If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Proto:Half-Life (Windows)/September 1997 Prototype

From The Cutting Room Floor
Jump to navigation Jump to search
Hmmm...
To do:
  • The prototypical songs of Half-Life v0.52 should be compared to the retail versions, since there are noticeable differences.
  • The Demos need to be documented, especially the demos from another build that were restored and include the E3 1997 July Grunts video.
  • The 0.52 alpha version of Worldcraft is different than any other versions of the software available online. It's got the icons for Worldcraft 1.1, has more features to accommodate the additions to Half-Life's new engine, and predates the first WC release for Half-Life, Worldcraft 2.0. Would this be appropriate to document on TCRF?
    • The prototype's halflife.fgd file differs greatly from the one from the Half-Life SDK, with it listing unused NPCs and map entities not found in the prototype or the final game. Would we document it in a Worldcraft subpage, or the Entities subpage?


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

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

HLAlphaTitleScreen.png

The September 1997 prototype of Half-Life, or Half-Life Alpha v0.52 as it is referred to on the title screen and in the Developer Console, is from before the game was completely redesigned and rewritten. Many differences exist at this point, including the plot, locations, and general concept. Originally meant as a press demo, the prototype was leaked to Reddit in January 2013.

The physical disc sold on eBay for $709 USD. Notably, the place of origin on the listing was "Bellevue, WA", indicating that the leak might have been internal.

Sub-Pages

Hl97 lookup.png
General Differences
Hl97 bullsquid1.png
Entities
Squad. Stay. Alert. For. Enemy. Differences. Over.
Hl97 c1a3b 1.png
Levels
Sweep. That. Removed. Level. Over.
HL97 GENERIC041.png
Textures
You can never have too many textures!
SoundIcon.png
Sounds
These changed and removed sounds will sound good in my trophy room.

Documents

The CD the prototype came on has several documents that discuss the game. These provide a look into how the game was supposed to be around August to early September 1997.

The documents have been transcribed onto separate pages, which can be found in the following sub-sections.

Half-Life Readme (in Word 95 format).doc

TextIcon.png
Half-Life Readme
A readme for the game that shows how to play it and discusses some technical stuff.

HLSynopsis.doc

TextIcon.png
HLSynopsis
This document contains an early plot for the game.

WalkThru.doc

TextIcon.png
WalkThru
This document tells the reader how to get through the maps. It also shows how some maps were meant to be, but are not in the prototype because of disabled events.

Technology Overview.doc

TextIcon.png
Technology Overview
This discusses the technical advancements in Half-Life.

Company Backgrounder.doc

TextIcon.png
Company Backgrounder
Information on Valve and bios on their employees, circa August 1997.

Plot Differences

As the game received a full rewrite, the plot is very different from the final, including:

  • Instead of Black Mesa, the game took place in an abandoned missile silo only referred to as "The Silo".
  • Gordon was originally meant to be "a weapons research scientist who has never touched a weapon".
  • The Silo was meant to have already developed a Portal, however the Portal was completely contained.
  • Gordon's lab had nothing to do with the incursion. Instead, the Portal's power core goes critical, causing it to rend space-time and producing the same effect the resonance cascade does in the finished product.
  • The rest of the plot is essentially the same, with the inclusion of acquiring "a device which means the difference between victory and annihilation".

Weapons

The prototype has only three selectable weapons: the Crowbar, the Glock pistol, and the MP5SD submachine gun.

General

In general, all of the weapons are much weaker than they are in the final game. It takes close to 10 pistol or MP5 shots to kill a single Headcrab in the prototype, and stronger enemies are bullet sponges. The exception is the grenade fired by the MP5SD's M203, which is just as powerful as it is in the final game.

The player spawns with every weapon as soon as he enters a map. Each weapon has unlimited ammo, but there aren't any ammo pickups in the game yet. Weapons do not need to be reloaded. In fact, none of the firearms in the prototype have reload animations.

It's possible to drop weapons by pressing right mouse button while selecting them. Dropped models will be showed as shells.

Submachine Gun (MP5SD)

Hl97 mp5.png

The submachine gun is largely similar to the retail model, but the prototype's MP5SD is the proper length, the textures are not oversharpened, and the M203 is coloured green. The rear sight is also a block rather than the retail's MP5 sight.

This weapon is much more accurate than it is in the final game. Its grenades can be used to rocket jump in the prototype without killing the player, which is very handy for moving around and exploring the maps, especially while using god mode.

The prototype MP5SD is held by bare arms in the prototype. The textures for this arm can still be found in the Half-Life SDK and Half-Life: Source's SDK. While the final game uses HEV arms, both the prototype and final MP5 have the hands in the same positions and shapes. This is because the arms are the same, just for the final model they added a HEV arm model and made the hands use the chrome texture.

The grenade firing animation has Gordon pump it after firing. This was removed in the final game.

The prototype SMG uses stereotypical "pew pew" sounds that suppressed weapons in movies use when fired. The final game replaces them with beefier SFX.

Prototype Final
Hl97 mp5.png Hlfinal mp5.png
Prototype Final
Hl97 mp52.png Hlfinal mp52.png
Prototype SMG bullet spread Final SMG bullet spread
Hl97 mp5spread.png Hlfinal mp5spread.png

Pistol (Glock)

Hl97 glock.png

The Pistol is very different from its final design. The model itself is a bit blockier than the final one and the textures used are completely different. The grip is a lighter blue and looks nothing like a grip used by any of the Glock generation models, the slide uses a different design that is a light gray and lacks the markings on it, and the rear has no details on it.

The gun only has a shooting animation. The shooting animation lacks the slide going back, like the final's Pistol does.

In-game, the Pistol fires slightly faster than it does. However, it is noticeably less accurate than it is in the final game, to the point where its spread is closer to the final's SMG than it is to the final's Pistol. This version's Pistol does not have the alt-fire mode the final one's has.

The hands used by the Pistol are a man in a lab coat, which are different from both the hands used on the prototype SMG and the hands the final's Pistol uses.

Prototype Final
Hl97 glock.png Hlfinal glock.png
Prototype Final
Hl97 glock2.png Hlfinal glock2.png
Prototype Pistol bullet spread Final Pistol bullet spread
Hl97 glockspread.png Hlfinal glockspread.png

Crowbar

Hl97 crowbar.png

The Crowbar's model is completely different from the one used in the final game. It has less polygons, a different texture (which can be found in the Half-Life SDK) and a chrome front end for some reason.

When used, it has a very slow swing rate. Coupled with the very low damage it does per hit, the Crowbar is useless except for breaking certain objects.

Strangely, it doesn't have an arm holding it.

The Crowbar uses the graphic for a knife when selecting weapons in the HUD. Perhaps the Crowbar was a knife at one point.

Prototype Final
Hl97 crowbar.png Hlfinal crowbar.png
Prototype Final
Hl97 crowbar2.png Hlfinal crowbar2.png

Fists

The HUD has an icon for a fist when cycling through weapons. When the fist icon is selected, the player will not have any weapon. He can still select another weapon, however.

Fire Axe

The folder containing the HUD's graphics contains an icon for a fire axe. There isn't a model for a fire axe in the prototype nor is there a way to select one.

Other Weapon HUD Icons

Graphics for numbers 5 through 9 can be found in the HUD graphic folder. Considering they're numbered the same way the weapon's HUD graphics are, it's likely these are placeholder graphics for other weapons that would be used when other weapons were starting to be implemented.


Shell

Hl97 shell.png

The prototype contains an earlier model for the ejected brass the Glock and MP5SD eject. The model in the prototype lacks the final's chrome texture, instead opting for a dull bronze.

Guns in the prototype do not eject brass, but some pre-release images show this model being ejected from guns.

Based on the prototype shell's position in a model viewer, it seems that the model was positioned specifically so that it'd eject from a gun at a certain angle. The final game has code deal with this instead.

Prototype Final
Hl97 shell.png Hlfinal shell.png

Shrapnel

Hl97 shrapnel.png

The prototype's shrapnel model is dark, while the unused model found in the final is a light gray.

Prototype Final
Hl97 shrapnel.png Hlfinal shrapnel.png

Graphics

HUD

The HUD is completely different in this prototype. The prototype HUD has differently-shaped metal bars on the center-left, left-hand corner, and center-right of the screen. Health is indicated with orange blocks on the box in the left-hand corner. The other boxes do not show information, making it impossible to see what they would do.

Weapons are selected with a set of green boxes that appear in the center of the screen. An unused texture found in the prototype's files shows a weapon selection box closer to the final's, but styled like the rest of the prototype's HUD. This does not appear in-game.

The damage indicators are green in the prototype, but a light red in the final game.

The HUD is larger and has some transparency issues in the OpenGL executable. The weapon selection system's graphics nor the damage indicator graphics appear in OpenGL mode either.

Prototype Final
Hl97 hud1.png Hlfinal hud.png
Prototype Final
Hl97 damageindicator.png Hlfinal damageindicator.png
Software OpenGL
Hl97 hud1.png Hl97 hud1gl.png
Prototype Final
Hl97 hud2.png Hlfinal hud2.png
Unused prototype weapon selection Final
Hl 97640 top.png Hlfinal hud2.png

Early HUD

Hl97 earlyhud.png

The STATUS folder contains a graphic with an older HUD. It appears to be based on Quake's' HUD, suggesting this is a very early leftover.

Menu

The game's menu is completely different in this prototype. This menu appears to be Quake's menu, but with different graphics. The box that appears when one hits the "Quit" option still used (glitched) graphics from Quake. The cursor is also animated like in Quake, but the graphics appear to be taken from the sidebar, making it look like a glitch.

Note that the "Help/Ordering" option doesn't do anything.

Prototype Pre-Steam menu
Hl97 menu1.png Hlfinal menuwon.png
Prototype Initial Steam release
Hl97 menu1.png Half-Life-Windows-Title.png
Prototype Current Steam release
Hl97 menu1.png HL25AMenu.png

Quake Menu Comparisons

Prototype Quake
Hl97 menu1.png Quake menu1.png
Hl97 menu2.png Quake menu2.png
Hl97 menu3.png Quake menu3.png
Hl97 menu4.png Quake menu4.png
Hl97 menu5.png Quake menu5.png
Hl97 menu6.png Quake menu6.png

Credits Image

Hl97 credits.png

The "HUD" folder contains a graphic for a credits list that is not used in the prototype. What's notable is that it mentions both Quiver (an early name for Half-Life) and Prospero, a cancelled game that was in development during the early parts of Half-Life's' production.

40mm Grenade Explosion Effects

In the prototype, 40mm grenade explosions will spew shrapnel (complete with smoke trails) when they explode. The final game gets rid of this effect in favor of an animated explosion sprite.

Prototype Final
Hl97 explosion.png Hlfinal explosion.png

Bullet Tracers

In the prototype, nearly every bullet fired by the Pistol and SMG will create a tracer effect. The final game reduces the chance of a tracer on these guns so that it is much rarer.

The prototype's tracers have a green tint, while the final game's tracers have a more yellow tint.

Prototype Final
Hl97 tracers.png Hlfinal tracers.png

Alien and Human Gibs

Both alien and humans share the same gibs in the prototype. The final game gives aliens their own gibs.

Gibbed Human Gibbed Alien
Hl97 gibbedhuman.png Hl97 gibbedalien.png

Early Quake Leftovers

Several raw uncompiled BMPs lie in the GFX folders that pertain to several graphics lumps used by Quake. Part of it are unused "dead" faces and variants on the quad damage face in which he licks around his mouth.

The palette was shifted and recalculated.