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Talk:Portal 2

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Unused Audio Sub Page + Robot Enrichment Store Sound Effect

Should the unused audio go into a sub page? Because last time I checked the game files, there's a LOT of audio. The Robot Enrichment Store has since been discontinued and will not be re-opened and there's sound effects for it that now go unused. -Blayer98 12:05, 20 December 2017‎

Long overdue update, but the store went back online sometime in 2018 and has been online since. My point about the unused audio sub page is still something I think could be considered due to how much unused audio and voice lines exist, not just for GLaDOS and Wheatley, but unused SFX as well. --Blayer98 (talk) 14:15, 9 December 2021 (UTC)

Unused gel

This guy on the Steam forum's is claiming he has a copy of the unused Adhesion gel fully working and that it was given to him by Felix Griffin! http://steamcommunity.com/app/620/discussions/0/365163686060739044/ <- Here is the link to the discussion. - LuigiHarrisMario

This is about a fan-made recreation of the Adhesion gel, of which a lot exist -- Litevex (talk) 18:23, 3 September 2021 (UTC)

SFM Icons

I've found the Icons for Source Flimmaker. They are persent in materials/vgui/tools/ifm. The Icons are very different than the one used in TF2 beta. -Snakey125 9:23 4/26/ 2011

Unused lines and so forth. More than what's outlined on the wikia page. Sarikuya 12:47, 24 February 2012 (EST)


Looks like a new type of gel was added and never used. It's some kind of reflection gel! I'll get around to playing with it on Authoring Tools whenever I get Portal 2 reinstalled. - Snakey125


If you go to this link you can download a decompiler for portal maps (.bps) so you can run them as .vmf files in hammer world editor, and check for any unused content. Works a lot better than just noclipping around a map, so you can actually see triggers and stuff. I'm pretty sure it works for all games with .bps maps, seeing as they all decompile back to .vms, and hammer provides support for any game map as long as it's a .vms file. -IGabx 18:28 10/9/2012

Portal 2 Glass Futbol Trap.PNG



When I was roaming in hammer, I noticed the bombs at the booby trapped stalemate button in the boss battle were using the glass futbol texture... -IGabx 14:28 10/10/2012

"Unused" Rooms

I'm having serious doubts as to whether those rooms are actually "unused". The developers had to do some hacky stuff in order to work around Source engine limitations; for example, when Wheatley moves the motel room in the intro, the actual player character is moved into an empty, static placeholder room, so they can't die or fall out of the "real" room (where the camera is). I have a feeling the rooms shown in the article might be used for similar things. --BMF54123 18:41, 9 October 2012 (EDT)


Yeah but if they were to make a placeholder room like that, why would it be setup like that? Isn't one plain old room just fine? And why is there a big duplicate of it? -IGabx 19:24, 10/9/2012


Yeah the developers have all sorts of off screen stuff happen in boxes like those. Boxes to hold the bomb in TF2 MVM, Boxes to hold Breens head in Half-Life 2, 3D skyboxes of all sorts, ect. The problem I see is I cannot think of anything in the final level that would need to be put off screen. I guess I could crack open Hammer and check if anything is in there. If it turns out nothing is in those boxes, then yeah, it's left over development stuff and might as well stay on the page. EDIT: Looked at the new information put on the Portal page. Still going to crack the level open and check it out myself. --RandomGuardian 19:45, 9 October 2012 (EDT)


Found out that there's something called "sky_camera" pointing at the crates. I suppose you're right, it could be used. But I'm not sure if I remember seeing those crates anywhere in normal gameplay, so then again it might not be, unless I'm mistaken. EDIT: Alright, never mind. I can see it's used for a skybox, that's why there's a big duplicate in the background. I can't believe I didn't realize it. XD -IGabx 20:08 10/9/2012


A bit off topic of the skybox, but still on portal 2: I found a text file under /steamapps/common/portal 2/portal2 for split screen. I thought it was interesting since there's online, and that playing split screen on one computer would be kind of hard and pointless. Maybe it was for console editions though... -IGabx 20:34 10/9/2012

Split screen is still functional in the PC version and can be enabled with console commands:
http://forums.steampowered.com/forums/showthread.php?t=1847904
--Dragonsbrethren 01:14, 10 October 2012 (EDT)


Hate to say it but I think there is a posibility they could be used. From what I could gather, the map has many other Path_Corner and other point based entity stuff. Some point to legit entity pathing but many of them are seemingly empty. They all have two things in common. The names all point to specific lighting conditions at certain areas, and most if not all the entity data is blank or default. So there are 2 things I can think of that would make sense. Theory A: The path_corner is used to index for easy finding. I assume this because naming lights changes the property of the lights and the path_corners have names associated with lighting. There are also path_corners found next to lights used in the level instead of out of bounds. Theory B: Some how in some undocumented feature the paths are redirecting the lighting when the game needs them. This is very unlikely, I used my tin foil hat for this idea. I will say it can hold some ground though. Why else would the dev team use textured brushes instead of nodraw like they usually do to hold the other entities? Could the lights be using the walls to create realistic lighting conditions? Also there is a third box with white-out walls and path_corner as well so this could have a bit of truth to it. Either way, something is in those boxes. It's a matter of if it could be interpreted as used or not. If A is the case though, we might as well check if the lights have duplicates in the level or are some how used in any other way. If they are used then I guess you could say the boxes are used and then case closed. If B is the case then case closed anyways. P.S. Sorry for the wall of text and I dont know what to say about the portal 2 console stuff. I know TF2 has data for the Xbox in the computer game files. Valve is just lazy like that I guess. --RandomGuardian 21:27, 9 October 2012 (EDT)


A friend of mine and I were discussing the unused area in the last chapter. There is a commentary node saying the battle was tougher originally. I would think it is a leftover from that battle. -Snakey125 21:24, 9 October 2012 (GMT)


That could be the case. Maybe there were trigger's for text and stuff for the harder battle that were hidden in there, but when the battle was scrapped, so were the triggers. But maybe the lights remained there for some reason. If it's not the battle though, here's what I also came up with: from what I can see, if there's a path_corner named after a light, it's close to it (like RandomGuardian said). But the type of light it's close to is like actual light, and not just the light bulb icon. And the path_corner near wheatley isn't exactly next to the light it is related to, suggesting there could be distance in between the path_corners and the light they're related to. Let's use an example of the many light's around the ceiling where wheatley is attached to. Let's also say that one of the path_corners out of bounds are related to those lights. They couldn't put the path_corner near the lights for the single reason that it's to darn bright to see anything. So they would put the path_corner a bit farther. They probably just put special texture around the path_corners because they're really important in some way, Like a major error would come up of missing lights or something, and they would want to know where the lights are in case of emergency. Either way, unless we find what those path_corners are related to, we'll never know. -IGabx 22:55 10/9/2012


And also, I think that nodraw textures work just like other textures, just the player doesn't see them or collide with them, because the player's told that they don't exist. You can walk through them, AND you don't see them, but that doesn't change the fact that they're still there. Maybe players can't interact with them but lights can. If the lights do interact with nodraw (which I will test sometime later), then there's no reason to get actual textures to create a realistic lighting condition. -IGabx 23:03 10/9/2012


Almost forgot to delete the last last article. The one that's really a skybox and is actually used. Deleting now! -IGabx 23:19 10/9/2012


Lighting origin rooms

One of the unique features of Portal 2's version of the Source engine is the ability to define an object's lighting according to an entity at a different location, as opposed to using the lights and objects immediately around the object itself. This is, in all likelihood, what those lighting_origin objects are doing (the attribute used to define this on an object is called, appropriately, "lighting origin"). Might be useful to figure out which objects they're actually being used by, although I unfortunately don't know of an easier way to do that than clicking around the room in Hammer and checking every object's lighting origin attribute.

Also, it's rather odd that they're set to be path_corners, as opposed to info_target, which is an entity that essentially exists only to define an external position for another entity (soundscapes use it a lot for placing positional sounds). Might just be a fluke on Valve's part, picking an entity at random to use, which they've been known to do. Will-T 14:41, 20 December 2012 (EST)

Error Sound

Should the "Oh, fiddlesticks! What now?" Error handler sound be added to this page? I don't see it used in the final game. I mean, I guess you COULD purposely crash it, but......Robotortoise 21:59, 20 August 2013 (EDT)

I don't see any reason why not, considering we document other error handlers (eg. Tecmo Bowl (NES)). -- Einstein95 (talk) 22:01, 20 August 2013 (EDT)
I've seen some videos that made the game's engine cry, but nothing that ever made it crash. If you can only use tools like Cheat Engine to make it crash, then crashes aren't part of the actual game. I know it's not exactly like that, but it doesn't matter: like Einstein95 said, we covered some other error handlers, and the truth is that that is an unused sound. Now, I know nothing about Half-Life (I'm afraid), but that sounds like something one of the engineers would say in-game. If so, I don't think there's any use in uploading the file, because it's a regular sound byte in a game that a lot of people know. Having the sound byte wouldn't really quench many people's thirst, and not uploading it would save the server on some extra space. {EspyoT} 06:28, 21 August 2013 (EDT)
After a quick google, it seems that it's used by Dr. Kleiner at the beginning of Half-Life 2. So, yeah, it wouldn't be the best to upload it, but it is worth mentioning on the page. -- Einstein95 (talk) 06:33, 21 August 2013 (EDT)
Ok then, don't hesitate in putting it up, then. {EspyoT} 07:19, 22 August 2013 (EDT)
Okay, uh...it seems as an .ogg file it's about 34 KB. I think that's not too much strain on the server, hmm? I'll add the text, and if you think uploading it is alright, I'll upload it as well.Robotortoise 20:09, 23 August 2013 (EDT)
Eeeeeehh... it's not the size per se... I don't know, it's just that every little upload eventually adds up (wasn't there a saying for that?). Then again, I guess it is kinda humorous, and for people like me, who never played it, it could have some interest to hear it. I suppose uploading it is fine. After all, uploads for audio that's region-exclusive are encouraged, so why wouldn't this be? {EspyoT} 07:31, 24 August 2013 (EDT)
Yay! Thanks. (On a related note, if you want to save server space, wouldn't deleted previously updated pictures be a better idea? If the pics are updated, they really don't need to have more then one or two revisions, I would guess. Robotortoise 15:32, 24 August 2013 (EDT)
Yeah. Well, only the system admins can tell us if the server is having space trouble, and what their options are. {EspyoT} 17:25, 24 August 2013 (EDT)

Face Poser

I found a file in Portal 2/portal2/gfx called "hlfaceposer". The only thing in it is a set of icons for some sort of menu. They are small, around 16x16 pixels, and are in .bmp format. Is there anything here, or is this nothing really important? CatchallRat682 22:09, 30 January 2014 (EST)

Okay so apparently that just comes with the sdk... does anyone know how to access it though, it could be a useful feature... maybe.--CatchallRat682 (talk) 15:42, 2 February 2014 (EST)
https://developer.valvesoftware.com/wiki/Authoring_Tools/SDK_(Portal_2) It's right on the main menu when you boot up the SDK. Teflon (talk) 15:51, 2 February 2014 (EST)

Unused Content Menu

I was just doing a little research when I came across a file in the Steam/Steamapps/common/Portal 2/portal2 folder called unusedcontent.cfg. When opened as a text file it comes up as a menu, so it is likely this was meant to be opened with a program. Does anyone know how to access this program, or what the program might be? CatchallRat682 13:09, 31 January 2014 (EST)

Well it is really disappointing that nobody knows how to open this, or what it is simply rather than what the name implies. I'll see if I can find anything about it online. -- CatchallRat682 (talk) 15:54, 22 May 2014 (EDT)
This is a config file seemingly used for building. It contains only 6 lines that aren't really useful. Nothing important. -- Litevex (talk) 18:23, 3 September 2021 (UTC)

Unused Animation in Motel Room

The fold out chair in the video appears in the motel room part of the E3 2010 "You Monster" trailer. Could it be an early animation test for the furniture in the room? Iriscl (talk) 02:12, 29 March 2014 (EDT)

I have seen a few videos where people have found that the room was originally full of fold out furniture. It would have been interesting to see this actually used, but I have no idea as to how it would be incorporated in the storyline, or if it would at all -- CatchallRat682 (talk) 15:50, 22 May 2014 (EDT)

Hover/lazer turret

(Sorry for any typos; I can't use a spell-checker at the moment)

I've read about hover turrets in a few places online. I've found two sites listing them, here and here. Is this something that should be added to the article? (Also, I remember them in the mod for origional portal named portal prelude; is that use notable? Are they in that game's engine as well?) --Pokechu22 (talk) 14:04, 18 May 2014 (EDT)

I have read about them several places too, and they are so far unused, but buggy. As far as I know they meet the regulations of what should be added so... I don't really see why not. -- CatchallRat682 (talk) 15:48, 22 May 2014 (EDT)

Deletion

I was wondering if it's okay for the "Weird cube" area of the article to be deleted. As far as I can tell, it's not unused. It's just something used for GLaDOS to speak.Clone5184 (talk) 09:45, 30 May 2014 (EDT)

Hm, that is true. I can confirm that other games use an object for that - The Stanley Parable apparently has a skull used for the narrator in one of the areas. The fact that it ends the level in some cases might still be notable, however. --Pokechu22 (talk) 17:51, 30 May 2014 (EDT)

Can i get rid of Unused Content? section? I feel like it's useless. --Araghon007 (talk) 13:55, 13 May 2015 (EDT)

Unused Challenge Mode Map Names

It seems all Single Player Mode maps, including ones normally not playable on Challenge Mode, have proper names. The opening cinematic is called "Container Ride", for example. Are these unused? The map names are stored in "Steam\SteamApps\common\Portal 2\update\resource\basemodui_tu_english.txt".

In addition, you can modify the Challenge Mode map list ("Steam\SteamApps\common\Portal 2\portal2_dlc1\challenge_maplist.txt") to make normally unavailable maps to appear in the list. They are playable, however they lack the Goal point so the "Level Completed" screen will come up when you hit the level transition trigger. When you beat these maps, Steam server correctly records your best attempts. Is this counts as an unused content too?

For your convenience, the following is the modded challenge_maplist.txt that make all maps available:

"challenge_maps"
{
	"sp"
	{
		"chapter_1"
		{
			"map"	"sp_a1_intro1"
			"map"	"sp_a1_intro2"
			"map"	"sp_a1_intro3"
			"map"	"sp_a1_intro4"
			"map"	"sp_a1_intro5"
			"map"	"sp_a1_intro6"
			"map"	"sp_a1_intro7"
			"map"	"sp_a1_wakeup"
			"map"	"sp_a2_intro"
		}
		"chapter_2"
		{
			"map"	"sp_a2_laser_intro"
			"map"	"sp_a2_laser_stairs"
			"map"	"sp_a2_dual_lasers"
			"map"	"sp_a2_laser_over_goo"
			"map"	"sp_a2_catapult_intro"
			"map"	"sp_a2_trust_fling"
			"map"	"sp_a2_pit_flings"
			"map"	"sp_a2_fizzler_intro"
		}
		"chapter_3"
		{
			"map"	"sp_a2_sphere_peek"
			"map"	"sp_a2_ricochet"
			"map"	"sp_a2_bridge_intro"
			"map"	"sp_a2_bridge_the_gap"
			"map"	"sp_a2_turret_intro"
			"map"	"sp_a2_laser_relays"
			"map"	"sp_a2_turret_blocker"
			"map"	"sp_a2_laser_vs_turret"
			"map"	"sp_a2_pull_the_rug"
		}
		"chapter_4"
		{
			"map"	"sp_a2_column_blocker"
			"map"	"sp_a2_laser_chaining"
			"map"	"sp_a2_triple_laser"
			"map"	"sp_a2_bts1"
			"map"	"sp_a2_bts2"
		}
		"chapter_5"
		{
			"map"	"sp_a2_bts3"
			"map"	"sp_a2_bts4"
			"map"	"sp_a2_bts5"
			"map"	"sp_a2_bts6"
			"map"	"sp_a2_core"
		}
		"chapter_6"
		{
			"map"	"sp_a3_00"
			"map"	"sp_a3_01"
			"map"	"sp_a3_03"
			"map"	"sp_a3_jump_intro"
			"map"	"sp_a3_bomb_flings"
			"map"	"sp_a3_crazy_box"
			"map"	"sp_a3_transition01"
		}
		"chapter_7"
		{
			"map"	"sp_a3_speed_ramp"
			"map"	"sp_a3_speed_flings"
			"map"	"sp_a3_portal_intro"
			"map"	"sp_a3_end"
		}
		"chapter_8"
		{
			"map"	"sp_a4_intro"
			"map"	"sp_a4_tb_intro"
			"map"	"sp_a4_tb_trust_drop"
			"map"	"sp_a4_tb_wall_button"
			"map"	"sp_a4_tb_polarity"
			"map"	"sp_a4_tb_catch"
			"map"	"sp_a4_stop_the_box"
			"map"	"sp_a4_laser_catapult"
			"map"	"sp_a4_laser_platform"
			"map"	"sp_a4_speed_tb_catch"
			"map"	"sp_a4_jump_polarity"
		}
		"chapter_9"
		{
			"map"	"sp_a4_finale1"
			"map"	"sp_a4_finale2"
			"map"	"sp_a4_finale3"
			"map"	"sp_a4_finale4"
		}
	}
	"coop"
	{
		"chapter_1"
		{
			"map"	"mp_coop_doors"
			"map"	"mp_coop_race_2"
			"map"	"mp_coop_laser_2"
			"map"	"mp_coop_rat_maze"
			"map"	"mp_coop_laser_crusher"
			"map"	"mp_coop_teambts"
		}
		"chapter_2"
		{
			"map"	"mp_coop_fling_3"
			"map"	"mp_coop_infinifling_train"
			"map"	"mp_coop_come_along"
			"map"	"mp_coop_fling_1"
			"map"	"mp_coop_catapult_1"
			"map"	"mp_coop_multifling_1"
			"map"	"mp_coop_fling_crushers"
			"map"	"mp_coop_fan"
		}
		"chapter_3"
		{
			"map"	"mp_coop_wall_intro"
			"map"	"mp_coop_wall_2"
			"map"	"mp_coop_catapult_wall_intro"
			"map"	"mp_coop_wall_block"
			"map"	"mp_coop_catapult_2"
			"map"	"mp_coop_turret_walls"
			"map"	"mp_coop_turret_ball"
			"map"	"mp_coop_wall_5"
		}
		"chapter_4"
		{
			"map"	"mp_coop_tbeam_redirect"
			"map"	"mp_coop_tbeam_drill"
			"map"	"mp_coop_tbeam_catch_grind_1"
			"map"	"mp_coop_tbeam_laser_1"
			"map"	"mp_coop_tbeam_polarity"
			"map"	"mp_coop_tbeam_polarity2"
			"map"	"mp_coop_tbeam_polarity3"
			"map"	"mp_coop_tbeam_maze"
			"map"	"mp_coop_tbeam_end"
		}
		"chapter_5"
		{
			"map"	"mp_coop_paint_come_along"
			"map"	"mp_coop_paint_redirect"
			"map"	"mp_coop_paint_bridge"
			"map"	"mp_coop_paint_walljumps"
			"map"	"mp_coop_paint_speed_fling"
			"map"	"mp_coop_paint_red_racer"
			"map"	"mp_coop_paint_speed_catch"
			"map"	"mp_coop_paint_longjump_intro"
		}
		"chapter_6"
		{
			"map"	"mp_coop_separation_1"
			"map"	"mp_coop_tripleaxis"
			"map"	"mp_coop_catapult_catch"
			"map"	"mp_coop_2paints_1bridge"
			"map"	"mp_coop_paint_conversion"
			"map"	"mp_coop_bridge_catch"
			"map"	"mp_coop_laser_tbeam"
			"map"	"mp_coop_paint_rat_maze"
			"map"	"mp_coop_paint_crazy_box"
		}
	}
}

Purplebridge001 (talk) 02:35, 16 October 2014 (EDT)

This was added by someone a while after this post --Litevex (talk) 18:18, 3 September 2021 (UTC)

Beta Stalemate Resolution Scene - Chell speaks

From what I can see, in an early version of the Stalemate resolution scene, Wheatley destroys the button for the "Stalemate Resolution Officer" (Chell) to push, in order to switch GlaDOS back into control. The automated voice (Which also sounds different than I remember the final version sounding..) then says that button has been destroyed and that the Resolution Officer can instead say "Yes" to continue the transfer. The screen fades to black and a prompt appears; "Right-click to say yes" After right-clicking, Chell says "Yes".

Apparently this was removed as beta-testers had trouble distinguishing who was answering, I also imagine that Valve decided keeping Chell silent and mysterious was the better option.

SOURCES:


Should this be added at all? I'm a brand new user so I don't want to mess up any protocol or anything.

While this seems like decent information, I'm not sure if it's enough to be included, or, at least, not on the main page. Remember, when in doubt, read the rules page (again). -- CatchallRat682 (talk) 22:38, 28 March 2015 (EDT)

This should probably go on the Pre-release section --Litevex (talk) 18:17, 3 September 2021 (UTC)

Invisible button in course 7 of "Mass and Velocity" in co-op

Near the end of course 7 of "Mass and Velocity" in co-op, there's an invisible button in/above the glass wall next to the final door, at the joint between two windows, which opens said door. I saw this while I was watching the AGDQ2014 Portal 2 Coop speedrun, and at 18:51ish the invisible button is pressed on the right side screen. Is this something worth adding to the article? The preceding unsigned comment was added by Pokechu22 (talk • contribs)

Sure is! Feel free to add it straight away. Oh, and remember to sign your posts with ~~~~. {EspyoT} 18:25, 20 January 2015 (EST)

I'd say it's a debug thing they forgot to remove. Grande1900 (talk) 11:01, 1 January 2020 (EST)

Unused Wheatley animations

Wheatley has 4 interesting (and unused) animations titled
sphere_react_fizzler_happy

sphere_react_fizzler_freeze

sphere_react_fizzler_spin

sphere_react_fizzler_flinch


These animations are accessible and viewable in the map editor.

Each of these animations show Wheatley reacting in a really fearful way of something behind him, acting like a fizzler "tickled" him, or acting like he's about to die, but he doesn't actually die. These animations look like they are perfect for the situation of the player holding Wheatley while walking through a fizzler, and Wheatley being afraid of what would happen. In the final game, the player never walks through a fizzler while holding Wheatley, as the it would fizzle him (and most Aperture Science materials), but in Test Chamber 7 he appears for a moment while "leaning" out of the wall and he is considered a physical object, and can be picked up before he slips back. He says nothing and does only some generic facial expressions. Even though GLADoS fizzles the Companion Cube before entering the elevator, she doesn't fizzle Wheatley or acknowledges Wheatley's existence in any way. In the map editor of Portal 2 it is possible to place some fizzlers and walk through them while holding Wheatley, and it turns out Wheatley cannot be fizzled.

Another 4 unused animations are:

sphere_react_laser_freeze

sphere_react_laser_ow

sphere_react_laser_scream

sphere_react_portal_happy


The "laser" animations show Wheatley getting hurt by lasers, and the "portal_happy" animation shows Wheatley having a joyful expression and looking around himself.

Conclusion: Valve might have planned that Wheatley could be holdable in some chambers, and these animations are Wheatley reacting to certain obstacles (fizzler, lasers). Players might have been able to grab Wheatley from the walls. --Overseer24 (talk) 10:24, 26 January 2015 (EST)

Cleanup

This article (pretty obviously) needs some MAJOR cleanup. I can help with ripping files and getting music uploaded to the site, but I'm dumbfounded about dialogue (it's all in .vcd, and I don't know what to do with those). I'm pretty good at rewrites (homeschool + NaNoWriMo 2014 Participator), so I've got any rewrites covered. If I get busy though, I'll post on here, but it isn't likely. -- CatchallRat682 (talk) 16:11, 29 March 2015 (EDT)

In my attempts to clean up this article I've found the sound sprayer.wav, could this pertain to the unused spray gun? If so I'll convert it and upload it. -- CatchallRat682 (talk) 17:04, 30 March 2015 (EDT)
I've done what I can for now, I'll work on this more later. If anyone needs anything from the game files let me know as I have the tools to get it. I still can't figure out voice lines but I'll see what I can do. -- CatchallRat682 (talk) 23:41, 1 April 2015 (EDT)

Source code stuff

I've been poking around in the game's DLL file using various decompilers. I've found stuff regarding the functionality of the paint gun, paint cans, adhesion gel, and some other stuff I can't remember off the top of my head. I'll try organizing my findings when I get home. --Tinarg (talk) 9:20, 19 November 2015 (CST)

The early picking up animation

Early in the development... You was suppose to pick object's with you hand's instead with the portal gun. Is it worth noting?The preceding unsigned comment was added by LuigiHarrisMario (talk • contribs)

pressdemo_glados screenshots.

I found this page while looking for Portal 2 press demo information. The first 4 screenshots identify themselves as being of pressdemo_glados. It appears to have been a copy of the scene where GLaDOS wakes up in the singleplayer campaign. --PowerKitten (talk) 09:41, 19 January 2017 (EST)

Added the link to the portfolio to the respective entry of the map in the cut reslist maps section --Litevex (talk) 18:13, 3 September 2021 (UTC)

Pneumatic Diversity Vent

In the Pneumatic Diversity Vent section, it says "When hacked in normally, it doesn't work. It only works as intended with the usage of BEEmod, or Hammer." What exactly does "hacked in normally" refer to? As far as I know, there isn't a command to spawn it - it's not even its own entity type. The only way to create it is with trigger_pushes and other entities. - Luke18033 (talk) 20:47, 9 March 2017 (EST)

camera.vtf

Portal 2-camera.png

Isn't this just the texture for the GLaDOS camera model? - Luke18033 (talk) 12:02, 19 November 2017 (EST)

Yeah it is, uploading the correct texture now. -Uncanny (talk) 07:13, 12 January 2018 (EST)

Unused Valve Choreography Data (VCD) files

In the files for portal 2, there are several unused choreography data files for not just the 2bots1wrench experiment but also for cave johnson, the maniquen's (greg included) and the earlier personality spheres (the aquarium core, either the morgan freeman core or the paranoid core and the files for wheatley, which might have contained his previous pendleton iteration at one point), should I add a section for this in the article? also there are some other unused things in scripts, should I make another topic in this page for it? --Uncanny (talk) 07:04, 12 January 2018 (EST)

Even more unused sounds?

There seems to be a whole bunch more unused sound files in sound/player/coop_vox. It's been a long time since I've played through the Co-op campaign, does anybody know if any of these sounds are used at all? --Khalil805 (talk) 14:31, 23 March 2019 (EDT)

Unused voicelines in non-English game files

User /u/Chaski1212 found some unused voicelines in the Russian and German versions of the game, including cuts with different voice actors, press demo files, and unused/duplicate English voicelines in the German files.

Some appear to be simply copies of scenes already cut in English, but there's maybe a few gems in there too.

If you speak one of those languages, definitely give it a look, or if you speak a different language with voiceover in Portal 2 maybe check there for unused content as well! Quat (talk) 00:23, 31 July 2019 (EDT)



Russian speaker here. Gathered Russian lines, checked them all out and half of them have transcripts in the script files, another half I translated. Then I organized them and put 'em in the table which can be found here.

Oh, and I also re-uploaded unused Russian voice lines along with the manual, pressdemo & privatetalk folders. It can be found here.

Good luck! -- Rimet (talk) 09:50, 10 June 2020 (UTC)

I have noticed that russian localization for ps3 uses voicelines different from pc version

Russian ps3 sound files https://drive.google.com/file/d/1B1tPhqhgHJbT-9pXEwYohh3b0dUqpHWg/view?usp=sharing

Russian localization ps3 https://www.youtube.com/watch?v=ldu_gJwo_9I&list=PLeKwiVUER5QQZBuWTk08Qa-g8DXRKDZM1&index=1 Russian localization pc https://www.youtube.com/watch?v=z6hwq5e_qKY Kotenok2000 (talk)

Make a seperate "F-Stop Leftovers" section?

There are several things under "Unused Entities" that are from F-Stop, however most of them aren't actually entities (just a small leftover from one, like a texture or sound file). Should they be moved to a "F-Stop Leftovers" section? -- Litevex (talk) 14:52, 4 September 2021 (UTC)

Unused Music Stems

In pak_01/sound/music and at the bottom of the list alphabetically, I found two sets of wav files, both of which appear as stems for two different tracks. I've found no prior accessible discussion about any of these.

  • sp_single_laser_l1.wav
  • sp_single_laser_l2.wav
  • sp_under_potatos_v1_01.wav
  • sp_under_potatos_x1_01.wav

The first two stems on their own are fragmented but when played simultaneously form a happy (but incomplete) melody, and have a similar timbre to the stems in sp_a2_laser_relays. They definitely correspond to an early puzzle with a single laser, but which one of the several is unclear, and there seems to be stems missing. The third is an earlier version of Ellen McLain's performance for "PotatOS Lament" with pseudo-italian lyrics in stead. The fourth is an atmospheric bass line to something I don't think was included in retail. Based on the name one would seem to think it pairs with the third, but when played together it's clear they aren't really related, as they are in different keys, different lengths, and with different chord progressions.

Is there a reason why these aren't already mentioned on the wiki? Maybe they were included in a recent update in error? --Saxophoned it in (talk) 06:05, 17 January 2023 (UTC)

I don't think they were added in an update, I've seen the single_laser ones before and sp_under_potatos_v1 I remember being used in workshop maps back in ~2012. I'd assume most people just don't realize they're unused, and the few who do probably don't bother adding them here - most of the portal unused content research that goes on doesn't end up getting posted on TCRF annoyingly. If you can, I'd suggest uploading them and putting them under unused music. - Luke18033 (talk) 06:13, 17 January 2023 (UTC)
Got it. I uploaded the four and added them to the page. --Saxophoned it in (talk) 07:38, 17 January 2023 (UTC)

Reported 2014 Dev Build Leak

A 2014 dev build of Portal 2 reportedly leaked recently. Might be something we can look into. Current findings are photoshop and other image editor presets, as well as an unused SFM file called glados_flythrough, and a different menu font. --Devteam53 (talk) 15:01, 8 April 2023 (UTC)

Do you know the filename(s)/hashes for the leak? --Hiccup (talk) 23:39, 8 April 2023 (UTC)
Found the original link to the Mega download https://mega.nz/file/KNADTBxJ#tKb_grGtl5h4qKZLiQFq9T5RXf4aAfmkqU9ux6oNkYo --Devteam53 (talk) 11:10, 13 April 2023 (UTC)

Exposure Leak

A build of Exposure, an F-Stop remake by LunchHouse, was leaked around the same time as the dev build of Portal 2. According to sources, it features code from Valve for the original F-Stop, as well as possibly official assets. Might be worth looking in to. https://hl2-beta.ru/index.php?PHPSESSID=7a530592b7267d70231910d513373a83&topic=29464.0;language=english

Portal 1 Repo Contains Portal 2 Texures

In the 2023 Repo dump for Portal, I found two concrete textures: concrete_modular_wall001_gradient12 and concrete_modular_wall001_gradient13. These don't exist in the final build of Portal, but they do exist in the final release of Portal 2 for some reason.

Likeliest case would be they were made for Portal 1, went unused during development, were stripped from the game, and then eventually got used in Portal 2. 👍 Tyler 💬 ✏️ 🇨🇦 04:05, 29 April 2023 (UTC)

Extra channel in the Xbox 360 intro

There's are extra intros in the PC release of Portal 2, specifically for PS3 and Xbox 360. They are located in Portal 2\portal2\media\ and are .bik files (playable on VLC). The Xbox 360 one contains an extra audio channel. Can someone explain why? Randomperson3000 (talk) 10:06, 6 September 2023 (UTC)

VRF and Portal 2

I'm trying to get VRF to recover deleted files from Portal 2, but they only come back as hex files that don't do anything. I saw the one sound file recovered with the program, and I just wanted to see if I could find anything else. Does anyone know how to read/open the files correctly? -Devteam53 (talk) 22:20, 6 October 2023 (UTC)

SteamVr Performance Test

I read that the initial release of the SteamVR Performance Test featured Portal 2 assets that don't appear in the final game, like an early version of Smooth Jazz. If anyone can find this early build, please let me know. I'd like to look into it further. -Devteam53 (talk) 02:00, 14 October 2023 (UTC)