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Prerelease:Team Fortress 2

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This page details prerelease information and/or media for Team Fortress 2.

Many in-development items and concepts have been accidentally revealed by Valve throughout the years in various ways, with a lot of them never seeing a proper release.

Tiered Attributes

In July of 2010, a total of three hundred and fifty-five attributes were found to have been added to the Steam API, but were not added to the attribute list in the game files. They were all standard existing attributes from the game, but with five copies of each attribute. Each of the five attribute copies had their names prefixed with "Tier" and a number ranging from 1 to 5, e.g. "Tier 1", "Tier 2", etc. Unlike the standard attributes ingame which are able to have their values changed, these tiered attributes had their values pre-set, with each tier being a slight upgrade to the previous tier in most cases.

It is unknown what these attributes were to be used for, but speculation includes either the attributes being for some form of an item levelling system, or that they were Raid Mode's version of Mann vs Machine's Upgrade Station. Supporting the latter idea, Raid Mode as a concept dates back to around the same time as the inclusion of these attributes, with filenames for Raid Mode bosses being found in cp_degrootkeep.lst when it was added to the game with the map itself in the Australian Christmas 2010 update.

Name Tier Values Description Type
1 2 3 4 5
Tier # damage penalty 0 0 0.95 0.92 0.9 -[value]% damage penalty percentage
Tier # damage bonus 0 0 1.05 1.08 1.1 +[value]% damage bonus percentage
Tier # clip size penalty 0.9 0.85 0.8 0.75 0 -[value]% clip size percentage
Tier # clip size bonus 1.1 1.15 1.2 1.25 0 +[value]% clip size percentage
Tier # fire rate penalty 1.05 1.1 1.15 1.2 1.25 -[value]% slower firing speed inverted_percentage
Tier # fire rate bonus 0.95 0.9 0.85 0.8 0.75 +[value]% faster firing speed inverted_percentage
Tier # heal rate penalty 0.95 0.9 0.85 0.8 0 -[value]% heal rate percentage
Tier # heal rate bonus 1.05 1.1 1.15 1.15 0 +[value]% heal rate percentage
Tier # ubercharge rate penalty 0 0 0.95 0.9 0.85 -[value]% ÜberCharge rate percentage
Tier # ubercharge rate bonus 0 0 1.05 1.1 1.15 +[value]% ÜberCharge rate percentage
Tier # overheal bonus 1.08 1.12 1.15 1.2 0 +[value]% more max overheal percentage
Tier # heal on hit for rapidfire 0 0 1 2 4 On Hit: +[value] health additive
Tier # add uber charge on hit 0 0.01 0.02 0.03 0.05 On Hit: [value]% ÜberCharge added additive_percentage
Tier # crit vs burning players 0 0 0 1 1 100% critical hit vs burning players or
Tier # max health additive bonus 5 10 15 20 25 +[value] max health on wearer additive
Tier # critboost on kill 0 0 0 0 2 On Kill: [value] seconds of 100% critical chance additive
Tier # move speed penalty 0 0 0.95 0.9 0.87 -[value]% slower move speed on wearer inverted_percentage
Tier # health regen 0 0.3 0.4 0.5 0.8 +[value] health regenerated per second on wearer additive
Tier # dmg taken from fire reduced 0.95 0.9 0.85 0.8 0 +[value]% fire damage resistance on wearer inverted_percentage
Tier # dmg taken from fire increased 1.05 1.1 1.15 1.2 1.3 -[value]% fire damage vulnerability on wearer percentage
Tier # dmg taken from blast reduced 0.95 0.9 0.85 0.8 0 +[value]% explosive damage resistance on wearer inverted_percentage
Tier # dmg taken from blast increased 1.05 1.1 1.15 1.2 1.3 -[value]% explosive damage vulnerability on wearer percentage
Tier # dmg taken from bullets reduced 0.95 0.9 0.85 0.8 0 +[value]% bullet damage resistance on wearer inverted_percentage
Tier # dmg taken from bullets increased 1.05 1.1 1.15 1.2 1.3 -[value]% bullet damage vulnerability on wearer percentage
Tier # increase player capture value 0 0 1 2 3 +[value] capture rate on wearer additive
Tier # health from healers reduced 0.85 0.75 0 0 0 -[value]% health from healers on wearer percentage
Tier # health from healers increased 1.1 1.15 0 0 0 +[value]% health from healers on wearer percentage
Tier # weapon burn dmg increased 1.05 1.1 1.15 1.2 0 +[value]% burn damage percentage
Tier # weapon burn dmg reduced 0.95 0.9 0.85 0.8 0 -[value]% burn damage percentage
Tier # weapon burn time increased 1.05 1.1 1.15 1.2 0 +[value]% burn duration percentage
Tier # weapon burn time reduced 0.95 0.9 0.85 0.8 0 -[value]% burn duration percentage
Tier # aiming movespeed increased 1.05 1.1 1.15 1.2 0 +[value]% faster deployed movespeed on wearer percentage
Tier # maxammo primary increased 1.1 1.15 1.2 0 0 +[value]% max primary ammo on wearer percentage
Tier # maxammo primary reduced 0.9 0.85 0.8 0 0 -[value]% max primary ammo on wearer percentage
Tier # maxammo secondary increased 1.1 1.15 1.2 0 0 +[value]% max secondary ammo on wearer percentage
Tier # maxammo secondary reduced 0.9 0.85 0.8 0 0 -[value]% max secondary ammo on wearer percentage
Tier # maxammo metal increased 1.05 1.1 1.15 1.2 0 +[value]% max metal on wearer percentage
Tier # maxammo metal reduced 0.95 0.9 0.85 0.8 0 -[value]% max metal on wearer percentage
Tier # cloak consume rate increased 1.05 1.1 1.15 1.2 0 -[value]% cloak duration percentage
Tier # cloak consume rate decreased 0.95 0.9 0.85 0.8 0 +[value]% cloak duration inverted_percentage
Tier # cloak regen rate increased 1.05 1.1 1.15 1.2 0 +[value]% cloak regeneration rate percentage
Tier # cloak regen rate decreased 0.95 0.9 0.85 0.8 0 -[value]% cloak regeneration rate percentage
Tier # minigun spinup time increased 1.05 1.1 1.15 1.2 0 -[value]% slower spin up time percentage
Tier # minigun spinup time decreased 0.95 0.9 0.85 0.8 0 +[value]% faster spin up time inverted_percentage
Tier # max pipebombs increased 1 2 3 4 0 +[value] max pipebombs out additive
Tier # max pipebombs decreased -1 -2 -3 -4 -5 -[value] max pipebombs out additive
Tier # SRifle Charge rate increased 1.05 1.1 1.15 1.2 0 +[value]% faster power charge percentage
Tier # SRifle Charge rate decreased 0.95 0.9 0.85 0.8 0 -[value]% slower power charge inverted_percentage
Tier # Construction rate increased 1.1 1.15 1.2 1.25 0 +[value]% faster construction rate percentage
Tier # Construction rate decreased 0.9 0.85 0.8 0.75 0 -[value]% slower construction rate inverted_percentage
Tier # Repair rate increased 1.1 1.15 1.2 1.25 0 +[value]% faster repair rate percentage
Tier # Repair rate decreased 0.9 0.85 0.8 0.75 0 -[value]% slower repair rate inverted_percentage
Tier # Reload time increased 1.05 1.1 1.15 1.2 0 -[value]% slower reload time percentage
Tier # Reload time decreased 0.95 0.9 0.85 0.8 0 +[value]% faster reload time inverted_percentage
Tier # selfdmg on hit for rapidfire 0 0 0 -1 -2 On Hit: [value] health additive
Tier # Blast radius increased 1.05 1.1 1.15 1.2 0 +[value]% explosion radius percentage
Tier # Blast radius decreased 0.95 0.9 0.85 0.8 0.75 -[value]% explosion radius percentage
Tier # Projectile range increased 1.1 1.15 1.2 1.25 0 +[value]% projectile range percentage
Tier # Projectile range decreased 0.9 0.85 0.8 0.75 0 -[value]% projectile range percentage
Tier # Projectile speed increased 1.05 1.1 1.15 1.2 1.25 +[value]% projectile speed percentage
Tier # Projectile speed decreased 0.95 0.9 0.85 0.8 0.75 -[value]% projectile speed percentage
Tier # move speed bonus 0 0 1.05 1.1 1.13 +[value]% faster move speed on wearer percentage
Tier # health from packs increased 1.15 1.25 0 0 0 +[value]% health from packs on wearer percentage
Tier # health from packs decreased 0.9 0.85 0 0 0 -[value]% health from packs on wearer percentage
Tier # heal on hit for slowfire 0 5 8 12 15 On Hit: [value] health additive
Tier # selfdmg on hit for slowfire 0 -3 -5 -7 -10 On Hit: [value] health additive
Tier # ammo regen 0.03 0.04 0.05 0.07 0 +[value]% ammo regenerated every 5 seconds on wearer additive_percentage
Tier # metal regen 1 2 4 6 8 +[value] metal regenerated every 5 seconds on wearer additive
Tier # max health additive penalty -5 -10 -15 -20 -25 [value] max health on wearer additive
Tier # dmg bonus vs buildings 0 0 1.05 1.08 1.1 +[value]% damage vs buildings percentage
Tier # dmg penalty vs players 0 0 0.95 0.92 0.9 -[value]% damage vs players percentage


(Source: Archived copy of TF2Stats.net's schema dump of attributes from July 4, 2010)

Resource Lists

The tf\reslists folder was one of the first sources of information on in-development content. Filenames for things related to cut content could be found within the contents of the tf\reslists\ directory from as early as the June 25th, 2007 build (if not even earlier), up until the May 13, 2013 Patch when the entire tf\reslists\ directory and its contents were removed from the game. The first major appearance of these yet-to-be-released item filenames appeared in the cp_degrootkeep.lst file which was added to the game in the December 17, 2010 Patch (Australian Christmas Update). A few patches later, the cp_granary.lst file which up until then had no such content listed in it, was updated and a handful more yet-to-be-released item filenames were added.

The .lst files within the directory were generated by Valve within their staging build(s) of the game using the -makereslists engine command. The purpose for the files is to ease up asset loading a bit, precaching and preloading content based on usage within the specific map. There were also a few things found within the .snd files also present in the directory. These .snd files act as a way for the game to precache certain soundscripts from the various sound-related tf\scripts\ files.

Cosmetics

Filenames for a few cosmetic items were found listed in the reslists.

Celtic Crown

The Celtic Crown is a cosmetic for the Demoman that may have been considered for official addition to the game by Valve. Filenames for this cosmetic item were first discovered in the tf\reslists\cp_granary.lst file, having been added to that file a few patches after the December 17, 2010 Patch (Australian Christmas Update). It was originally shown off as part of the Fancy vs. Nasty Update created by community member Mister Royzo, which was announced on the official Team Fortress 2 blog on May 18, 2010.

"tf\materials\models\player\items\demo\celtic_crown.vmt"
"tf\materials\models\player\items\demo\celtic_crown.vtf"
"tf\materials\models\player\items\demo\celtic_crown_blu.vmt"
"tf\materials\models\player\items\demo\celtic_crown_normal.vtf"
"tf\models\player\items\demo\demo_celtic_crown.ani"
"tf\models\player\items\demo\demo_celtic_crown.dx80.vtx"
"tf\models\player\items\demo\demo_celtic_crown.dx90.vtx"
"tf\models\player\items\demo\demo_celtic_crown.jpg"
"tf\models\player\items\demo\demo_celtic_crown.mdl"
"tf\models\player\items\demo\demo_celtic_crown.phy"
"tf\models\player\items\demo\demo_celtic_crown.sw.vtx"
"tf\models\player\items\demo\demo_celtic_crown.vvd"
(Source: cp_granary.lst - Celtic Crown material filenames)
(Source: cp_granary.lst - Celtic Crown model filenames)

Simple Helm

The Simple Helm is a cosmetic item that not much is known about. Filenames for this cosmetic item were first discovered to the tf\reslists\cp_degrootkeep.lst file in the December 17, 2010 Patch (Australian Christmas Update). They were then also added into the tf\reslists\cp_granary.lst file a few patches later. This item could just be a temporary cosmetic item made for the Raid Mode's Knight boss.

"tf/materials/models/player/items/all_class/simple_helm.vmt"
"tf/materials/models/player/items/all_class/simple_helm.vtf"
"tf/materials/models/player/items/all_class/simple_helm_normal.vtf"
"tf/models/player/items/all_class/simple_helm.dx80.vtx"
"tf/models/player/items/all_class/simple_helm.dx90.vtx"
"tf/models/player/items/all_class/simple_helm.mdl"
"tf/models/player/items/all_class/simple_helm.sw.vtx"
"tf/models/player/items/all_class/simple_helm.vvd"
(Source: cp_degrootkeep.lst - Simple Helm material filenames)
(Source: cp_degrootkeep.lst - Simple Helm model filenames)
(Source: cp_granary.lst - Simple Helm material filenames)
(Source: cp_granary.lst - Simple Helm model filenames)

Weapons

Several in-development weapons also had filenames show up in the reslists.

Big Mean Mother Hubbard

The Big Mean Mother Hubbard (or B.M.M.H.) is a primary weapon for the Engineer that may have been considered for official addition to the game by Valve. The weapon was originally submitted for consideration as part of the Polycount Pack Contest. The internal weapon string TF_WEAPON_DISPENSER_GUN would have been added to the engine in the July 8, 2010 Patch (Engineer Update), which was later exposed to public view in SourceMod's tf2_stocks.inc file when the internal weapon strings were added to the file on September 30, 2010. The addition of the string during the Engineer Update is correlated by the list of strings being in chronological order based on addition to the game, with the Dispenser Gun string being surrounded by the strings for the Wrangler and the Frontier Justice, both of which were added to the game in the Engineer Update. With the promotional artwork for the B.M.M.H. describing the weapon as a dispenser, it would appear that this internal weapon string is for the B.M.M.H. Filenames for this weapon were first discovered to the tf\reslists\cp_degrootkeep.lst file in the December 17, 2010 Patch (Australian Christmas Update). They were then also added into the tf\reslists\cp_granary.lst file a few patches later. It was later uploaded to the Steam Workshop.

"tf\materials\models\weapons\c_items\c_big_mean_mother_hubbard.vmt"
"tf\materials\models\weapons\c_items\c_big_mean_mother_hubbard.vtf"
"tf\models\weapons\c_models\c_big_mean_mother_hubbard\c_big_mean.ani"
"tf\models\weapons\c_models\c_big_mean_mother_hubbard\c_big_mean.dx80.vtx"
"tf\models\weapons\c_models\c_big_mean_mother_hubbard\c_big_mean.dx90.vtx"
"tf\models\weapons\c_models\c_big_mean_mother_hubbard\c_big_mean.jpg"
"tf\models\weapons\c_models\c_big_mean_mother_hubbard\c_big_mean.mdl"
"tf\models\weapons\c_models\c_big_mean_mother_hubbard\c_big_mean.phy"
"tf\models\weapons\c_models\c_big_mean_mother_hubbard\c_big_mean.sw.vtx"
"tf\models\weapons\c_models\c_big_mean_mother_hubbard\c_big_mean.vvd"
(Source: cp_degrootkeep.lst - Big Mean Mother Hubbard material filenames)
(Source: cp_degrootkeep.lst - Big Mean Mother Hubbard model filenames)
(Source: cp_granary.lst - Big Mean Mother Hubbard material filenames)
(Source: cp_granary.lst - Big Mean Mother Hubbard model filenames)

Heraldic Targe

The Heraldic Targe is a secondary wearable weapon for the Demoman that not much is known about. A name string for the weapon was added to tf_english.txt in the December 23, 2010 patch, in the form of a localization string for the item name. The localization string for the weapon was later removed in the January 9, 2014 patch.

As well, filenames for a very similar weapon were first discovered to the tf\reslists\cp_degrootkeep.lst file in the December 17, 2010 Patch (Australian Christmas Update). They were then also added into the tf\reslists\cp_granary.lst file a few patches later.

"tf\materials\models\weapons\c_items\c_targe_custom.vmt"
"tf\materials\models\weapons\c_items\c_targe_custom.vtf"
"tf\materials\models\weapons\c_items\c_targe_user.vmt"
"tf\materials\models\weapons\c_items\c_targe_user.vtf"
"tf\models\weapons\c_models\c_targe\c_targe_user.ani"
"tf\models\weapons\c_models\c_targe\c_targe_user.dx80.vtx"
"tf\models\weapons\c_models\c_targe\c_targe_user.dx90.vtx"
"tf\models\weapons\c_models\c_targe\c_targe_user.jpg"
"tf\models\weapons\c_models\c_targe\c_targe_user.mdl"
"tf\models\weapons\c_models\c_targe\c_targe_user.phy"
"tf\models\weapons\c_models\c_targe\c_targe_user.sw.vtx"
"tf\models\weapons\c_models\c_targe\c_targe_user.vvd"
(Source: cp_degrootkeep.lst - Heraldic Targe material filenames)
(Source: cp_degrootkeep.lst - Heraldic Targe model filenames)
(Source: cp_granary.lst - Heraldic Targe material filenames)
(Source: cp_granary.lst - Heraldic Targe model filenames)

Initially there was some confusion regarding the Heraldic Targe and the filenames that were found in the reslists, and it was assumed that the User/Custom Targe was a separate weapon from the Heraldic Targe. However, taking the following bits of information into account:

  • The appearance of the filenames in the cp_degrootkeep.lst file which was added 6 days prior to the addition of the name string to the localization files.
  • The filenames of the textures indicating it was to be decal'd with a Decal Tool.
    • The name string beginning with "TF_Unique_Logo" is also a reference to the Decal Tool.
  • The c_targe_user.mdl model filename being listed in the same directory as the Chargin' Targe's model.
  • The c_targe_custom.vmt and vtf files being left in the game files but going entirely unused.
  • The unused Stamp Pin found in the 2010 Open Beta using the unused c_targe_custom.vtf file for the central decal area of the pin.

It would appear that the filenames of the User/Custom Targe are actually for the Heraldic Targe, and that the Heraldic Targe itself could have been a decal-able Chargin' Targe.

Krankensage

The Krankensage is a melee weapon for the Medic that may have been considered for official addition to the game by Valve. Filenames for this weapon were first discovered in the tf\reslists\cp_granary.lst file, having been added to that file a few patches after the December 17, 2010 Patch (Australian Christmas Update). It was originally shown off as part of the Fancy vs. Nasty Update created by community member Mister Royzo, which was announced on the official Team Fortress 2 blog on May 18, 2010.

"tf\materials\models\weapons\c_items\c_krankensage.vmt"
"tf\materials\models\weapons\c_items\c_krankensage.vtf"
"tf\materials\models\weapons\c_items\c_krankensage_bar.vmt"
"tf\materials\models\weapons\c_items\c_krankensage_bar.vtf"
"tf\materials\models\weapons\c_items\c_krankensage_uber.vmt"
"tf\materials\models\weapons\c_items\c_krankensage_uber_blue.vmt"
"tf\models\weapons\c_models\c_krankensage\c_krankensage.ani"
"tf\models\weapons\c_models\c_krankensage\c_krankensage.dx80.vtx"
"tf\models\weapons\c_models\c_krankensage\c_krankensage.dx90.vtx"
"tf\models\weapons\c_models\c_krankensage\c_krankensage.jpg"
"tf\models\weapons\c_models\c_krankensage\c_krankensage.mdl"
"tf\models\weapons\c_models\c_krankensage\c_krankensage.phy"
"tf\models\weapons\c_models\c_krankensage\c_krankensage.sw.vtx"
"tf\models\weapons\c_models\c_krankensage\c_krankensage.vvd"
(Source: cp_granary.lst - Krankensage material filenames)
(Source: cp_granary.lst - Krankensage model filenames)

Other

Filenames for files related to other things such as in-development gamemodes were also found.

Sentry Boss

Filenames for this early Raid Mode boss were first discovered to the tf\reslists\cp_degrootkeep.lst file in the December 17, 2010 Patch (Australian Christmas Update). They were then also added into the tf\reslists\cp_granary.lst file a few patches later.

(Source: Reslist patch diffs for the December 17, 2010 Patch)
"tf\sound\misc\boss_charge_up_nuke_attack.wav"
"tf\sound\misc\boss_nuke_attack.wav"
"tf\sound\npc\robot_boss_acquire.wav"
"tf\sound\npc\robot_boss_footstep_01.wav"
"tf\sound\npc\robot_boss_hurt_01.wav"
"tf\sound\npc\robot_boss_launch_grenades.wav"
"tf\sound\npc\robot_boss_launch_rockets.wav"
"tf\sound\npc\robot_boss_stun_recover.wav"
"tf\sound\npc\robot_boss_stun_start.wav"
"tf\sound\npc\robot_boss_stunned.wav"
"tf\sound\npc\robot_boss_voice_01.wav"
"tf\sound\npc\robot_boss_voice_02.wav"
"tf\sound\npc\robot_boss_voice_03.wav"
(Source: cp_degrootkeep.lst - Sentry Boss filenames #1)
(Source: cp_degrootkeep.lst - Sentry Boss filenames #2)

Several patches later, the two boss_-prefixed sound filenames were updated to change that to robot_boss_ to be consistent with the rest of the robot_boss filenames. As well, two additional sound filenames for the boss were added to cp_degrootkeep.lst;

"tf\sound\npc\robot_boss_charge_up_nuke_attack02.wav"
"tf\sound\npc\robot_boss_nuke_attack.wav"
"tf\sound\npc\robot_boss_scanning.wav"
"tf\sound\npc\robot_boss_vulnerable_01.wav"
(Source: Reslist patch diffs for the later patch, showing the new additions)

As well, in the tf\reslists\cp_degrootkeep.snd file that was also added in the same patch, the following sound definitions were found;

"RobotBoss.StunStart"
"RobotBoss.Stunned"
"RobotBoss.StunRecover"
"RobotBoss.Acquire"
"RobotBoss.Vocalize"
"RobotBoss.Footstep"
"RobotBoss.LaunchGrenades"
"RobotBoss.LaunchRockets"
"RobotBoss.Hurt"
"BossBattle.ChargeUpNukeAttack"
"BossBattle.NukeAttack"
"BaseGrenade.Explode"
(Source: cp_degrootkeep.snd - Sentry Boss sound definition names)

A few patches later, the definition names that began with BossBattle were updated to RobotBoss to match the other definitions, alongside the addition of two new sound definitions;

"RobotBoss.Vulnerable"
"RobotBoss.ChargeUpNukeAttack"
"RobotBoss.NukeAttack"
"RobotBoss.Scanning"
(Source: [https://github.com/404UNFca/TF2Reslists/commit/0ca13f4385a36e0687b64e4557e262ac24aef352 Reslist patch diffs for the later patch, showing the new additions)

Minion

Filenames for sounds related to this early Raid Mode NPC were first discovered to the tf\reslists\cp_degrootkeep.lst file in the December 17, 2010 Patch (Australian Christmas Update). They were then also added into the tf\reslists\cp_granary.lst file a few patches later.

(Source: Reslist patch diffs for the December 17, 2010 Patch)

Only one sound filename for the minion was found in tf\reslists\cp_degrootkeep.lst;

"tf\sound\npc\minion_start_build.wav"
(Source: cp_degrootkeep.lst - Minion sound filename)

Despite this, several sound definition names for the Minion were found in tf\reslists\cp_degrootkeep.snd;

"Minion.Ping.Roam"
"Minion.Ping.Acquire"
"Minion.Bounce"
"Minion.Explode"
"Minion.ChargeUpStun"
"Minion.Building"
(Source: cp_degrootkeep.snd - Minion sound definition names)

Knight

According to past Source Developer Repo leaks, the Knight boss was a basic prototype model consisting of the standard Demoman player model that has been scaled up in size to "boss" proportions, with its textures grayscaled and the shoulder emblem blanked out. As for what the armor piece models looked like, that information is not yet known.

Armor Piece Script
Hmmm...
To do:
If I'm not mistaken the Knight's code is in the source code leak. Perhaps the answer to what this txt was for/contained can be found in the code.

First up, the filename for a .txt file was found listed, residing in the tf\models\bots\knight directory. It is unknown what this file contains, or what it's purpose was, aside from potentially being something to do with the how the engine handled the armor pieces.

"tf\models\bots\knight\armor_parts.txt"
Armor Pieces

Next up, we have filenames for armor pieces for the Knight's arms and legs. Despite the filenames having "upper" in them, there are no "lower" filenames in the list. It is unknown whether or not there were even "lower" models.

"tf\models\bots\knight\armor_arm_upper_l.ani"
"tf\models\bots\knight\armor_arm_upper_l.dx80.vtx"
"tf\models\bots\knight\armor_arm_upper_l.dx90.vtx"
"tf\models\bots\knight\armor_arm_upper_l.jpg"
"tf\models\bots\knight\armor_arm_upper_l.mdl"
"tf\models\bots\knight\armor_arm_upper_l.phy"
"tf\models\bots\knight\armor_arm_upper_l.sw.vtx"
"tf\models\bots\knight\armor_arm_upper_l.vvd"

"tf\models\bots\knight\armor_arm_upper_r.ani"
"tf\models\bots\knight\armor_arm_upper_r.dx80.vtx"
"tf\models\bots\knight\armor_arm_upper_r.dx90.vtx"
"tf\models\bots\knight\armor_arm_upper_r.jpg"
"tf\models\bots\knight\armor_arm_upper_r.mdl"
"tf\models\bots\knight\armor_arm_upper_r.phy"
"tf\models\bots\knight\armor_arm_upper_r.sw.vtx"
"tf\models\bots\knight\armor_arm_upper_r.vvd"

"tf\models\bots\knight\armor_leg_upper_l.ani"
"tf\models\bots\knight\armor_leg_upper_l.dx80.vtx"
"tf\models\bots\knight\armor_leg_upper_l.dx90.vtx"
"tf\models\bots\knight\armor_leg_upper_l.jpg"
"tf\models\bots\knight\armor_leg_upper_l.mdl"
"tf\models\bots\knight\armor_leg_upper_l.phy"
"tf\models\bots\knight\armor_leg_upper_l.sw.vtx"
"tf\models\bots\knight\armor_leg_upper_l.vvd"

"tf\models\bots\knight\armor_leg_upper_r.ani"
"tf\models\bots\knight\armor_leg_upper_r.dx80.vtx"
"tf\models\bots\knight\armor_leg_upper_r.dx90.vtx"
"tf\models\bots\knight\armor_leg_upper_r.jpg"
"tf\models\bots\knight\armor_leg_upper_r.mdl"
"tf\models\bots\knight\armor_leg_upper_r.phy"
"tf\models\bots\knight\armor_leg_upper_r.sw.vtx"
"tf\models\bots\knight\armor_leg_upper_r.vvd"
Knight Model & Animations

Next up, we have the filenames for the Knight model and it's associated animations .mdl file. Makes sense, given the Knight was a copy of the Demoman player model as per Source Developer Repo leaks of the knight.mdl texture.

"tf\models\bots\knight\knight.ani"
"tf\models\bots\knight\knight.dx80.vtx"
"tf\models\bots\knight\knight.dx90.vtx"
"tf\models\bots\knight\knight.jpg"
"tf\models\bots\knight\knight.mdl"
"tf\models\bots\knight\knight.phy"
"tf\models\bots\knight\knight.sw.vtx"
"tf\models\bots\knight\knight.vvd"

"tf\models\bots\knight\knight_animations.ani"
"tf\models\bots\knight\knight_animations.dx80.vtx"
"tf\models\bots\knight\knight_animations.dx90.vtx"
"tf\models\bots\knight\knight_animations.jpg"
"tf\models\bots\knight\knight_animations.mdl"
"tf\models\bots\knight\knight_animations.phy"
"tf\models\bots\knight\knight_animations.sw.vtx"
"tf\models\bots\knight\knight_animations.vvd"
Big Sword & Shield

Finally, we have filenames for the models of a Big Sword and Big Shield. Going purely off the lack of associated textures for these models in the reslists, it can be inferred that these models could have used existing weapon textures, so as to not require the creation of new textures for an internal dev test. With the date of discovery of this content being in December 2010, and the Knight Model being a quickly retextured Demoman player model, it could be that these models were scaled up copies of the Demoman's Chargin' Targe & Eyelander.

"tf\models\weapons\c_models\c_bigshield\c_bigshield.ani"
"tf\models\weapons\c_models\c_bigshield\c_bigshield.dx80.vtx"
"tf\models\weapons\c_models\c_bigshield\c_bigshield.dx90.vtx"
"tf\models\weapons\c_models\c_bigshield\c_bigshield.jpg"
"tf\models\weapons\c_models\c_bigshield\c_bigshield.mdl"
"tf\models\weapons\c_models\c_bigshield\c_bigshield.phy"
"tf\models\weapons\c_models\c_bigshield\c_bigshield.sw.vtx"
"tf\models\weapons\c_models\c_bigshield\c_bigshield.vvd"

"tf\models\weapons\c_models\c_bigsword\c_bigsword.ani"
"tf\models\weapons\c_models\c_bigsword\c_bigsword.dx80.vtx"
"tf\models\weapons\c_models\c_bigsword\c_bigsword.dx90.vtx"
"tf\models\weapons\c_models\c_bigsword\c_bigsword.jpg"
"tf\models\weapons\c_models\c_bigsword\c_bigsword.mdl"
"tf\models\weapons\c_models\c_bigsword\c_bigsword.phy"
"tf\models\weapons\c_models\c_bigsword\c_bigsword.sw.vtx"
"tf\models\weapons\c_models\c_bigsword\c_bigsword.vvd"
(Source: cp_degrootkeep.lst - Knight boss material filenames)
(Source: cp_degrootkeep.lst - Knight boss model filenames)
(Source: cp_degrootkeep.lst - Big Sword and Big Shield model filenames)

Texture Preload List

The texture preload list was a more recent way that some in-development content was accidentally revealed. Some VTF filenames within the tf\texture_preload_list.txt file that had been added to the game in the October 28, 2015 Patch were found to be for weapons and taunts that had not been released at that time. These appear to be remnants from when Valve first created the texture preload list file itself. Staging build content was most likely present in the build that was used in making the list, and the presence of the filenames for some things may have escaped notice by Valve.

The existence of all these filenames in the texture preload list was discovered thanks to console errors that would appear when the game was started up.

(Source: Pastebin.com - An example of the startup console messages showing the missing textures, Lines 189-279)

Note: All filenames listed below are meant to end with .vtf. The texture preload list file omits the file extension and the CTexture::LoadTextureBitsFromFile engine function that reads the file to preload textures re-adds it when looking up files.

Weapons

Several in-development weapons were revealed in the texture preload list.

Afterburner

The Afterburner is a primary weapon for the Pyro that may have been considered for official addition to the game by Valve. The filename for its texture was first discovered within the texture_preload_list.txt file which was added to the game in the October 28, 2015 Patch, and contained filenames for textures from Valve's own internal build.

models/workshop/weapons/c_models/c_pilot_flamer/c_pilot_flamer

The backpack icon and texture for the Afterburner were later accidentally pushed into the game files in the October 20, 2017 Patch (Jungle Inferno Update).

Assault Cannon

The Assault Cannon is a primary weapon for the Heavy that may have been considered for official addition to the game by Valve.

models/workshop/weapons/c_models/c_assault_minigun/c_assault_minigun

The backpack icon, model and textures for the Assault Cannon were later accidentally pushed into the game files in the October 20, 2017 Patch (Jungle Inferno Update).

Cardiac Arrest

The Cardiac Arrest is a melee weapon for the Medic that may have been considered for official addition to the game by Valve. Oddly enough, despite being teamcolored, only the red texture filename was found in the texture preload list. It was later uploaded to the Steam Workshop, as well as sites like GameBanana where it could be downloaded as a clientside replacement mod, but was never officially added to the game in any capacity.

models/workshop/weapons/c_models/c_defib/c_defib_red

Conventional

The Conventional is a primary weapon for the Scout and a secondary weapon for the Engineer that may have been considered for official addition to the game by Valve. It was later uploaded to the Steam Workshop.

models/workshop/weapons/c_models/c_silenced_pistol_instructor/c_silenced_pistol_instructor

Dart Gun

The Dart Gun is a primary weapon for the Spy that may have been considered for official addition to the game by Valve. More specifically, it is very possible that this "Dart Gun" model was intended for the 2nd iteration of the Tranquilizer Gun that Valve was testing [the DNA Gun] and not for an entirely separate "Dart Gun" weapon. The DNA Gun itself was initially discovered via code for it in the August 2017 source code leak. It is unknown if the Dart Gun was a Workshop model although if it were, it would either be the Informer or the Sleeper Agent

models/workshop/weapons/c_models/c_dart_gun/c_dart_gun
models/workshop/weapons/c_models/c_dart_gun/c_dart_gun_dart

Handy Pardner

The Handy Pardner is a PDA replacement for the Engineer that may have been considered for official addition to the game by Valve. While the filenames found were not the filenames for the PDA itself, they were for the associated Mini Dispenser building.

models/workshop/buildables/mini_dispenser/mini_dispenser
models/workshop/buildables/mini_dispenser/mini_dispenser_blue
models/workshop/buildables/mini_dispenser/mini_dispenser_phongmask

The backpack icon, model and textures for the Handy Pardner were later accidentally pushed into the game files in the October 20, 2017 Patch (Jungle Inferno Update).

Inside Jab

The Inside Jab is a melee weapon for the Spy that may have been considered for official addition to the game by Valve.

models/workshop/weapons/c_models/c_pistol_knife/c_pistol_knife

The backpack icon, model and textures for the Inside Jab were later accidentally pushed into the game files in the October 20, 2017 Patch (Jungle Inferno Update).

Mortar Launcher

The Mortar Launcher is a primary weapon for the Soldier that may have been considered for official addition to the game by Valve. It is unknown which Workshop model this weapon would have used, as there are numerous Mortar Launcher-style Workshop submissions.

models/workshop/weapons/c_models/c_mortar_launcher/c_mortar_launcher

Revolver Sniper Rifle

The Revolver Sniper Rifle is a primary weapon for the Sniper that may have been considered for official addition to the game by Valve. The Revolver Sniper Rifle also made an appearance in the August 2017 source code leak, with code related to its functionality being discovered. Specifically, it appears that the Revolver Sniper Rifle would have fired an actual projectile entity bullet as opposed to using hitscan detection like all other sniper rifles in the game.

models/workshop/weapons/c_models/c_revolver_sniperrifle/c_revolver_sniperrifle

Spitfire

The Spitfire is a secondary weapon for the Pyro that may have been considered for official addition to the game by Valve.

models/workshop/weapons/c_models/c_pilot_flaregun/c_pilot_flare
models/workshop/weapons/c_models/c_pilot_flaregun/c_pilot_flaregun

The backpack icon, model and textures for the Spitfire were later accidentally pushed into the game files in the October 20, 2017 Patch (Jungle Inferno Update). In spite of the earlier inclusion of the texture filename for the custom flare projectile, the flare was not leaked alongside the weapon in this update.

Viewfinder

The Viewfinder is a primary weapon for the Sniper that may have been considered for official addition to the game by Valve.

models/workshop/weapons/c_models/c_sniperrifle_tv/c_sniperrifle_tv_blue
models/workshop/weapons/c_models/c_sniperrifle_tv/c_sniperrifle_tv_red

The backpack icon, model and textures for the Viewfinder were later accidentally pushed into the game files in the October 20, 2017 Patch (Jungle Inferno Update).

Water Balloon

The Water Balloon is a weapon that not much is known about. Going by the filenames, it appears there was to be a gold (or perhaps Australium) version of the balloon, and it also appears that there was a grenade form of the balloon. It is assumed that these files are related to a supposedly planned Water Balloon weapon for an older summer update that was never released.

models/weapons/c_items/c_balloon
models/weapons/c_items/c_balloon_gold
models/weapons/c_items/c_balloon_grenade
models/weapons/c_items/c_balloon_grenade_gold
models/weapons/c_items/c_balloon_grenade_normal

There are also some unused killicons for a Water Balloon weapon in the game files.

Other Finds

Some other filenames for weapons were also listed in the texture preload list, but the files themselves do not appear in the game files;

First we have a texture filename that may have been for the original Panic Attack model. The final model's texture is c_trenchgun/c_trenchgun.vtf

materials/models/workshop/weapons/c_models/c_trench_shotgun/c_trench_shotgun

Then there is a filename for a phongmask for the Detonator, which doesn't exist in the game files;

materials/models/workshop/weapons/c_models/c_detonator/c_detonator_phongmask

There is also a misplaced copy of the Sticky Jumper's texture, appearing listed in the incorrect c_items folder instead of the correct c_models;

materials/models/weapons/c_items/c_sticky_jumper

Finally, we have texture filenames for 3 varieties of cut bread; Bagged Bread, Robo-Bread and Shortbread.

materials/models/weapons/c_items/c_bread_bagged
materials/models/weapons/c_items/c_bread_bagged_normal
materials/models/weapons/c_items/c_bread_robo
materials/models/weapons/c_items/c_bread_shortbread
materials/models/weapons/c_items/c_bread_shortbread_normal

Taunts

Several taunts that were being tested internally had their material filenames show up in the texture preload list.

Au Revoir

Au Revoir is a taunt intended for the Spy that may have been considered for official addition to the game by Valve.

models/workshop/player/items/spy/taunt__au_revoir/taunt__au_revoir_color

The backpack icon for the taunt was later accidentally pushed into the game files in the October 20, 2017 Patch (Jungle Inferno Update).

Hoodoo Hex

Hoodoo Hex is a taunt intended for the Spy that may have been considered for official addition to the game by Valve.

models/workshop/player/items/spy/taunt_hoodoo_hex/taunt_hoodoo_hex_blue_color
models/workshop/player/items/spy/taunt_hoodoo_hex/taunt_hoodoo_hex_color

The backpack icon for the taunt was later accidentally pushed into the game files in the October 20, 2017 Patch (Jungle Inferno Update).

Santé!

Santé! is a taunt intended for the Spy that may have been considered for official addition to the game by Valve.

models/workshop/player/items/spy/taunt_sant/taunt_sant_color
models/workshop/player/items/spy/taunt_sant/taunt_sant_normal

The backpack icon for the taunt was later accidentally pushed into the game files in the October 20, 2017 Patch (Jungle Inferno Update).

Other Finds

Also found within the texture preload list were filenames for models related to taunts that had not been added at the time, but that were added officially in later patches. Those taunts, and the filenames that the texture preload list can be searched for, are:

Bad Pipes, which was added later in the year in the December 17, 2015 Patch (Tough Break Update);

models/workshop/player/items/demo/true_scotsmans_call/true_scotsmans_call_1_blue_color
models/workshop/player/items/demo/true_scotsmans_call/true_scotsmans_call_1_color
models/workshop/player/items/demo/true_scotsmans_call/true_scotsmans_call_1_normal
models/workshop/player/items/demo/true_scotsmans_call/true_scotsmans_call_blue_color
models/workshop/player/items/demo/true_scotsmans_call/true_scotsmans_call_color
models/workshop/player/items/demo/true_scotsmans_call/true_scotsmans_call_normal

Bucking Bronco, which was added later in the year in the December 17, 2015 Patch (Tough Break Update);

models/workshop/player/items/engineer/bucking_bronco/bucking_bronco_blue_color
models/workshop/player/items/engineer/bucking_bronco/bucking_bronco_color
models/workshop/player/items/engineer/bucking_bronco/bucking_bronco_normal

Balloonibouncer, which was added a year later in the July 7, 2016 Patch (Meet Your Match Update);

models/workshop/player/items/pyro/taunt_spring_rider/taunt_spring_rider_blue_color
models/workshop/player/items/pyro/taunt_spring_rider/taunt_spring_rider_color
models/workshop/player/items/pyro/taunt_spring_rider/taunt_spring_rider_normal

Scooty Scoot, which was finally added 3 years later in the October 19, 2018 Patch (Scream Fortress 2018);

models/player/items/taunts/scooter/pauling_moped
models/player/items/taunts/scooter/wheel

Finally, there was also a random taunt texture filename found listed in the texture preload list. Judging by the filename, it appears to be a texture for a Mann Co. Supply Crate. Perhaps this was meant to be used with that weird "show1" animation for the Soldier that was removed from the model entirely some time after May 2012? Or maybe it could have been meant for the "taunt_loot" animations that all classes (except Soldier and Heavy) had?

models/player/items/taunts/loot_crate/mannco_crate