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Proto:Half-Life (Windows)/Build 722 (Oct 16, 1998)

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This is a sub-page of Proto:Half-Life (Windows).

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

Hmmm...
To do:
  • Replace the YouTube videos with the actual sound files.
  • Obtain information on c4a3b, and c4a3c.
  • Anything interesting that can be found in the WorldCraft bundled with this build.

A prototype build of Half-Life marked "Beta 9" and "Net Test 1" was shared on 19 October 2024 by Chad Jessup, a month after providing his copy of the "Net Test 2" build. Compared to Net Test 2, this build's installer includes WorldCraft (later Valve Hammer Editor), the game's map editor. Surprisingly, Net Test 1 contains a sizeable amount of cut content, despite being compiled only three days before Net Test 2.

Launching the build results in a "Your version of Half-Life (BETA) has expired." message. This can be circumvented by using a patcher or done manually with a hex editor e.g. by opening hl.exe and changing the byte 22 to 6B at offset 269647.

General Differences

Gluon Gun (Egon)

The Gluon Gun's alternate fire is properly functional in this build instead of just playing an animation. In the final game, the alt-fire function is commented out in the code. The primary attack is a narrow beam and the alternate fire mode cycles between the narrow beam and a wide beam that uses more ammo, has higher-pitched sound effects and "shakes" the gun a bit. The wide beam was used in the final game as the Gluon's primary attack, however.

The Gluon's alt-fire in action.

Hivehand (Hornet Gun)

The Hivehand has a faster fire rate than the final game.

Unused Maps

assault.bsp

A map set in an industrial area surrounded by a canyon. It has a bridge and a bunker with two Human Grunts inside. One of the bridge's ends has two Turrets surrounded by sandbags, which leads to a dead end. The map was slightly modified and featured in early material for Valve's Team Fortress in 1998, then reused in Team Fortress 2: Brotherhood of Arms in 1999.

HLNetTest-Assault.png HLNetTest-Assault2.png HLNetTest-Assault3.png HLNetTest-Assault4.png The bunker is pitch-black without fullbright or the player's flashlight. HLNetTest-Assault6.png

battle.bsp

An early version of the tank hangar from "Forget about Freeman!". The tanks use a primitive design with placeholder textures.

The hangar.

loot1.bsp

A version of the map "Bootcamp" that was intended for the cut "Loot" multiplayer gamemode. This gamemode started with teams of two people shared items and damage, and they had to hunt around the level for a bag of loot, as well as weapons. The players could only carry one weapon. When the loot is found, the players had to bring it back to the flag pole area to win the round. Killed players had to wait for the next round to spawn again. However, the logic for this gamemode seems to not be present in the code. Currently when loaded you start in a cage that briefly opens, allowing you to explore the map. A few Human Grunt npcs are running around in a loop around the map.


(Source: Combine Overwiki)

gruntdm1.bsp

A version of the map Subtransit with breakable crates, Grunts and Tripmines. This was used for a scrapped Cooperative gamemode and can be seen in some pre-release screenshots. The presence of the cut health cabinets in place of health chargers suggest that the map has not been worked on for a while. This map is also mentioned in an internal Sierra document for Half-Life Alpha version 0.61, further denoting its age.

valve.bsp

The cut Valve intro map, previously shared online by Valve developer Chris Bokitch in November 1999, is in this build.

HLNetTest-Valve.png

c4a3a.bsp

An early version of c4a1c exists in this build. What's notable are the inclusions of a large slot that peers into the skybox, as well as crystals that control the height of the elevator in the map. Players were meant to use these to raise the lift to the conveyor belts, while making sure the Vortigaunts nearby don't use them to lower it.

c4a3b.bsp

An early version of c4a1d exists in this build.

Xen.png

c4a3c.bsp

An early version of c4a1e exists in this build.

c2a2_ects.bsp

A version of c2a2 used in the ECTS (European Computer Trade Show) 1998 demo, held at the Olympia London exhibition center. This sequence was also presented at E3 that year, although at that time the map still contained Stukabats, which are absent from this iteration. Notably the Train cart use a much simpler and earlier design. One direction on the rail leads the player to c2a2h, though at the world origin and without items. The other direction attempts to load c2a2j, but crashes the game.

HLNetTest-C2A2 ects.png HLNetTest-C2A2 ects2.png

Map Differences

c1a4.bsp through c1a4k.bsp

The maps c1a4 through c1a4k (every map of the "Blast Pit" chapter) have additional logic for level transition. In all of the levels, an unused keyvalue of worldspawn (worldspawn is an entity that is used for setting up map parameters) indicates that "Blast Pit" was originally named "Screams and Whispers", confirming the chapter titles present in Day One.

c2a1.bsp

Mostly the same as the final version, though the wounded Barney in the track control room is closer to the lever.

HLNetTest-c2a1.png

c2a3b.bsp

In the piston room, the crates on the ground under the broken ladder and the balcony to the right of the middle piston haven't been added yet.

HLNetTest-c2a3b.png

c2a4c.bsp

In this version, you can find the unused "SquidFall" sequence with a Barney/Security Guard and a Bullsquid in staircase area.

HLNetTest-C2A4C squidfall.png

c4a1.bsp

In this version of Half-Life, the first level of Xen was supposed to start with a "cutscene", attempting to show you the level, though the cutscene logic seems a bit unfinished as it ends about three seconds after loading the map. The first lambda team corpse you see in the level is missing a medkit and a battery, along with a blood decal. The "cage" where the butterflies are trapped towards the end of the level looks more polished than in retail.

Butterflies

c4a2.bsp and c4a2a.bsp

Both of these maps have slightly different layouts and c4a2 has a long-jump module on start.

Gonarch1.png Gonarch2.png

c4a1c.bsp

In this version of c4a1c, you can find these crystal-like elevator buttons that don't do anything. They were supposed to control the elevators on this map.

HLNetTest-C4A1C elevator controls.png

Unused Music

Net Test 1 includes two music tracks that were cut from the final game. Both of these tracks are 18-second long stingers. It is not known where these two tracks would have fit in the game.

Unused Models

germanmodels\heavy.mdl

A version of the cut Human Assault enemy, intended for the censored German release of the game. He shares a similar appearance to the early Robot Grunts, seen in pre-release screenshots.

HLNetTest-Censored heavy.png

germanmodels\zombie.mdl

A version of the Zombie meant for the censored German release of the game. In the final German release scientists and zombies use the same model as in other releases, eliminating the need for a different model. The model also uses an earlier rig and earlier animations compared to the final game.

HLNetTest-Censored zombie.png

bigfriendly.mdl

HL1 bigfriendly.png

The model for the cut enemy known as "Mr. Friendly". This version is significantly larger than the normal unused one as the name implies.

maw.mdl

A model for the Tentacle's maw. It has only one animation: orbit. This model is still referenced in the final game for an unused entity called monster_tentaclemaw.

HL1NetTest-Maw.png

testloader.mdl

A version of the loader robot's model meant for testing purposes.

white.bmp

A .bmp file mistakenly placed in the models folder. It is exactly what the filename says: nothing but flat white.

Model Differences

agrunt.mdl

Texture Prototype Final
GUN_Mouth1.bmp
GUN Mouth1 nettest1.png
GUN Mouth1.png
Tounge1.bmp
Tounge1 nettest1.png
Tounge1.png
Chrome2.bmp
Chrome2 nettest1.png
Chrome2.png
Gun_Cheek1.bmp
GUN Cheek1 nettest1.png
GUN Cheek1.png
C-Deltiod.bmp
C-Deltiod nettest1.png
C-Deltiod.png
Jaw1.bmp
Jaw1 nettest1.png
Jaw1.png
Gun_Top1.bmp
Gun Top1 nettest1.png
Gun Top1.png
Gun_Back1.bmp
Gun Back1 nettest1.png
Gun Back1.png
Gun_Back2.bmp
Gun Back2 nettest1.png
Gun Back2.png
Lft-Arm-Bck1.bmp
Lft-Arm-Bck1 nettest1.png
Lft-Arm-Bck1.png
Hnd-Top1.bmp
Hnd-Top1 nettest1.png
Hnd-Top1.png
Lft-Arm-Fnt1.bmp
Lft-Arm-Fnt1 nettest1.png
Lft-Arm-Fnt1.png
Back1.bmp
Back1 nettest1.png
Back1.png
Throat2.bmp
Throat2 nettest1.png
Throat2.png
Thigh1.bmp
Thigh1 nettest1.png
Thigh1.png
Smll Arm2.bmp
Smll Arm2 nettest1.png
Smll Arm2.png
Claw1.bmp
Claw1 nettest1.png
Claw1.png
B Calf1.bmp
B Calf1 nettest1.png
B Calf1.png
FPrint1.bmp
FPrint1 nettest1.png
FPrint1.png
Small Tth1.bmp
Small Tth1 nettest1.png
Small Tth1.png
In Mouth1.bmp
In Mouth1 nettest1.png
In Mouth1.png
AGRNT Chest1.bmp
AGRNT Chest1 nettest1.png
AGRNT Chest1.png
Side1.bmp
Side1 nettest1.png
Side1.png
Face2.bmp
Face2 nettest1.png
Face2.png
Toe Clip1.bmp
Toe Clip1 nettest1.png
Toe Clip1.png
Teeth1.bmp
Teeth1 nettest1.png
Teeth1.png
Gun Top2.bmp
Gun Top2 nettest1.png
Gun Top2.png
GUN Mouth1.bmp
GUN Mouth1 nettest1.png
GUN Mouth1.png

The Alien Grunt's textures are less compressed, resulting in higher quality textures due to the increased color range.

islave.mdl

Texture Prototype Final
Toes1.bmp
HL1 islave Toes1 net2.png
HL1 islave Toes1.png

Vortigaunt toes are a solid grey rectangle in the prototype, seemingly by mistake as the Day One models doesn't share this oddity.

p_crossbow.mdl

Prototype Final
HL1 p crossbow net2.png HL1 p crossbow.png
Texture Prototype Final
stock.bmp
HL1 p crossbow stock net2.png
HL1 p crossbow stock.png
sightcyl.bmp
HL1 p crossbow sightcyl net2.png
HL1 p crossbow sightcyl.png
recieverside.bmp
HL1 p crossbow receiverside net2.png
HL1 p crossbow receiverside.png
world_grip.bmp
HL1 p crossbow worldgrip net2.png
HL1 p crossbow worldgrip.png

The Crossbow's model as held by a player features less saturated, more natural looking wooden grips and a slightly less detailed scope.

p_egon.mdl

Prototype Final
HL1 p egon net2.png HL1 p egon.png

The Gluon Gun's model as held by a player uses an older, much less refined design. The textures are the same as the early viewmodel, merely downscaled. However it uses a very basic mesh, with no backpack and poor UV mapping. The view model (w_egon2) for this version of the Gluon Gun is present in the Half-Life SDK with less detailed textures.

p_rpg.mdl

Prototype Final
Hl1 p rpg net2.png HL1 p rpg.png

The RPG as held by a player has its design as seen in the Day One demo and in some pre-release screenshots.

player.mdl

Prototype Final
HL1 player net2.png HL1 player.png

Gordon's model is similar to his Day One demo counterpart, including all the different animations. The gender bodygroup has been replaced with a helmet bodygroup, and the weapons bodygroup has been removed entirely.

v_crossbow.mdl

Prototype Final
HL1 v crossbow net2.png HL1 v crossbow.png

The Crossbow's viewmodel center has a unique texture, internally named recslide.bmp.

HL1 v crossbow recslide.png

v_hgun.mdl

Prototype Final
HL1NetTest-v hgun.png HL1-v hgun.png

The Hivehand/Hornet Gun's viewmodel uses higher-resolution textures than the final model and slightly different lighting.

Sound Differences

Human Grunts

The voice files hg_civvies and hg_sucks have no radio filter and it is more obvious that Harry S. Robins voiced these two lines.

Prototype Final
Prototype Final

Unused Sprites

flash1.tga/flash2.pcx

These two files are contained in the sprites folder and seem to be the source file for an unused explosion sprite. Both files are extremely similar and did not make it into retail (a.k.a into the .spr format). It should be noted that because their file exension is .tga and .pcx, these two files were just the source file for the unused sprite and are not usable by the engine. These files are also present in the 0.52 alpha.

flash1.tga flash2.pcx
HLNetTest1 flash1.png HLNetTest1 flash2.png

hud.qc/logo.qc/sprites.qc

These files were used to "compile" image files into the .spr format. Interestingly, hud.qc and sprites.qc indicate that the sprites are compiled for "Quiver" (a very early name for Half-Life), hinting that these files were used since the beginning of Half-Life's development.

UI Differences

Multiplayer Customization Menu

Within the Multiplayer customisation menu, several options exist here, and only here. Firstly, only two playermodels are listed; "Gordon Freeman" and "Gina Freeman". Gina was originally intended to be Gordon Freeman's wife before development constraints nipped that idea in the bud. Her model was modified and used as the Hazard Course instructor later. She was then renamed Gina Cross in the expansions. Secondly, the playermodels were intended to have toggleable attire, as evidenced by the popup with "Casual Wear" and "Hazard Suit". Lastly, the option to toggle a player's face existed. In Day One the player model has a gender toggle, it is possible all of these options were intended for the cut Co-op mode. It is unknown what faces were to be toggled but it is speculated to have been faces uploaded from the user's computer. All three of these options were removed by Net Test 2 and are non-functional in this build, implying they were already being phased out at this point.

Advanced Options

There is no advanced options menu in this build.