden's Theme". Presumably, the mysterious female person in the 2016 trailer of this game is Jaden. But since she is walking with the Resistance members with bodies of Combine soldiers scattered around, it is apparent that she is not Jaden but an early version of Sasha (Boris's daughter), but... was Jaden the early name for Sasha? We will never know for sure...

Jaden's Theme having a piano in it’s orchestration can be a reference to Sasha's father, Boris, who can play the piano as shown in one of the game's cutscenes.

Mothership Boss Fight

At the Army Truck escort level (a1c4p2), halfway through the bridge, you were supposed to fight Combine foot soldiers, gunships and a Combine mothership.

Here is a video demonstrating it here (note that the music used here isn't in the game, it was added on by the video creator):

Interestingly, the mothership is actually using an old texture that was suppose to be replaced in retail but was most likely forgotten.

Retail Unused
HDTF Mothership used.png HDTF Mothership unused.png