Proto:Half-Life (Windows)/Build 725 (Oct 19, 1998)
This is a sub-page of Proto:Half-Life (Windows).
To do: Document map differences, there are many. You can use this commit as a guideline for the entity differences in singleplayer maps. |
This prototype is documented on Hidden Palace.
A Half-Life prototype from October 19th, 1998 marked "Beta 12" and "Net Test 2" was found and dumped by tester Chad Jessup. It predates the US gold release by just 17 days. It contains an unused map and a few minor differences from the final game.
This build is protected with a CD check and a system date check, which requires the host machine's date to be set to October 1998. This can be circumvented by using a patcher or done manually with a hex editor; e.g editing hl.exe and changing the byte 81 to C3 at offset 271776 for the CD check and 22 to 6B at offset 277199 for the date check.
Contents
Documents
The CD installer comes with multiple documents for testers on how to give feedback for the game. These documents are transcribed in the following sub-pages:
Readme
readme Two readme files that detail general testing instructions. |
Docs
Bugs Bugs Bugs Document for bug reporting. |
Early Reactions Document for testers to write down their initial reactions. |
Install and Setup Document for any issues during install. |
Multiplayer Document for multiplayer setup and questions. |
Overall Summary Document for testers' thoughts after completing the game. |
Uninstall Document for uninstall methods. |
Map Differences
To do: Replace placeholder images. |
"We've Got Hostiles"
c1a3b
It is possible to go through the gaps in the electric fences (and survive with enough health and armor), making the outside area explorable. The final game has these gaps clipped off.
On A Rail
c2a2e
The elevator's top level has 3 tripmines "blocking" the exit, but they can be easily jumped through its gaps. The final game swaps these for a stack of explosives.
Prototype | Final |
---|---|
c2a2h
The rocket launch center still has its unaltered original sequence, where three scientists are hiding inside the computer room. The grunts outside must be killed first, the doors will then open and one of the scientists must be lead into the retinal scanner.
The player can crawl through the windows in the launch room, something not possible in the final game.
Apprehension
c2a3e
The final game adds an invisible "box" that prevents movement for the first few moments of being teleported to the compactor, which breaks into gibs once the first crate is broken.
"Forget About Freeman!"
Unused Map
c3a1c is a cut map present in this build. It starts off in the hidden elevator from "Forget about Freeman!" (map c3a1) containing the red triangle, now to the left of the player. After exiting the elevator, the player goes through the starting area of map c3a1b. After that, however, is a dome with a satellite dish on it, similar to what's shown on the Uplink demo, albeit in a less finished state. The objective is the same: tune the transmitter to the US NRC.
A Stukabat model is seen at the very top of the dome. However, it is only a cycler entity, and as such, will cycle through its animations when shot at.
This map has no defined sky texture, and will fallback to the one used from the last loaded map or the default "desert" sky.
The map is also using an older version of the BSP file format, the same one present in the September 1997 prototype and Quake.
Interloper
c4a1b
Item distribution is largely different here, mostly in secluded areas.
The last portion of the map has five tripmines as loot. The final game swaps these for a medkit, and adds a weaponbox and dead body near the teleport.
Prototype | Final |
---|---|
Multiplayer
All of the Deathmatch maps are named hldmX
internally instead of the actual map name, where X is a number.
Monster Differences
Gargantua
Gargantuas fully play their death animation, without exploding, fading out once complete. This usually results in some major clipping during its intended death sequence in Power Up.
Unused Graphics
gfx.wad
gfx.wad has two additional lambda icons not present in the final version. Purpose unknown.
Texture Differences
gfx.wad
Texture | Prototype | Final |
---|---|---|
PAUSED |
The pause graphic is larger.
halflife.wad
Texture | Prototype | Final |
---|---|---|
PEPSI_SD | ||
PEPSI_FT |
The Pepsi branded vending machine textures are uncensored.
c3a1c
Curiously, some textures embedded into the unused map c3a1c differ from their final versions, as well as using textures that can only be found in the September 1997 build.
Texture | c3a1c | halflife.wad |
---|---|---|
Texture | c3a1c | September 1997 prototype |
Model Differences
Player
Prototype | Final |
---|---|
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. The model is the same in Net Test 1.
p_crossbow.mdl
Prototype | Final |
---|---|
Texture | Prototype | Final |
---|---|---|
The Crossbow's model as held by a player features less saturated, more natural looking wooden grips and a slightly less detailed scope. The model is the same in Net Test 1.
p_egon.mdl
Prototype | Final |
---|---|
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. The model is the same in Net Test 1.
p_rpg.mdl
Prototype | Final |
---|---|
The RPG as held by a player has its design as seen in the Day One demo and in some pre-release screenshots. The model is the same in Net Test 1.
v_crossbow.mdl
Prototype | Final |
---|---|
The Crossbow's viewmodel center has a unique texture, internally named recslide.bmp. The model is the same in Net Test 1.
Alien Slave
Texture | Prototype | Final |
---|---|---|
Toes1.bmp |
Vortigaunt toes are a solid grey rectangle in the prototype, seemingly by mistake as the Day One models doesn't share this oddity. The model is the same in Net Test 1.
Multiplayer
There are only four multiplayer models in the models/player folder.
All four multiplayer player models are close to their final counterparts save for two major differences; their default textures feature much more saturated colors and use animations from the Day One demo.
Gina
Prototype | Final |
---|---|
Texture | Prototype | Final |
---|---|---|
Gordon
Prototype | Final |
---|---|
Texture | Prototype | Final |
---|---|---|
Helmet
Prototype | Final |
---|---|
Texture | Prototype | Final |
---|---|---|
Human Grunt
Prototype | Final |
---|---|
Texture | Prototype | Final |
---|---|---|
Text Differences
The Hazard course has no title. In fact, its entry in titles.txt is blank.
T0A0TITLE { }
The following blank entries are also missing:
OPENTITLE3 OPENTITLE4 C4A1BTITLE C4A1CTITLE C4A1ETITLE C4A1FTITLE
Strings related to spectating, multiplayer scoreboards, teamplay and replays are not present here.
Menu Differences
- The "3D info site" button is missing entirely. This button was seemingly added in the very last days of development, as even Build 738 (4 days before release) doesn't have it.
- The "Content Control" button is called the "Gore reduction" button in this build.
- The button to view the readme has different capitalization, saying "View readme.txt" rather than "View Readme.txt"
- The "LAN game" button has wonky capitalization and instead says "Lan game"
- The WON logo is not present anywhere in the settings.
Player Customization
The player customization menu is unfinished; most options do not work, with only the player name and color actually being saved:
- The model preview is not displayed at all, although there is a box to display it.
- The spray preview is also not displayed, although there is a box to display it and the actual spray icons are identical to the final game.
- The UI here generally has rendering issues - the color customization box may not be completely displayed, if at all.
Product Previews
These do not exist at all; clicking the "Previews" button to view them causes an error as the HTML files displaying them are not present - the only HTML file packaged with the game is a list of driver websites for GPUs of the era.
Control Differences
- There is an additional control binding in this build inherited from Quake, "messagemode2", used for team chat. It has been completely removed for the final. This may relate in some form to the scrapped cooperative multiplayer mode.
- The "key descriptions" in the various
kb_*
files don't exist in this build - only the actual key names are listed.
Miscellaneous
- p_shotgun.mdl and p_9mmar.mdl appear as they do in the Day One demo.
- Sound settings are not set up in
valve.rc
joystick.cfg
is not run by default.- The German models are present in their own folders.
- The default value of
gl_zoffset
on Nvidia RIVA TNT cards (rivatnt.cfg
) was changed from 0 to 0.1.
3DLabs GPU support
It appears that 3Dlabs GPUs had not been thoroughly tested with Half-Life as of this build, as various settings were tweaked by the final to work around buggy drivers and general poor support for 3D graphics techniques:
- Overbright is enabled by default (in the final game, it is disabled by default).
- Colored lighting is enabled by default (in the final game, it is disabled by default).
- Fullbright is always enabled by default (in the final game, it is disabled by default).
- Paletted textures are enabled by default. In the final game they were disabled because, according to a comment in the file, although the Permedia 2 GPU advertises support for paletted textures in its OpenGL driver, they show up as white when they are actually rendered by the game.
- "Amplitude of waves in GL (temporary)" comment removed