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Postal III

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Title Screen

Postal III

Developers: Trashmasters
Publisher: Akella
Platform: Windows
Released internationally: November 23, 2011


DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


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

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Vulgar dialogue.
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.
Hmmm...
To do:

Postal III is a cautionary tale for why having no regrets isn't always a good thing.

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
Postal3-Subpage-Ui logo.png
Valve Leftovers
With so many games coming out around the time, who blames them for leaving in a couple of assets!

Development-Related Text

Original Translated
Сюда класть энвмапы, которые хочется чтобы были свои для каждого уровня

В vmt прописывается:
"$envmap" "#blablabla"

При загрузке, например, уровня level2 будет искаться текстура level2_blablabla.vtf
Если ее нет, то ищется просто level2.vtf
Ну а если и ее нет, то будет наша любимая эмо-текстура
Put the envmaps here you want to be used on each level

Write into the vmt:
"$envmap" "#blablabla"

When loading, for example, level2, the level2_blablabla.vtf texture will be searched for
If there isn't one, it'll look for level2.vtf
If even that's missing, there'll be our favorite emo-texture

A developer message in Russian telling them to put environment map directories in a .vmt file.

Unused Text

unusedcontent.cfg

unusedcontent
{
	"dir"		"maps"
	"dir"		"materials"
	"dir"		"models"
	"dir"		"scenes"
	"dir"		"sound"
	"ignore"	""
	"ignore"	"reslists"
}

A leftover from Portal 2. Its purpose is unknown.

Unused Models

Most unused models are from old character designs or scrapped ideas.

Early Main Menu Postal Dude

Postal3-betadude.png

An early, surprisingly different version of the Dude's menu model that resembles the old 2007 Postal Dude by J. Leichliter, it can be found in models/main_menu/dude_main_menu.mdl. The version found in the finished game lacks the lower half of his trenchcoat, and only has a single animation, for the main menu lazing around. The 2007 prototype of the game has the full model completely intact, including the lower half of his trenchcoat.

Unused Test Town Hotel Models

The final game still has models from the Test Town hotel. These are all still in the game files due to Postal III still technically being in development when it released.

Early Test Character

Postal3-Maxel.png

In a folder named "postal_rage", you can find a character named "Maxel", a leftover from Axle Rage, an Akella project cancelled in 2006; he looks very different to everyone else in the game. Interestingly, in a developer screenshot that came with the prototype leak, the developer is playing as Maxel, meaning Maxel was used as the placeholder player model until the Postal Dude's was properly implemented.

Unused Postal Babe Model

Postal3-F-avg-postal-babe.png

This unused model, F_Avg_Postal_Babe, is an untextured model of one of the Postal Babes, which are characters that originated from Postal 2: Apocalypse Weekend.

Unused Female Character

The model's filename is F_Avg_SS_Skirt. It has no animations, which means it was most likely cut very early into development. This model is also in the 2007 leaked build.

Unused Videos

A placeholder video in the media folder; just a white backrground with the text "cutscene in progress".

A unused video in the "p3_english/media" folder that was meant to play in Cash Mart, this seems like it would have played when the player was on the police side.

A unused video in the "p3_english/media" folder that was meant to play in Homeland Security, this cutscene could have probably played when the player killed couple of talibans in the town section.

Unused Textures

Postal III has many unused textures. Many of these are either leftovers from the in-game cutscenes or from unused ideas that were scrapped.

Bloody Zealot Textures

Inside the "cutscenes" folder of the "characters" directory, there are unused bloody textures for the Zealot in both cutscenes of the AIDS-infected cat hunting mission.

Bloody UN Soldier Textures

The United Nations soldier has an unused, blood-covered texture; this is most likely a remnant from a cutscene.

Unused Spade

Originally, the shovel was intended to be a spade. The textures for this original design are still in the game, with the model being found in the leaked 2007 build.

Unused Big SWAT

These textures, along with leaked concept art and model, are the only remnants of M_Big_SWAT, a character made and scrapped very early in development.

Unused Dev Textures

Postal III only uses a handful of developer textures in its maps from Half-Life 2, and a few of them go unused.

Postal3-Dev-hazzardstripe01a.pngPostal3-Dev-cratewood01a.png

Unused Sounds

The game's unfinished state means there's a fair few sounds that go unused, some of them from early builds of the game.

Temp Voice Acting

Used in early stages of development, these clips, voiced by Mike Jaret, are generic citizen remarks and screams. These go unused in the final game, though they can be heard in early footage.

"Aarrgh!"

"Aak!"

"Aughh!"

"Christ!"

"Fuck!"

"Oh my god he just killed that guy!"

"Look out!"

"Man down!"

*weakly* "Mommy!"

"My shirt!"

"Ow!"

"Run!"

*screaming*

*high-pitched screaming*

"Shit!"

"Somebody call a cop!"

"Somebody call an ambulance!"

"Somebody stop that guy!"

"What?"

"What the fuck!?"

"What the hell you doing!?"

"You fucking asshole!"

Revisional Differences

Hmmm...
To do:
Document more worth noting changes made with the patches.

After the game's release, Trashmasters released a total of three patches in an attempt to salvage the disaster the game was. One of these additions was a "free-roam" mode that wasn't much other than all the outdoor maps from the game's missions (and specific maps like Porn World and the arcade) strung together with level transitions and the mission logic removed. The Postal Dude also starts free-roam with every weapon unlocked.

Before the 1.12 update the game used a remix of the song "Goodbye Almond Eyes" by Tokyo Rose for the Porn World and Jen Walcott's Bodyguard missions, but because Akella didn't own the rights for the song it was replaced by "Illegal Makro Recipe" by The Hen.

Regional Differences

Fart Gun / Гамамет

This was an exclusive bonus weapon that was given for pre-ordering Postal III Гама-edition from the Russian digital game key store Gama-Gama, which originally can be only unlocked on the digital non-Steam or CD Russian versions of the game. Later on, that add-on DLC could be bought on its own from Gama-Gama. The weapon was finally added in the Zoom version since version 1.2, though it wasn't added to the Steam version (despite being mentioned in the changelog).

Despite the Fart Gun, being an exclusivity for Russian buyers, an official English translation was found in the Japanese copy of the game, which was then later officially ported to the English version.

A screenshot of the Gama-Gama store offering the Fart Gun DLC for Postal III that cost 699 rubles at the time.

Similar to the Shop Vac, the primary fire dispenses a foul gas that immediately knocks out any enemy in the vicinity in a non-lethal way. While its ammo capacity is unlimited, it does need to be reloaded, which is done by holding down the alt-fire button.

Postal III Fart Gun Screenshot.png

Oddities

с & c texture parameters mistakes

Hmmm...
To do:
Try to search a list of borked textures and perhaps, if they do create issues in-game, provide a before/after comparison.

A couple of texture for the game doesn't work properly due to the developers mistaking the letter c (The usual, Latin letter) with с (The cyrillic letter). As a first example, in the cat model, .vmt files such as "cat.vmt" & "cat_01.vmt" in "materials\models\Characters\", this mistake is seen in the writing of the $nocull parameter, making it incorrect.

This issue also affects some file-names, such as textures in the Porn World level, which cause some to be missing or not be unpacked. In materials\concrete there's "concrete_light_inner_old_wall01_ñ.vtf" (Which, on cyrillic enabled system, will look as "concrete_light_inner_old_wall01_с.vtf"). However, its dedicated actual texture parameter .vmt file is correctly named "concrete_light_inner_old_wall_01_c.vmt"

Both of these issues above has been fixed with the Zoom Platform version of the game since patch 1.3.