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Half-Life 2 (Windows)

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Title Screen

Half-Life 2

Developer: Valve
Publisher: Valve
Platforms: Windows, Macintosh, Linux
Released internationally: November 16, 2004


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
TextIcon.png This game has unused text.


ProtoIcon.png This game has a prototype article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Half-Life 2 is a game where the right crowbar in the wrong hand will make all the difference in the world.

Unused Weapons

A number of NPC-only weapons have varying levels of implementation for player usage.

Alyx's Gun

Alyx's gun can be spawned, picked up and used as its semi-automatic mode, although there is no viewmodel for it, using instead its worldmodel. It uses its own ammo, whose maximum can still be set via a special console command, even though spare ammunition cannot be obtained.

Hmmm...
To do:
In-game testing about its specs.

Annabelle

Father Grigori's rifle can be spawned, picked up and used. It reuses the shotgun viewmodel, and uses the retail Colt Python ammo, with a two-bullet clip. It possess the same damage output as the Python, however, if emptied, the game only reloads a single bullet. Upon reloading manually, errors about an incorrect call to the retail shotgun reload can be seen, and the weapon is reloaded instantly at full capacity.

Food Package

The Food package can be used as a weapon, even though it has no fire mode. It has no viewmodel, using instead its worldmodel. Upon picking it up, its icon is shown to be the cut MP5K from the prototype.

Suitcase

The two citizens' suitcase can also be spawned. Precisely like the Food Package (no purpose)!

Stunstick

The Stunstick from the early Half-Life 2 kept its viewmodel, along with the early suit color. However, there is no way to wield it in the retail, as picking one up gives the player armor instead. This weapon was recycled for several mods, albeit with different graphics. Valve updated and completed this weapon for Half-Life 2: Deathmatch.

Unused Items

Sniper Rounds

Halflife2 Sniperrounds 2.png

The sniper ammo from the prototype was kept in the final, but it cannot be picked up and has no collision data. The box texture wasn't present in the prototype either, and was re-used in Garry's Mod as one of the Material tools.

Flare Rounds

Hl2 flarerounds.png
These flare rounds still exist in the final, but cannot be picked up due to the scripts not having the removed ammo recognized. Models and textures still exist, suggesting the flare gun wasn't entirely cut in favor of emergency flares in Episode One.

Unused Animations

Unused Weapon Animations

Alyx's gun has unused animations that show it transforming into a SMG or a Rifle. However, no idle animation for these modes exist.

Used Unused

Unused Firing Animations

  • The Combine soldiers possess an unused firing animation for the HMG1.
    • Another one is for placing a grenade, rolling it.
  • The poison headcrab has an unused animation, depicting it spitting something from its mouth. There is, however, no data about the fired projectile, or its effect on the player.

Unused Struggling Animations

Vortigaunts have unused animations for being grabbed by Barnacles, reminescent of the behaviour of human NPCs in Half-Life. However, these go unused, as they are instantly killed and turned into a ragdoll upon being strangled by one, like all other NPCs.

Leftover Citizen Animations

Due to how animation files are shared between models, key NPCs like Breen and Alyx have access to all of the regular animations despite only using a few.

Unused Sounds

Citizens and Vortigaunts have unused dialogue when being shot by the player. According to the unused files, Vortigaunts could even retaliate.

Hmmm...
To do:
Upload sounds

Unused Feature

Halflife2 apc.png

It's actually possible to enter an APC, despite none of them being accessible to the player during normal play. The player will end up seeing to the right of the APC, at ground-height, and may tilt its viewpoint towards the right, sound will be muted unless you pause the game, unable to perform any actions other than pausing. Advices for the retail Scout Car pops up to the right upon entering the APC.

Unused Textures

Half-Life 2 PC Breen fakemonitor 00 00 00.pngHalf-Life 2 PC Breen fakemonitor 01 00 00.pngHalf-Life 2 PC Breen fakemonitor 02 00 00.png

An unused 3-frame placeholder animation for the City 17 screens, named breen_fakemonitor_.vtf.

boxrocket_chell_head

Seems to be early versions of Portal's Chell's face. There are no models to this, only textures. "Boxrocket" is the codename used for Source Filmmaker, which had been released with Meet the Pyro in 2013.

Alternate Intro

Loading the map intro.bsp via the Developer Console will get you to a slightly different version of the game's intro. The difference between Chapter 1's intro and intro.bsp is that there is no title card at the beginning, purple textures around the Spectrometer and instead of the Citadel, the intro loads into the railway which was seen during E3 2004. The intro doesn't end as the map doesn't load properly. This suggests that it was originally going to be a map rather than being a part of Chapter 1.

Unused Text

E3 Leftovers

E3 config leftover files found in 2 folder, cfg and scripts.

e3_depot.cfg

r_anamorphic 0
record e3_depot
developer 0
r_shadowdir -1 0 -0.8
cl_drawhud 0
god

sk_antlion_swipe_damage		"10"
sk_npc_dmg_buckshot		"20"
sk_antlion_health		"40"

bind 0 "give item_box_mrounds; give item_box_buckshot"
bind 9 "give weapon_ar2; give weapon_shotgun"

e3_lab.cfg

r_anamorphic 0
record e3_lab
developer 0
cl_drawhud 0
god
rope_subdiv 6

e3_ship.cfg

r_anamorphic 0
record e3_ship
developer 0
cl_drawhud 0
god
impulse 101

e3_strider.cfg

r_anamorphic 0
record e3_strider
developer 0
cl_drawhud 0
god
impulse 101

e3_terminal.cfg

r_anamorphic 0
record e3_terminal
developer 0
cl_drawhud 0
god
notarget

e3_town.cfg

r_anamorphic 0
record e3_town
developer 0
cl_drawhud 0
god
impulse 101

e3demo.cfg

developer 0
disp_modlimit_up 512

r_anamorphic 1
snd_surround 1

cl_hudenable 0

disconnect

bind pgdn "nextdemo"

alias delay "wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;"

alias fademusic "soundfade 100 10 2 1"

alias loadlogo "binddemo"

alias bindlogo "bind space loadlogo"

alias binddemo "bind space e3demostart"

alias e3demostart "bindlogo;fademusic;delay;delay;delay;disconnect;delay;startdemos e3_canals e3_eli e3_ravenholm e3_seafloor_crane e3_seafloor_rollermines e3_striders e3_trainstation_alyx e3_trainstation_intro_set1 e3_trainstation_plaza_set1 "
binddemo

loadlogo

level_sounds_e3_bugbait.txt

//*********************************************************
// E3_bugbait

//e3_bugbait.combat_music1
//{
//	// starts as you round corner and first get shot at by soldiers - before sending antlions
//	"channel"	"CHAN_STATIC"
//	"volume"	"0.8"
//	"soundlevel"  "SNDLVL_NONE"
//	"pitch"		"PITCH_NORM"
//
//	"wave"	"#music/HL2_song4.mp3"	
//}

//e3_bugbait.finale_music1
//{
//	// starts at the moment the antlion guard busts through the door
//	"channel"	"CHAN_STATIC"
//	"volume"	"0.3"
//	"soundlevel"  "SNDLVL_NONE"
//	"pitch"		"PITCH_NORM"
//
//	"wave"	"#music/HL2_song8.wav"
//}

"e3_bugbait.alg_crashwall"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"  "SNDLVL_140dB"
	"pitch"		"PITCH_NORM"

	"wave"	"physics/metal/metal_large_debris1.wav"	
}

level_sounds_e3_c17.txt


// SPOKEN AUDIO

"E3_C17_02.GateGrindsDown1"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_130dB"
	"pitch"		"PITCH_NORM"

	"wave"	"ambient/machines/wall_move2.wav"	
}

"E3_C17_02.GateGrindsDown2"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_130dB"
	"pitch"		"PITCH_NORM"

	"wave"	"ambient/machines/wall_move1.wav"	
}

"E3_C17_02.GateGrindsUp2"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_130dB"
	"pitch"		"PITCH_NORM"

	"wave"	"ambient/machines/wall_move4.wav"	
}


"E3_C17_02.GateHitsGround"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_140dB"
	"pitch"		"PITCH_NORM"

	"wave"	"ambient/machines/wall_crash1.wav"	
}

"E3_C17_02.GateAmbientSound"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"  "SNDLVL_100dB"
	"pitch"		"PITCH_NORM"
	
	"wave"	"ambient/machines/wall_ambient_loop1.wav"
}

//"E3_Under_02.Music"
//{
//	"channel"	"CHAN_STATIC"
//	"volume"	"1.0"
//	"soundlevel"  "SNDLVL_NONE"
//	"pitch"		"PITCH_NORM"
//
//	"wave"	"#music/HL2_song1.mp3"	
//}

level_sounds_e3_lab.txt

//*********************************************************
// E3_lab

e3_lab.ScannerMusicX
{
	// starts when scanners appear in window
	"channel"	"CHAN_STATIC"
	"volume"	"0.5"
	"soundlevel"  "SNDLVL_NONE"
	"pitch"		"PITCH_NORM"

	"wave"	"#music/HL2_song8.wav"	
}

"E3_lab.alyx_snapout"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_snapout.wav"
}

"E3_lab.alyx_staringagain"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_staringagain.wav"
}


"E3_lab.kleiner_warming"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_warming.wav"
}



"E3_lab.alyx_areyousure"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_areyousure.wav"
}


"E3_lab.kleiner_moduli"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_moduli.wav"
}


"E3_lab.alyx_hopeso1"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_hopeso1.wav"
}

"E3_lab.alyx_hopeso2"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_hopeso2.wav"
}


"E3_lab.alyx_imsorry1"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon1.wav"
}


"E3_lab.alyx_imsorry2"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon2.wav"
}


"E3_lab.alyx_imsorry3"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon3.wav"
}


"E3_lab.alyx_imsorry4"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon4.wav"
}


"E3_lab.alyx_imsorry5"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon5.wav"
}


"E3_lab.alyx_imsorry6"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon6.wav"
}



"E3_lab.alyx_cmondoc"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_cmondoc.wav"
}

"E3_lab.kleiner_massless"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_massless.wav"
}


"E3_lab.kleiner_careful"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_careful.wav"
}


"E3_lab.alyx_scanners1"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_scanners1.wav"
}


"E3_lab.alyx_scanners2"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_scanners2.wav"
}


"E3_lab.alyx_scanners3"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_scanners3.wav"
}


"E3_lab.kleiner_fie"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_fie.wav"
}

"E3_lab.alyx_thatsit"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_thatsit.wav"
}


"E3_lab.alyx_takethis"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_takethis.wav"
}


"E3_lab.alyx_getout"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_getout.wav"
}

"E3_lab.kleiner_onlymoment"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_onlymoment.wav"
}


"E3_lab.alyx_toolate"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_toolate.wav"
}

level_sounds_e3_town.txt

// E3_Town
//*********************************************************

"E3_Phystown.Slicer"
{
	"channel"	"CHAN_STATIC"
	"soundlevel"  "SNDLVL_90dB"
	"pitch"		"85,115"
	"volume"	"0.8, 1.0"

	"rndwave"
	{
		"wave"		"ambient/machines/slicer1.wav"
		"wave"		"ambient/machines/slicer2.wav"
		"wave"		"ambient/machines/slicer3.wav"
		"wave"		"ambient/machines/slicer4.wav"
	}
}