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

Proto:Shadow Ops: Red Mercury

From The Cutting Room Floor
Jump to navigation Jump to search

This page details one or more prototype versions of Shadow Ops: Red Mercury.

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

A late prototype/preview build of Shadow Ops: Red Mercury for the Microsoft Xbox.

File Differences

Hmmm...
To do:
Check the differences in:
  • Single-player and Co-op maps
  • sounds, textures, and System folders

Comparing the Proto to the Europe and USA versions' files shows many differences.

  • Lacks the DE, FR, IT, and ES folders
  • Has an empty music folder

Dialog folder

Some of the .xwb files have minor differences. Opening them in Foobar2000 with VGMStream Player shows this mostly just includes either having extra audio files packed in, missing from, or found elsewhere in other .xwb files. Additionally, a small number of sounds are double the bitrate in the proto.

Animations folder

The following 5 files are only found in the proto:

  • RMA_MP_Weapons.ukx
  • RopeTest.ukx
  • SFRM_Female.ukx
  • SFRM_Weapons.ukx
  • WeaponProjectiles.ukx

Main Menu

  • Has the menu style of the USA version, which has a different bottom frame showing all usable buttons at once, plus a more spaced out controls screen
  • The SPECIAL FEATURES menu has a MAKING OF option only available in the USA version and is still in this build, but the making_of_*.xmv files are all duplicates of the Atari logo intro
Proto / Final (USA) Final (Europe)
ShadowOps-Proto-SpecialFeatures.png ShadowOps-Final-SpecialFeatures.png
  • Profile naming and Cheats windows both lack the option and functionality to press X to delete letters.
  • Confirmation text after entering the wanderlust cheat used to say COOPERATIVE and was changed to CO-OP
Proto Final (USA) Final (Europe)
ShadowOps-Proto-CheatScreen.png ShadowOps-Final-CheatScreen-USA.png ShadowOps-Final-CheatScreen-EU.png

Cinematics

  • Some mission videos end slightly sooner after fading out to black
  • thx.wmv was changed from 640x480 @30fps to 720x480 @ 29.97003fps
  • Audio durations / bitrates vary slightly when compared to final in Foobar2000

Co-Op

Menus

In the OPTIONS menu, CHEATS is available under HUD, which is not available in retail. However, entering the packmule cheat displays the text NOT AVAILABLE IN MULTIPLAYER. Entering any other cheat works as normal, but due to the smaller window size in this mode, the probable reason for why the confirmation text for wanderlust was changed to CO-OP can be seen.

Proto
ShadowOps-Proto-Coop-CheatScreen.png

Multiplayer

Menus and Settings

  • For DM/TDM/CTF modes, MIN. PER ROUND can be set to 5, 10, 20, 30, 45, or 60 minutes, rather than only up to 30
  • For VIP mode, ROUNDS, BEST OF can be set to 3, 5, 9, 15, or 21, rather than 3, 5, or 7, and MIN. PER ROUND can be set to 2, 3, 4, 5, or 10 minutes.
  • The CHANGE CLASS option, normally only seen in DM/TDM/CTF modes, is available in VIP mode
  • The CHANGE CLASS confirmation window used to be the same size as the QUIT confirmation
Proto Final
ShadowOps-Proto-ClassChange.png ShadowOps-Final-ClassChange.png

Loading Screens

  • Multiplayer maps have DM, TDM, CTF, or VIP after their names. These can also be seen in the MissionBrief.ini file
  • SOUTHAMERICA has a missing space
  • Loading screen for STREETS VIP (MP_Streets_VIP.DDS) has an earlier map layout: near the blue star is an extra room and hallway
Proto Final
ShadowOps-Proto-LoadingScreen1.png ShadowOps-Final-LoadingScreen1.png
ShadowOps-Proto-LoadingScreen2.png ShadowOps-Final-LoadingScreen2.png

Maps

Differences to the Multiplayer maps are mostly minor. Some maps had effects disabled in final, likely for performance reasons.

Note: Labs (TDM) and Towers (CTF) apparently have differences as well, which are still TBD.

South America (TDM)

  • Lighting was not as bright
  • Shadows overall were nicer, smoother, sharper
  • The textures for the shadows on the ground of tree leaves overhead were nicer
Proto Final
ShadowOps-Proto-SouthAmerica-Shadows.png ShadowOps-Final-SouthAmerica-Shadows.png
ShadowOps-Proto-SouthAmerica-Shadows2.png ShadowOps-Final-SouthAmerica-Shadows2.png

South America (CTF)

  • Similar lighting and shadow differences as South America (TDM), and was really brightened up in the final version
  • The final version adds a log and the signpost nearby was adjusted
Proto Final
ShadowOps-Proto-SouthAmericaCTF-Shadows.png ShadowOps-Final-SouthAmericaCTF-Shadows.png
ShadowOps-Proto-SouthAmericaCTF-Shadows2.png ShadowOps-Final-SouthAmericaCTF-Shadows2.png
ShadowOps-Proto-SouthAmericaCTF-Log.png ShadowOps-Final-SouthAmericaCTF-Log.png

Institution (TDM)

  • A wall radiator used to have an animated steam effect
  • A broken light had an animated spark effect
Proto Final
ShadowOps-Proto-Institution-Radiator.png ShadowOps-Final-Institution-Radiator.png
ShadowOps-Proto-Institution-Light.png ShadowOps-Final-Institution-Light.png

Factory (TDM)

  • Ceiling lights had an animated dusty/foggy effect underneath
Proto Final
ShadowOps-Proto-Factory-Lights.png ShadowOps-Final-Factory-Lights.png

Hotel (TDM, CTF)

  • Ceiling lights had an animated dusty/foggy effect underneath, similarly to Factory
Proto Final
ShadowOps-Proto-Hotel-Lights.png ShadowOps-Final-Hotel-Lights.png

Compound (TDM, CTF)

  • Trees used to have shadows
Proto Final
ShadowOps-Proto-Compound-Trees.png ShadowOps-Final-Compound-Trees.png

Syria Nights (VIP)

  • A couple windows were much larger and slightly lower on the wall
Proto Final
ShadowOps-Proto-SyriaNights-Window1.png ShadowOps-Final-SyriaNights-Window1.png
ShadowOps-Proto-SyriaNights-Window2.png ShadowOps-Final-SyriaNights-Window2.png

Streets (VIP, TDM)

  • A table was originally not as close to the stairs
Proto Final
ShadowOps-Proto-Streets-Table.png ShadowOps-Final-Streets-Table.png

Subway (VIP, TDM)

  • The red lights illuminating the nearby floor in one spot got removed, perhaps by accident
  • A metal grate was removed near the stairs, and the nearby floor was not as yellowed
  • Some doors near the train had a much darker look
Proto Final
ShadowOps-Proto-Subway-RedLight.png ShadowOps-Final-Subway-RedLight.png
ShadowOps-Proto-Subway-MetalGrate.png ShadowOps-Final-Subway-MetalGrate.png
ShadowOps-Proto-Subway-Door.png ShadowOps-Final-Subway-Door.png