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

Portal 2/To Do

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Portal 2.

See also: Notes:Portal 2

Stuff to Research

  • All the todos here might need to be sorted.
  • PC Preload DVD build of Portal 2
  • "Reconstructing Science" was meant to play after the credits.
  • Other unused music?
  • Unused Core Transfer screens that were supposed to show on monitors that originally had in map and were attached to GLaDOS' disc. They are located in materials/vgui/slideshow/diagnostics of game files.
  • There's unused UI screens also present in the game's files.
  • There's more stuff on various Wikis: Valve Developer Community, The Portal Wiki, and maybe the Combine OverWiki and/or Half-Life Wiki.
  • A lot of unused signs and posters in Old Aperture, including signs giving names to each Enrichment Sphere, as well as a map showing your location relative to the Central AI Chamber, and unused Rattmann graffiti.
  • Revisional differences between ports (Windows, Mac, Linux, Nintendo Switch, Xbox 360 and potentially PS3).
  • Internal commentary node names.
  • Unused Puzzlemaker test elements.
  • Unused black icon for the Bot's Beret.
  • A weird .bik file in the game's files.
  • Hidden and development-only console variables, which can be force-enabled using this plugin. A few of these are related to unused or cut content.
  • Removed entities that still appear in Hammer and implemented entities that don't.
  • Document the procedural puzzle generator.
  • There exist textures for an earlier Portal 1-styled cube button (seen in a beta screenshot) as box_socket_reference and box_socket_reference_top, there is an "active" texture that matches but no inactive texture (though the exponent still exists)
  • Earlier elevator model, including elevator tube and elevator entrance
  • There's an unused angry sphere model reused for the bombs which seems to be custom made, all things considered was likely not an actual core (no anims & simple custom model without handle), possibly as decoration for the core pile
  • SDK Instances have some stuff in them, including a tiny bit of an early version of the Portal Carousel (Chamber 01) in destructed_departure_soundscape_override_alt in disabled visgroups. catapult_set_1300.vmf is a set of early faith plates when they still looked like panel arms, there are earlier instances for paint droppers being tubes, a "Pendleton" and player dropper (this was likely meant to drop Wheatley (as Pendleton was a separated character before he was merged (also co-existing with Wheatley) after Pendleton was scrapped) and it doesn't have any cube inside of it), some elevator-related instances have an _oldshaft visgroup which is an earlier simpler shaft
  • A bunch of unused vcd's, including sphere01/sphere02/sphere03 and f-stop stuff, such as mannequins testing a portal gun.
  • Multiple unused _skin textures with different eye colors for the personality spheres, possibly for those cut spheres
  • There's a lower-res cube used for tubes which happens to be a lower res version of the E3 cube
  • The Portal 1 door and button texture is actually recolored to be yellow as it was used in F-Stop
  • There's an earlier wheatley boss model
  • There's several paint gun spray particles, and the console versions of the game have a weapon_paintgun script which mentions it uses the weaponizer model and sounds from HL:Ep3.
  • There are also plenty of other particles from F-Stop (can be seen used in the Exposure build)
  • The tractor beam emitter has a bunch of unused UV's for the inside. Robot Repair uses a version of the model with the UV's used for the controller station.
  • Paintgun Item Pickups in the FGD (these were reimplemented in P2:CE)
  • The TV's on some Tubes were used for the Pneumatic Diversity Vent
  • There's a console command where if you get hit by paint, the effect of the paint will stay on you for a while even after leaving it. The "covered in paint" screen effect was also meant to stay. It's hidden by default but can be re-enabled using csgo-cvar-unhider
  • Add the rest of the deleted files. They can be recovered via VRF's "Recover deleted files" tool.
  • The Portal 2 PC DVD contains a pre-release engine.dll which will show a pre-release watermark when put into the retail build.
  • Datamine Xbox 360 build
  • Investigate 2014 Dev build (see talk page)
  • Also investigate version in the Companion Collection on Switch.
  • A build of LunchHouse's Exposure was leaked. It reportedly contains official Valve code from F-Stop
  • There's an edited Portal 1 Portal Gun texture in the files. It is from an early Portal 2 gun.
  • There are unused test animations on some models such as GLaDOS and Beta Wheatley Boss. The pincher also has an unused animation
  • There is an unused panel arm animation clearly for the wall with the laser to extend in sp_a2_triple_laser.
  • There are left over entities for a VS gamemode, which includes a scoreboard (UI scheme missing, but can be recreated) and timer. Requires DLL patching to get it to work (but has been done).
  • The left over hot_potato entity flashes in color (this is sometimes glitchy and can only be seen when not being held) depending on state.
  • There are some unused UI sounds.
  • There is an earlier version of the 1970s floor with different colors seen in an overlay
  • An unused SFM session named glados_flythru (also exists in leaked licensee build), tries to load a map named sp_glados_01 (early version of sp_a1_wakeup), it is just someone running around the glados map
  • There is a pressdemo transition list script used for the March 2010 demo shown to GameInformer (the maps have corresponding reslists)
  • Leftover lines in V-Scripts mention the exact order of an early version of the campaign, including meeting with a core several times and plenty of cut chambers. These can be cross referenced with lines and reslists to fully reconstruct an earlier story line.
  • The loading screens have some very minor differences. A wheatley chamber seen in them has 3 turrets instead of 5
  • There are ~60 cut voice lines from the Art Therapy DLC lying in the English subtitles file (Portal 2\portal2_dlc1\resource\subtitles_english.txt)
  • Most Portal 2 instances include unused visgroups. In some instances, they reveal early level remnants.