Prerelease:Team Fortress 2
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.
- 1 Tiered Attributes
- 2 Resource Lists
- 3 Texture Preload List
- 3.1 Weapons
- 3.2 Taunts
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.
|Tier # damage penalty||0||0||-[value]% damage penalty||percentage|
|Tier # damage bonus||0||0||+[value]% damage bonus||percentage|
|Tier # clip size penalty||0||-[value]% clip size||percentage|
|Tier # clip size bonus||0||+[value]% clip size||percentage|
|Tier # fire rate penalty||-[value]% slower firing speed||inverted_percentage|
|Tier # fire rate bonus||+[value]% faster firing speed||inverted_percentage|
|Tier # heal rate penalty||0||-[value]% heal rate||percentage|
|Tier # heal rate bonus||0||+[value]% heal rate||percentage|
|Tier # ubercharge rate penalty||0||0||-[value]% ÜberCharge rate||percentage|
|Tier # ubercharge rate bonus||0||0||+[value]% ÜberCharge rate||percentage|
|Tier # overheal bonus||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||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||-[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||+[value]% fire damage resistance on wearer||inverted_percentage|
|Tier # dmg taken from fire increased||-[value]% fire damage vulnerability on wearer||percentage|
|Tier # dmg taken from blast reduced||0||+[value]% explosive damage resistance on wearer||inverted_percentage|
|Tier # dmg taken from blast increased||-[value]% explosive damage vulnerability on wearer||percentage|
|Tier # dmg taken from bullets reduced||0||+[value]% bullet damage resistance on wearer||inverted_percentage|
|Tier # dmg taken from bullets increased||-[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||0||0||-[value]% health from healers on wearer||percentage|
|Tier # health from healers increased||0||0||0||+[value]% health from healers on wearer||percentage|
|Tier # weapon burn dmg increased||0||+[value]% burn damage||percentage|
|Tier # weapon burn dmg reduced||0||-[value]% burn damage||percentage|
|Tier # weapon burn time increased||0||+[value]% burn duration||percentage|
|Tier # weapon burn time reduced||0||-[value]% burn duration||percentage|
|Tier # aiming movespeed increased||0||+[value]% faster deployed movespeed on wearer||percentage|
|Tier # maxammo primary increased||0||0||+[value]% max primary ammo on wearer||percentage|
|Tier # maxammo primary reduced||0||0||-[value]% max primary ammo on wearer||percentage|
|Tier # maxammo secondary increased||0||0||+[value]% max secondary ammo on wearer||percentage|
|Tier # maxammo secondary reduced||0||0||-[value]% max secondary ammo on wearer||percentage|
|Tier # maxammo metal increased||0||+[value]% max metal on wearer||percentage|
|Tier # maxammo metal reduced||0||-[value]% max metal on wearer||percentage|
|Tier # cloak consume rate increased||0||-[value]% cloak duration||percentage|
|Tier # cloak consume rate decreased||0||+[value]% cloak duration||inverted_percentage|
|Tier # cloak regen rate increased||0||+[value]% cloak regeneration rate||percentage|
|Tier # cloak regen rate decreased||0||-[value]% cloak regeneration rate||percentage|
|Tier # minigun spinup time increased||0||-[value]% slower spin up time||percentage|
|Tier # minigun spinup time decreased||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||0||+[value]% faster power charge||percentage|
|Tier # SRifle Charge rate decreased||0||-[value]% slower power charge||inverted_percentage|
|Tier # Construction rate increased||0||+[value]% faster construction rate||percentage|
|Tier # Construction rate decreased||0||-[value]% slower construction rate||inverted_percentage|
|Tier # Repair rate increased||0||+[value]% faster repair rate||percentage|
|Tier # Repair rate decreased||0||-[value]% slower repair rate||inverted_percentage|
|Tier # Reload time increased||0||-[value]% slower reload time||percentage|
|Tier # Reload time decreased||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||0||+[value]% explosion radius||percentage|
|Tier # Blast radius decreased||-[value]% explosion radius||percentage|
|Tier # Projectile range increased||0||+[value]% projectile range||percentage|
|Tier # Projectile range decreased||0||-[value]% projectile range||percentage|
|Tier # Projectile speed increased||+[value]% projectile speed||percentage|
|Tier # Projectile speed decreased||-[value]% projectile speed||percentage|
|Tier # move speed bonus||0||0||+[value]% faster move speed on wearer||percentage|
|Tier # health from packs increased||0||0||0||+[value]% health from packs on wearer||percentage|
|Tier # health from packs decreased||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||+[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||+[value]% damage vs buildings||percentage|
|Tier # dmg penalty vs players||0||0||-[value]% damage vs players||percentage|
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.
Filenames for a few cosmetic items were found listed in the reslists.
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"
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"
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"
Promotional artwork from the Polycount Pack contest showing the model and the description of it being a "dispenser" gun.
Promotional artwork from the Polycount Pack contest showing the model.
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"
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.
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"
Filenames for files related to other things such as in-development gamemodes were also found.
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.
"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"
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"
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"
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"
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.
Only one sound filename for the minion was found in tf\reslists\cp_degrootkeep.lst;
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"
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
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.
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"
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.
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.
Several in-development weapons were revealed in the texture preload list.
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.
The Assault Cannon is a primary weapon for the Heavy that may have been considered for official addition to the game by Valve.
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.
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.
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
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 Inside Jab is a melee weapon for the Spy that may have been considered for official addition to the game by Valve.
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.
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.
The Spitfire is a secondary weapon for the Pyro that may have been considered for official addition to the game by Valve.
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.
The Viewfinder is a primary weapon for the Sniper that may have been considered for official addition to the game by Valve.
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.
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
Then there is a filename for a phongmask for the Detonator, which doesn't exist in the game files;
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;
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
Several taunts that were being tested internally had their material filenames show up in the texture preload list.
Au Revoir is a taunt intended for the Spy that may have been considered for official addition to the game by Valve.
Hoodoo Hex is a taunt intended for the Spy that may have been considered for official addition to the game by Valve.
Santé! is a taunt intended for the Spy that may have been considered for official addition to the game by Valve.
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:
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
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
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
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?