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Half-Life 2 (Windows)
| Half-Life 2 |
|---|
|
Developer:
Valve
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| 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.
Contents
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.
| 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.
It is spawned in with the command 'give weapon_citizenpackage'.
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
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
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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.
Alyx supposedly holding an SMG. She normally only uses her own pistol and a shotgun in Episode One.
Unused Sounds
Citizens and Vortigaunts have unused dialogue when being shot by the player. According to the unused files, Vortigaunts could even retaliate.
| To do: Upload sounds |
Unused Feature
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
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"
}
}
The Half-Life series
| |
|---|---|
| Windows | Half-Life (Prototypes) • Half-Life: Opposing Force • Half-Life: Blue Shift • Half-Life: Source Half-Life 2 (Prototype) (Lost Coast, Episode One, Episode Two) • Half-Life: Alyx Black Mesa |
| Dreamcast | Half-Life |
| PlayStation 2 | Half-Life |
| Arcade | Half-Life 2: Survivor |
- Games developed by Valve
- Games published by Valve
- Windows games
- Macintosh games
- Linux games
- Games released in 2004
- Games with unused areas
- Games with unused graphics
- Games with unused cinematics
- Games with unused items
- Games with unused abilities
- Games with unused text
- Stubs
- Pages with broken file links
- To do
- Half-Life series
Cleanup > Needs more images
Cleanup > To do
Cleanup > To investigate
Games > Games by content > Games with debugging functions
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused models
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Valve
Games > Games by platform > Linux games
Games > Games by platform > Mac OS X games
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Sierra Entertainment
Games > Games by publisher > Games published by Valve
Games > Games by publisher > Games published by Vivendi Universal Games
Games > Games by release date > Games released in 2004
Games > Games by series > Half-Life series


