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User:DyNamo1828/Sandbox

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Sandbox: Mainly a list to keep myself reminded of stuff I'm aware of and need to finish adding. Everything unorganized will be left cryptic & without context.
Anyone is free to add any content in this list by themselves, I'll just eventually get around it sooner or later. But if more context is needed, don't be afraid to ask me.

Quick Access Links: Half-Life (Windows) - Proto:Half-Life (Windows) - Half-Life: Opposing Force - Proto:Half-Life: Opposing Force - Half-Life: Blue Shift (PC) - Half-Life (PlayStation 2) - Half-Life (Dreamcast) - Counter-Strike (Windows) - Counter-Strike: Condition Zero - Proto:Counter-Strike: Condition Zero - Counter-Strike: Source - Counter-Strike (Xbox) - Ricochet - Team Fortress Classic - Deathmatch Classic

Things left to document

  • GoldSource engine games: 25th Anniversary Update Comparisons
  • Proper publisher and developer references for all

Half-Life (Windows)

Behaviors / Misc

  • func_door types
  • Broken feature: Scientists do not comment on smells (Source: Marphy)
  • Broken feature: Houndeyes are meant to sleep with eyes closed (Source: Marphy)

Development

  • Guards: Were to react when the player died. This feature was never implemented, but there is a comment left by Kelly Bailey in the source code, with an example line ("Damn, I can't do this without you.")
  • Vortigaunt Bravery check (Source: Marphy, SDK)
  • Hurting Boids (Source: "Boids normally cannot be killed, making the later demonstrations here impossible to observe under regular circumstances. I edited the code to make Boids vulnerable to damage for the purposes of this video." - Marphy)

Map Content

  • All 25th Anniversary Changes
Anomalous Materials
Unforeseen Consequences

In the plasma cells room, the Headcrab in the third glass tube is supposed to explode when the player approaches it. While it functions in the initial release of the game, this sequence no longer works in the updated releases due to the code changes. The unused entities in this area also indicate that there was to be a Zombie, internally named hidden_bully, in the test chamber's control room. It is possible that it was to get killed by the electrical beams emitting from the chamber. The destroyed tram station scene with the scientist on the collapsing bridge was built by series writer Marc Laidlaw. While being just a section of a bigger map (c1a1f) in the final game, at some point during the development this scene occurred on its own separate map, c1a1g, which is based on the last map of Black Mesa Inbound. This design was ported to the Source version of the game, the map file is also included in the later versions of Day One, but is not used. The number 15 (as decals) is present in the crate room but can't be seen due to being misplaced. The unused texture for number 16 can be found in the game files The canal area has many unused set pieces left over from the early versions. The room with the large lift has two metal panels on the walls. Activating the lift opens one of the panels which reveals a small space occupied by Headcrabs. The other dormant panel only has empty space behind it. At the bottom of the lift's shaft, there is an unreachable underwater area with a water wheel. It is blocked by metal pillars and contains nodes and push entities.

Office Complex
  • c1a2
    • A rat was intended to appear in the first area, but beyond a leftover mention in a trigger, the sequence remains unknown. (Source: https://community.lambdageneration.com/half-life/post/budidxdk)
    • Unused air duct in the flooded laboratory, most likely to be used by a Headcrab.
    • There is a trigger_once brush in the flooded office that triggers an entity called shockjump, which is not present in the map. This could be related to jumpshock, an unused animation for the scientist, showing him attempting to jump across a small gap only to fall to the floor and be electrocuted. It can be found in Day One files.
"We've Got Hostiles!"

OverWiki: Originally, the G-Man was to be in the booth at the beginning of the chapter, staring outside, while straightening his tie. He was to ignore the scientist, and not open the door to the silo complex. The animation for the G-Man is still triggered when the player enters the area, even though the G-Man or the animation are not present in the map.

Blast Pit

Nodes (used as landing spots) for Stukabats can be found in the maps c1a4b and c1a4f.

Power Up
  • c2a1
    • There were to be numbers on the tunnel entrances (as decals) at the beginning of the chapter. The number 047 on the left, and the number 042 on the right. They appear as entities in the map files, but weren't placed on any surface.
  • c2a1b
    • There is crossbow ammo in one of the breakable crates in the map c2a1b, even though the weapon is not obtainable until the chapter Apprehension.
On a Rail
  • c2a2h
    • There are two interactive screens named "bay1screen" and "bay2screen" with empty target fields (used for triggering something when they're used) in the control room. These screens show the entrances to the silo from the map c2a2d. They were to be triggered by two trigger_auto entities with global variables (for storing information across level transitions), c2a2bay1screen and c2a2bay2screen, on the map start. There are no entities with these names anywhere in the chapter. It is possible that the player was to close the blast doors shown on the screens in order to launch the rocket, and the screens were placed there to check their status.
Apprehension
  • c2a3

There is an unused trigger for the track Nuclear Mission Jam in the map c2a3. The track plays on map load in the Source version of the game. This is most likely an oversight.

  • c2a3b
    • A somewhat obscured health charger is jammed in the ceiling, near the loading zone for the next map.
    • The visible FILL1 textures, at the very very bottom of the flooded room
  • c2a3c
    • The map c2a3c uses a dawn texture set for the skybox, even though the sky is not visible anywhere in the map. The set itself is not included in the game, but it can be found in Day One's files.
Questionable Ethics
  • c2a4d
    • Houndeyes are meant to drink the blood scattered in the first room. (Source: Marphy)
Surface Tension
  • c2a5
    • The fuel barrels with red stripes at the beginning of the chapter are supposed to fly up and explode, but this no longer works because of the code changes. (fixed)
    • A button can be found in the map as a "trigger_multiple" hidden inside brushes with the target "jump_2". Furthermore, the c3a1a door is named "jump_1", strongly indicating the connection between both areas.
    • In the map c2a5, there is an unused scripted_sequence for a scientist called "meat". It was to run to the area behind the fuel storage and get shot by the Marines.
  • c2a5b
    • water grunt (this is used in the final game)
  • c2a5f
    • loader mm
"Forget About Freeman!"

The inaccessible Lambda Complex door before the canals is named c3a2_ncrdoor1, a leftover from the Communications Center era of the chapter. In addition to this, the brush work matches the room with the large lift from the beginning of the chapter Lambda Core. It is possible that the player was to unlock the door and enter the complex from here.

Lambda Core

In a cut scripted sequence, a Vortigaunt was to play with a valve on a steam pipe and kill itself with steam leak, either in the map c3a2c or c3a2d.

Miscellaneous

Half-Life Alpha 0.52

Opposing Force

Map Content

Welcome to Black Mesa
  • of1a4
    • The original design for of1a3's control room can be found in the map of1a4, behind the level transition brush.
  • of1a4b
    • Strange ladder hidden in inaccessible sewer area
    • The robotic loader makes noises normally out of hearing range (Source: Marphy)
    • Unused nodes
"We Are Pulling Out"
Friendly Fire
  • of2a4
    • WHAT ARE YOU DOING IN MY ENTITY ROOM ?
Foxtrot Uniform
  • of5a2
    • Little tunnel with a truck just floating out of bounds (fullbright needed)
The Package
  • of6a2
    • Vortigaunts (The two Vortigaunts you meet in the chapter "The Package" at 28:15 are indeed an error. As you mentioned at 17:02, no Xen military forces being encountered after the chapter We Are Not Alone is a deliberate choice. The presence of these two Vortigaunts after the fact can be explained by how we know Gearbox developed the expansion. From the entity names applied to what are now enemies like Shock Troopers and Voltigore, we can see Gearbox were using the original HL1 aliens (namely Alien Grunts and Alien Slaves) as placeholder stand-ins for the new Race X aliens that they had not yet finished implementing. They simply forgot to replace these last two Vortigaunts in "The Package" with Shock Troopers, and we can further confirm this by observing that, if their scripted sequence is not interrupted (as you were able to in the video, making them docile), the two Vortigaunts will self-teleport towards Adrian's position on the mortar platform, an ability only Shock Troopers possess. - Marphy)

Blue Shift

Map Content

Living Quarters Outbound
  • Broken conversations (Source: Marphy)
  • There were Automatic Turrets placed in various areas of the Area 3 Security Facilities, including the entrance and the locker room. Although cut, the one at the entrance can be found in the tram ride version of the level, ba_tram3

Textures

  • Create gifs for impulse 99 logos

Half-Life (PlayStation 2)

Models

  • 5ton
  • 5ton_clear
  • bradley
  • chumtoad
  • The unused Soldier model has an issue with its second LoD model, where its right arm is not positioned correctly
  • Different models:
    • Zombie
    • Barney
    • Alien Grunt

Sounds

  • dk_12_goodbye
  • Some of these should be compared with international releases, as there are different lines

August 16th, 2001 Prototype

  • Actually make the page...

Map Content

ht01accident: goodgrief (You can interact with Dr. Keller's microphone and make him mumble. This was removed for the release, leaving this unique line unused)

ht01accident2: Control room lighting

ht05dorms: Snarks, security button, tall trigger

ht11lasers: New stuff, door sound, lighter, emergency red lights, missing zombies, missing grunts

ht12fubar: Extra healthkit, better nodes

htoutro: kellerboom, Matt Armstrong signature

Half-Life (Dreamcast)

  • titles.txt
  • Leftover maps

Models

  • Gasbag
  • Floater
  • player.mdl
  • Techcrate gibs
  • Teleporters
  • p_ models
  • Different models:
    • Zombie

Counter-Strike / CS Xbox / Condition Zero

This... (more importantly, figure out where this page would go)

Team Fortress Classic

Beta patches

Half-Life Dreamcast Findings

Both May builds have identical PAK files?

Differing from May 23 (CDI) to May 15 (GDI):

VALVE:
SAVE/DICTS/: C1A1B, C1A2B, C1A3A, C1A4I, C2A2B1, C2A2B2, C2A2E, C3A1B, C3A2A, C4A1D HL1 files
BARNEY:
SAVE/: BA_TELEPORT2, BA_TELEPORT2_EASY, BA_TELEPORT2_HARD SAV files
SAVE/DICTS/: BA_POWER2 HL1 files

Differing from April 20 to May 15 (GDI)

VALVE:
SAVE/: C2A1.SAV
SAVE/DICTS/: C1A1B, C1A2B, C1A3A, C1A4I, C2A2B1, C2A2B2, C2A2E, C3A1B, C3A2A, C4A1D HL1 files
BARNEY:
SAVE/: BA_TELEPORT2, BA_TELEPORT2_EASY, BA_TELEPORT2_HARD SAV files
SAVE/DICTS/: BA_POWER2.HL1
Valve PAK:
titles.txt

maps/: c1a1b, c1a2b, c1a3a (t), c1a4i (t), c2a2b1 (t), c2a2e, c3a1b, c3a2a (t), c4a1d BSP, LT2 files; TEX files marked with (t)
maps/graphs/: c1a1b, c1a2b, c1a3a, c1a4i, c2a2b1, c2a2e, c3a1b, c3a2a, c4a1d NOD files

models/tech_crategibs.mdl

sound/fans: fan1, fan2, fan3, fan4, fan5 WAV files

sprites/: crosshairs.spr weapon_egon.txt weapon_gauss.txt
Barney PAK:
maps/ba_power2 BSP, LT2 files
maps/graphs/ba_power2.nod

Differing from April 20 to May 23 (CDI)

VALVE:
SAVE/: C2A1.SAV
BARNEY:
SAVE/: BA_TELEPORT2, BA_TELEPORT2_EASY SAV files

ball.mdl
chumtoad hitbox
crossbow_bolt.mdl
dead_barney tie
triangle.mdl
tripmine, egon, gauss crossbow related

Half-Life PS2 Findings

Simple Diff on the maps from USA to PAL (Germany)

t0a0
c0a0e
c1a0
c1a0a
c1a0b
c1a0c
c1a0d
c1a1a* (Germany Only?)
c1a3
c1a4d
c1a4f
c2a3
c2a3a
c2a3c
c2a3d
c2a3e
c2a4b
c2a5
c2a5a
c2a5c
c2a5f
c3a2d
c4a2a
c4a2b
skirmish (Ripent diff returned identical, so likely a clipping bugfix)

ht01accident
ht03uplink
ht05dorms
ht07signal
ht11lasers
ht12fubar

Models: big_mom.dol (different attachment position)
dead_scientist.dol (very slight torso adjustement)
wheelchair.dol (different eye position)
wheelchair_sci.dol (different eye position)

PAGE DRAFTS ARE BELOW



Unused Models (HL PS2)

M44 cargo truck

5ton.dol is an updated model for the cargo trucks seen in the original campaign. It has 5 animations. It has a submodel with windows and a destroyed variation.

5ton_clear.dol is a separate model for its windows, although only static.

Bradley

The M2A3 Bradley from the original campaign was also updated, with an unfinished openable interior. It has 3 animations for its door opening, and a destroyed variation.

Chumtoad

Despite the Chumtoad not appearing anywhere in Decay or Half-Life, its textures were modified to be powers of 2 in resolution. This ended up slightly altering its UV map, seemingly removing its pupil. The Chumtoad also has an additional 17th hitbox attached to its tongue, not present in the original model.

Oddities (HL Dreamcast)

For some reason, the headcrab zombie has a different claw texture depending on what campaign is played, with Half-Life's being notably more white on their "fingertips".

Leftovers (HL Dreamcast)

All of the PC's 8 original default deathmatch maps have been left in the port's PAK file. Remaining unchanged and given the console's limitations, these are likely just leftovers overlooked during the porting process. Similarly, the default map cycle list is also present, unmodified.

Unused Map Content (HL OP4)

2 strange hangar structures are floating far outside of We are Pulling Out's last map, only observable via fullbright or inspecting the map file. They appear to resemble early designs of the hangars seen in one of the cut missions for Half-Life: Decay.

Developer Configuration Files (HL OP4)

Warning: REALLY LONG! Need a better way to document this.

TODO: Find out file paths

In the CD release, there exists configuration files from Gearbox employees that seem to have been used for several testing purposes. These files can be found in "pak0.PAK".

alphamale.cfg

"Alpha_Male" is the nickname of David Mertz, a developer at Gearbox. This configuration uses "ESDF" for movement, and binds several cheat and debugging commands. The player's multiplayer name is changed to "Alpha_Male".

The CFG file goes here

astrochimp.cfg

Texture filtering is disabled. The multiplayer name is "Astro Chimp".

The CFG file goes here

duvalmagic.cfg

"DuvalMagic" is the alias of Randy Pitchford. This configuration has several keybindings related to rendering. The multiplayer name is "DuvalMagic" and uses the Drill model.

The CFG file goes here

giggler.cfg

"Giggler" is Mike Wardwell's alias, a level designer at Gearbox.

The CFG file goes here

hellface.cfg

"HellFace" is the alias of Matthew Armstrong, a level and game designer at Gearbox.

The CFG file goes here

highspeed.cfg

The CFG file goes here

jfaulken.cfg

Presumably used by Gearbox programmer John Faulkenbury.

The CFG file goes here

koso.cfg

The CFG file goes here

mapper.cfg

A configuration file specifically for mappers.

echo >HALF-LIFE MAP HELP CFG FILE<
echo ...

developer 2
sv_cheats 1
bind rightarrow god
bind leftarrow noclip
bind uparrow "impulse 101"
bind downarrow "notarget"
bind * "exec mapper.cfg"

bind F4 pointfile
bind F5 screenshot
bind t "impulse 107"

bind F7 frt1
alias frt1 "host_framerate 0; echo normal speed; bind F7 frt2"
alias frt2 "host_framerate 0.05; echo SUPER speed; bind F7 frt3"
alias frt3 "host_framerate 0.09; echo SUPER DUPER speed; bind F7 frt4"
alias frt4 "host_framerate 0.01; echo SLOW MOTION; bind F7 frt1"

bind F8 fb1
alias fb0 "r_fullbright 0; echo FB 0; bind F8 fb1"
alias fb1 "r_fullbright 1; echo FB 1; bind F8 fb2"
alias fb2 "r_fullbright 2; echo FB 2; bind F8 fb3"
alias fb3 "r_fullbright 3; echo FB 3; bind F8 fb4"
alias fb4 "r_fullbright 4; echo FB 4; bind F8 fb0"
alias fb0 "r_fullbright 0; echo FB 0; bind F8 fb1"

bind F9 sp1
alias sp1 "r_speeds 1; bind F9 sp2"
alias sp2 "r_speeds 0; bind F9 sp1"

bind F11 tg1
alias tg1 "r_timegraph 1; echo timegraph on; bind F11 tg2"
alias tg2 "r_timegraph 0; echo timegraph off; bind F11 tg1"


bind F12 info1
alias info1 "echo Right god, Left noclip, Up full gear, Down notarget; bind F12 info2"
alias info2 "echo F4 pointfile, F5 screenshot; bind F12 info3"
alias info3 "echo F7 gamespeed, F8 Fullbright; bind F12 info4"
alias info4 "echo F9 r_speeds, F11 timegraph, F12 info; bind F12 info5"
alias info5 "echo G gravity, V zoom, T texture identify; bind F12 info6"
alias info6 "echo [ numedges, ] numsurfs, Y draworder, U drawflat; bind F12 info7"
alias info7 "echo L set screenshot, J suit; bind F12 info1"

bind [ ed1
alias ed1 "r_numedges 1; bind [ ed2"
alias ed2 "r_numedges 0; bind [ ed1"

bind ] su1
alias su1 "r_numsurfs 1; bind ] su2"
alias su2 "r_numsurfs 0; bind ] su1"

// zoom
bind v "zoom_in"
alias zoom_in "sensitivity 6;fov 70;wait;fov 50;wait;fov 30;bind v zoom_out"
alias zoom_out "sensitivity 9;fov 50;wait;fov 70;wait;fov 90;bind v zoom_in"

bind j "give item_suit"

bind y do1
alias do1 "r_draworder 1; echo draworder on; bind y do2"
alias do2 "r_draworder 0; echo draworder off; bind y do1"

bind u df1
alias df1 "r_drawflat 1; echo drawflat on; bind u df2"
alias df2 "r_drawflat 0; echo drawflat off; bind u df1"

bind g grav1
alias grav1 "sv_gravity 800; echo normal gravity; bind g grav2"
alias grav2 "sv_gravity 200; echo lower gravity; bind g grav3"
alias grav3 "sv_gravity 75; echo low gravity; bind g grav1"

bind l ssshot1
alias ssshot1 "r_drawviewmodel 0; crosshair 0; hud 0; bind l ssshot2"
alias ssshot2 "r_drawviewmodel 1; crosshair 1; hud 1;bind l ssshot1"

echo MAP help online

rob.cfg

Presumably used by Rob Heironimus, a designer and writer at Gearbox.

The CFG file goes here

sean.cfg

Presumably Sean Reardon or Sean Cavanaugh

The CFG file goes here

smak.cfg

The CFG file goes here

stevej.cfg

Presumably Steven Jones

The CFG file goes here

tralfaz.cfg

The CFG file goes here