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Team Fortress 2/Unused Items

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This is a sub-page of Team Fortress 2.

Hmmm...
To do:

There's more to be documented:

  • Several particles found in the P3 leak;
    • Original grenade particle effects
    • Flamethrower's alt-fire Incendiary Rocket particle effect

Lots of stuff from here can be added here;

  • 2013 reslist (.lst) weapon texture filename leaks; Big Mean Mother Hubbard, Custom Targe, Krankensage
  • October 2015 texture_preload_list.txt weapon texture filename leaks; Dart Gun, Afterburner, Conventional, Viewfinder, Revolver Sniper Rifle, Mortar Launcher, Spitfire, Cardiac Arrest, Inside Jab
    • Further info for the 2013 reslist and 2015 texture preload list stuff can be found archived here
  • Jungle Inferno Update weapon leaks; Afterburner, Spitfire, Assault Cannon, Inside Jab, Handy Pardner, Viewfinder
  • 2020 TF2 source code "STAGING_ONLY" weapon leaks; DNA Gun, Boomerang, Dynamite Sapper, Phase Cloaking Watch, Paint Bomb, Water Balloon, Throwable weapons, PDA_DEMOMAN.

In general:

  • Some of this information is outdated or debunked according to newer leaks.

There's quite a few unused items in this hat simulator. Some of these unused items are even hats. Fitting, isn't it?

Hats

Sam's Hat

No, this is not a pig's face. This hat is, well... a hat. Specifically Sam's hat from Sam and Max. It was meant to release alongside the other promo items for Sam & Max: The Devil's Playhouse, and the texture was even in the game's files for some time, but it was ultimately removed (in an unknown patch) as Telltale found it too difficult to create one that would fit on the differently shaped heads of each class.

On March 12 2013, a tweaked version restricted to the Sniper and Spy, The Bloodhound, was finally added to the game.

Legionaire's Lid

Another hat, intended for the Soldier. Description reads "An antique from the late Imperial Gallic period". The hat's model and materials were added in the Mann-Conomy update and then later removed. A similar hat, the Defiant Spartan, was fully added about three months later.

There are some variables related to making the helmet paintable within the VMT files for the helmet, but they're not quite fully set up, so the helmet appears bright white by default unless you modify the VMT files. Taking the values from the "$colortint_base" variable, which are set to "{223 131 84}" and adding a new line to the VMT file, then adding in the $color2 variable that uses those same colors ("$color2" "{223 131 84}") will make the helmet use the same color as it does in the backpack icon. It appears as if there were plans to make the helmet paintable but the helmet ended up being scrapped entirely.

Bonk'n'Flash

Yet another hat, this one intended to be worn by the Scout. Similar in appearance to the Batter's Helmet, it's heavily based on the mask worn by DC Comics superhero "The Flash". This iteration never made it into the game due to copyright concerns, and the hat's textures were removed from the game entirely some time after being added in the Mann-Conomy update.

However, two community-created "successors", the "Bonk Boy" and the "Lightning Lid", have since been added.

Jungle Inferno

The following hats were included in the Jungle Inferno update's files, but have not actually been implemented for unknown reasons.

Mercenary Park

Not to be confused with the map of the same name, Mercenary Park is a white baseball cap with a logo of Yeti Park, which has a piece of tape over Yeti to make it say "Mercenary Park". The description, ironically, reads:

You went to Mercenary Park, and all you got was this stupid hat! And dysentery. Display this handsome travel memento in your new home: The bathroom at the hospital.

Mannanas Hat

The Mannanas Hat is a bright yellow cap with a logo of a rather large yeti shoving bananas into its mouth. Its description simply says "Mannanas Logo Hat". Very witty.

Never Forget Hat

The Never Forget Hat is a blue and grey cap with a logo featuring Poopy Joe, who died in the events of the Special Delivery map Doomsday. The description reads:

Remember the original Mannanas spokesmonkey.

Yeti Park Hardhat

The Yeti Park Hardhat is a white hardhat with a light on the front and a Yeti Park logo on the side. It has an even more generic description than the Mannanas Hat, which is just the Hardhat's name.

Scream Fortress

The following hats were included in Scream Fortress updates over the years, but have not actually been implemented for unknown reasons.

Mummy Eyes

The Mummy Eyes are a Pyro cosmetic that wrap dirty bandages around the Pyro's mask like...well, a mummy. The eye holes are also broken, revealing yellow glowing eye dots inside. It was added to the game in the Scream Fortress 2013 update, but was removed entirely in another patch about three days later.

Interestingly, an old icon for the Halloween 2013 Community Bundle clearly shows the Mummy Eyes on the leftmost crate, above the Grub Grenades. The icon was altered after the removal of the Mummy Eyes, and it appears they also took the time to modify the design of the crates (or just forgot to set the pumpkin decals back up, which let's be honest, is most likely what happened).

Improv Coonskin Cap

The Improv Coonskin Cap is a Soldier cosmetic that is quite literally a raccoon strapped onto his head. It was originally supposed to be in Scream Fortress 2016's corresponding crate as an Assassin-grade hat, but was nowhere to be seen in the crate itself, and was removed from the game's files completely in a patch about four days later.

Miscellaneous Items

ID Badge

An unused ID Badge that would have been able to be used with the Decal Tool. It was added in the Manniversary Update & Sale...update along with the Photo Badge, a very similar item. Its texture and model were fully intact in the VPK files until the November 11th, 2013 patch when they were removed.

Weapons

There's a lot of unused and abandoned weapons in the game.

Pre-Release

Grenades

Yes, these old chestnuts from the original Team Fortress. They come in Bear Trap, Concussion, EMP, Frag, Gas, Healing, MIRV, Nail and Napalm flavors, all with lovely TF2-style models. When the crafting system was implemented, a crafting token was added for the grenade slot, but was later removed in the Mann-Conomy Update.

There are models for all the grenades in the game's files, but they all lack textures. Textures for them, along with many early weapons in general, have recently been found in the prototype/"Closed Beta" build (PatchVersion 1.0.0.0 dated September 17 2007) of Team Fortress 2, referred to by the community as "TF2 V0" or "TF2 Version 0". The textures were eventually made available to the public after being uploaded onto game modding sites like GameBanana.

Functionality for most of the Grenades were speculated to be similar to the Grenades from Team Fortress Classic. However, upon the Source 2007 code leak in 2012, the grenades true functionalities (except the Gas Grenade) were revealed and are documented below. Barring the Bear Traps, which would've dropped instantly, all Grenades would've exploded after a timer had beeped from three to zero.

The textures of the grenades (and subsequently, most of the weapons listed on this page) were rediscovered again somewhat recently when source code for a build of Postal III was leaked, and was found to contain very early prototype builds of Half-Life 2: Episode Two and Team Fortress 2. This early prototype, dated around June 2007, contained most of the same cut content textures from the aforementioned September 17, 2007 build. There are a few exceptions and one such notable find in this prototype build is an early model of the Napalm Grenade|Napalm Grenade.

Frag Grenade

A basic frag grenade. All classes but the Scout would have had access to it. It would've acted like a typical grenade, being thrown and exploding after a timer had counted down. The Frag Grenade actually does show up in the game, on the second shelf of the MvM Upgrade Station.

Concussion Grenade

The Concussion Grenade would have been the Scout's secondary grenade. It would have immense knockback and cause first-person disorientation, but would not deal any damage.

Additionally, the UV chart seems to have some fins in the top right, but it's unknown where they would have even been on the grenade. There's also an unused particle effect, star001, that would have been used upon hitting someone with the blast.

Bear Trap

The Bear Trap would have been another "grenade" for Scout. It functions like the Caltrops from Team Fortress Classic, causing damage overtime and slowing the player down. The Bear Trap makes a brief cameo in the final game, sitting amongst the clutter in the MvM Upgrade Stations.

Additionally, the UV chart seems to have unused textures of a chain, implying that a chain could have been on the Bear Trap at some point.

Nail Grenade

The Nail Grenade would have been the Soldier's secondary grenade. Apart from potentially shooting out a bunch of nails and exploding like its predecessor, it's unknown what it would have done.

There are also animations of it opening up and then spinning, where it would assumedly begin shooting nails.

Napalm Grenade

The Napalm Grenade would have been the Pyro's secondary grenade. The model itself does not properly display the RED texture, instead using the BLU texture for both teams, though this is easily fixable. Note that Pyro has lower poly napalm grenades strapped to their chest that are never used.

An earlier version of the Napalm Grenade model was found in the files of the June 2007 proto build. The grenade in this form was a round bomb with a wick.

MIRV Grenade/Dynamite Pack

A secondary grenade intended for Demoman. After throwing it, it would explode into several smaller sticks, which would then explode separately. The MIRV has been seen in the teaser trailer for the game, as well as on the desk in Meet The Demoman.

The single stick version calls for the particle effect fuse_spark in its .qc file, which gets attached to the wick attachment point on the stick's model. This particle was removed from the game seemingly late into 2007, as all the scrapped grenade particles are in the game files for the leaked June 2007 proto build, but not the later "Version 0" build from September 2007). If you were to spawn an entity in that uses the model models/weapons/w_models/w_grenade_bomblet.mdl, the entity will spawn as normal but you'll get a line printed to console indicating the missing particle. Decompiling the model and modifying the .qc file to change the call for fuse_spark to instead use the Loose Cannon cannonball projectile's fuse_sparks particle, the effect is restored. The same can be done by importing the fuse_spark.pcf particle file from the June 2007 proto build files.

EMP Grenade

The EMP Grenade would have been the Engineer's secondary grenade. Based off of its functionality from Team Fortress Classic, it would've done damage based on the ammo the victim had, with more damage being dealt if the user had more ammo.

Heal Grenade

The Heal Grenade, modeled after the Holy Hand Grenade of Antioch, would have been the Medic's secondary grenade. The functionality of the grenade based on the Source 2007 leak reveals that it was supposed to function with an AoE healing effect.

Gas Grenade

The Gas Grenade would have been the Spy's secondary grenade. The model itself does not properly display the RED texture, instead using the BLU texture for both teams, though this can easily be fixed. The grenade's functionality is debated as to whether it would've created a simple smokescreen, or created client-side hallucinations like in Team Fortress Classic.

Crowbar

A melee weapon from very early in development, before all classes were given unique melee weapons (citation needed). The model and textures exist, although they seem to simply be an "import" of the Half-Life crowbar world model. Additionally, several of the crowbar's impact sounds are still used in-game, and some sounds' filenames even reference the crowbar.

A name string can also be found in tf_english.txt:

"TF_Weapon_Crowbar"			"Crowbar"

Flag

Referenced in the game's files in part of a text file naming the weapon types, it appears that the flag was to be held as a weapon at one point.

A name string can be found in tf_english.txt:

"TF_Weapon_Flag"			"Flag"

Nail Gun

Another primary weapon intended for the Scout. The model, selection icon (aka "bucket" icon), and textures still exist. Sounds and an idle/running animation were also found in other old builds. Originally the worldmodel was that of the SMG, as seen in Trailer 1. Around mid-2007, the Scattergun was created and given to the Scout later on.

A name string can also be found in tf_english.txt:

"TF_Weapon_Nailgun"			"Nail Gun"

Branding Iron

A melee weapon intended for the Pyro that was replaced by the Fire Axe. The model and textures still exist, but the textures are only of an AO Bake, indicating that texturing was never finished.

Within game_sounds_weapons.txt, the Fire Axe has the heading BRANDING IRON.

Trigger

A scrapped weapon for the Demoman. All that has been found of this weapon is viewmodel textures from the June 2007 build of the game. While the nature of what it is implies it would have been paired with a weapon that needs to be detonated, it's unknown which one it could have gone with.

Lead Pipe

A melee weapon for Heavy. It was shown off in concept art on the TF2 website along with the Minigun and Shotgun. Of course, Heavy ended up taking a more manly approach by using his bare fists in the final game. The model and textures still exist.

Super SMG

Possibly an earlier version of the Syringe Gun as in older versions of Team Fortress 2, its string can be found in place of the Syringe Gun's string in tf_english.txt.

"TF_Weapon_SuperSMG"			"Super SMG"

Syringe

A melee weapon intended for the Medic as seen in the teaser trailer. While it's unknown if it would have been able to heal allies, it was eventually replaced by the Medi Gun and Bonesaw for better survivability and a more defined silhouette for the Medic. The model and textures exist in the game's files.

Club

A melee weapon intended for the Sniper, also called the "fish whacker" in concept art. The model and textures still exist, but the textures are only of an AO Bake, indicating that texturing was never finished. While it ended up being replaced by the Kukri, it is still referred to as tf_weapon_club in some of the game's files.

Tranquilizer Gun

A weapon intended for the Spy that was seen in the teaser trailer. The model, selection icon (aka bucket icon), and textures still exist. Unused viewmodel animations were also added in 2013 as part of the "c_spy_animations.mdl" file in the game's files.

A name string can be found in tf_english.txt.

"TF_Weapon_Tranq"			"Tranquilizer Gun"

Class Updates

These were weapon concepts for the class updates. They were replaced by the weapons these classes received in their updates.

Beer Stein

A melee weapon that was added in the Gold Rush update. Only the model exists now, and it's not even known who would have used this.

Ludmila

A Minigun alternative. While what it would have done has been speculated to have a secondary fire mode that would function similarly to the Blutsauger, little to no actual evidence of this has been found. The gun model ended up being used for the Natascha. Interestingly, the model is still called c_ludmila in the game's files.

Repair Node

The Repair Node was a new building concept intended for the Engineer update. It used a pool of energy to automatically repair nearby buildings - when the energy ran out, it had to recharge to full before it could repair again. Multiple Repair Nodes could be deployed in the same area, however their effectiveness would be reduced by half per node. The Repair Node was tested as both a Dispenser and Teleporter replacement, however this revealed how dependent teams were on both buildings, and that paired with the fact that it slowed the game's pacing sealed its fate. Its model is still included in the game's files, although the only textures for it are in Engineer Update teasers.

(Source: TeamFortress.com - Dammit dammit dammit dammit!)

Recon

Added with the Engineer update, this is likely a remnant of a scrapped Engineer building. Nothing remains of it but sound effect data.

recon_ping.wav

Walkabout

A Sniper Rifle alternative. This would have removed the move speed penalty when scoped in and would also have an increased charge rate. Known downsides are that it cannot zoom in or do headshots, so the scope effect was merely in place to reduce the Sniper's field-of-view (if it used the scope at all). Several of these attributes ended up getting reused in other weapons, namely the Sydney Sleeper and the Classic (in a roundabout way).

A name string can be found in tf_english.txt. Based on the string, it seems it would have been unlocked through achievements.

"TF_Unique_Achievement_SniperRifle"	"Walkabout" // ADD THE

The unique attributes which seem intended for the Walkabout:

"Attrib_ZoomSpeedMod_Disabled"				"No move speed penalty from zoom"
"Attrib_SniperCharge_Per_Sec"				"+%s1% charge rate"
"Attrib_SniperNoHeadshots"					"No headshots"
"Attrib_SniperZoom_Penalty"					"%s1% zoom reduction"
"Attrib_SniperNoCharge"						"No zoom or damage charge"

Unimplemented

Weapons with some data in the game's files, which have yet to be added.

Uranium and Mirror Botkillers

There is data for two unimplemented types of Botkiller weapons, which are stock weapon variants that can be won from successful Mann Vs Machine campaigns. Uranium gives the head a glowing green effect through the cracks, and Mirror makes the head shiny and gives it a warped texture. The Mirror Botkiller actually doesn't have a unique texture, but rather a shader (.VMT file) in tf2_misc_dir.vpk.

"VertexlitGeneric"
{
	"$basetexture"	"models/player/items/mvm_loot/all_class/fob_heavy"
//	"$basetexture"	"models/player/items/mvm_loot/all_class/fob_heavy_coal"
	"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"	
	"$detailscale" "5"
	"$detailblendfactor" .01
	"$detailblendmode" 6
	"$yellow" "0"

//	"$translucent" 1
//	"$additive"	1

	"$phong" "1"
	"$phongexponent" "55"
	"$phongboost" "10"
	"$lightwarptexture" "models/player/items/all_class/all_class_ring_warp"	
	"$phongfresnelranges"	"[1 1 1]"
	"$phongwarptexture" "models/player/items/all_class/all_class_ring_warp"



	">=DX90"
	{
	"$envmap" "env_cubemap"
	"$envmaptint" "[.4 .4 .4]"
	}

	// Rim lighting parameters
	"$rimlight" "1"												// To enable rim lighting (requires phong)
	"$rimlightexponent" "150"										// Exponent for phong component of rim lighting	
	"$rimlightboost" "2"										// Boost for ambient cube component of rim lighting

	// Cloaking
	"$cloakPassEnabled" "1"

	"Proxies"
	{
		"invis"
		{
		}
		"AnimatedTexture"
		{
			"animatedtexturevar" "$detail"
			"animatedtextureframenumvar" "$detailframe"
			"animatedtextureframerate" 30
		}
		"BurnLevel"
		{
			"resultVar" "$detailblendfactor"
		}
		"YellowLevel"
		{
			"resultVar" "$yellow"
		}
		"Equals"
		{
			"srcVar1" "$yellow"
			"resultVar" "$color2"
		}
	}
}

One interesting item of note regarding the above Mirror shader VMT file, is the commented out line

   //	"$basetexture"	"models/player/items/mvm_loot/all_class/fob_heavy_coal"

The fob_heavy_coal.vtf texture does not exist in the game files, making it an additional bit of cut content.

Flyswatter

A melee weapon intended for the Soldier. A kill icon was added to the game's files in the November 10, 2011 patch, and the weapon is used in a promotional image for the Very Scary Halloween Special update, but there is no corresponding model or textures found in-game.

Baleful Beacon

A melee weapon intended for the Pyro. This weapon is a lantern on a stick, and was created specifically for the Very Scary Halloween Special update in 2011. Texture files for a backpack and kill icon were released with the update, but the backpack icon was removed in Pyromania Update.

Heraldic Targe

A scrapped secondary weapon, assumed to be for the Demoman. Information was added to tf_english.txt in the December 23, 2010 patch, in the form of a localization string for the item name, and removed in the January 9, 2014 patch. The only thing known about the Heraldic Targe is that it is a shield with a unique logo.

"TF_Unique_Logo_Shield"			"Heraldic Targe" // ADD THE

Toolbox

A backpack icon for the Engineer's toolbox has been found in the game's files. This goes unused as you cannot equip the toolbox like a weapon.

General Items

Any other items that don't qualify as hats, misc. items or weapons go here!

Tokens

Located in "materials/backpack/crafting" are three tokens, named similarly to the various Class and Slot tokens. They are the "Bronze" (image says "Copper"), Silver and Gold Token. Based on their location, they may be unused/placeholder crafting tokens.

Valve Store Shipment Box

The Valve Store Shipment Box was added to the game in the May 3rd, 2012 patch, but was removed from the item schema later that day, and completely removed from the game on the April 24, 2014 patch. It is currently not able to be obtained in any way, and does not have any inventory icons.

Noise Makers

Three unused noise makers exist in the game's files, through icons and sound files. One from the Scream Fortress update called "Spooky", one from the Shogun Pack called "Yell", and one from the Japan Charity Bundle called "Prayer Bowl" (which has no icon).

Unused Unusual Particle Effects

In addition to the "Unusual" particle effects introduced in the Mann-Conomy update, the following particle effects were added at the same time, and have remained unused.

The following "Unusual" particle effects were introduced with the Very Scary Halloween Special, and are currently unused. orbit_shells was later removed from the game files.

The following "Unusual" particle effect was introduced in the Spectral Halloween Special update, and is unused.