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User:Smoke/Sandbox
| Oh dear, I do believe I have the vapors. This page contains content that is not safe for work or other locations with the potential for personal embarrassment. Such as: Swear filter |
Contents
The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies (GameCube, PlayStation 2)
Unused Dialogue
A Comet Cometh!
| Speaker | Sound | Subtitles |
|---|---|---|
| VOX | 300px | Hello, Jimmy. Before you start you must first learn the movement controls. Use the left analog stick to control your direction and speed. If you press up softly you will walk slowly. If you press harder you will walk and run. Explore the control room now. |
| VOX | You can interact with objects and people you may meet. | |
| Jimmy | OK! I have to get to my rocket ship fast or I'll miss Twonkus 3! |
Bully: Scholarship Edition (Windows)
Unused Objectives
Halloween/The Big Prank
Donald: Joke firework are so cool Pedro: Tee hee hee, prank. Pedro: Funny stuff, no? Donald: Take one of these and create an explosive situation! Justin: Egg, eggs, eggs! Pedro: Stick this sign to the back of a Student.
XXX
Cut Character
TO_Gas_SA.nif is a cut, unknown character that only exists in Scholarship Edition. There is no associated texture and it even has a winter variant.
Grand Theft Auto IV (Windows)
http://psx-scene.com/forums/f312/customize-strings-colors-blips-other-things-107029/
Executable Text
| To do: Find out if this is used anywhere. Perhaps the video editor? |
| Hex | Text |
|---|---|
| A5A9A8 | assbandit, assband1t, azzbandit, azzband1t, assbanger, azzbanger, assjacker, azzjacker, asslicker, azzlicker, assmunch, azzmunch, beaner, ~bitch, b1tch, butt-pirate, butt-p1rate, butt pirate, butt p1rate, buttpirate, buttp1rate, buttfucka, buttfuckah, buttfucker, carpetmuncher, carpet muncher, chinc, ch1nc, ching chong, chink, ch1nk, chinky, ch1nky, choad, ch0ad, cockmuncher, cock muncher, c0ckmuncher, c0ck muncher, cocksmoker, cock smoker, c0cksmoker, cocksucker, cock sucker, c0cksucker, c0ck sucker, coon, c00n, cunt, dago, dag0, degg0, deggo, dike, dyk, dyke, fag, fagbag, fagfucker, faggit, faggot, fagtard, fagy, faggy, fuckass, fuck ass, fuckazz, fuck azz, gaytard, g4ytard, gaywad, g@ywad, gook, g00k, go0k, g0ok, guinea, ~heeb, hebe, ~homo, h0mo, hom0, h0m0, ~jap, j4p, jigaboo, jigab00, jungle bunny, jung1e bunny, junglebunny, jung1ebunny, kike, k1ke, kyke, lesbo, 1esbo, lezzie, 1ezzie, 1ezzy,1ezbean, mcfagget, mcfaggot, mcfagg0t, nambla, namb1a, ni6, ni66a, NI994, ni99a, ni99er, nigg0r, ni55er, ni2xger, niggur, n1ggur, nigboy, n1gboy, nigger, n1gger, niggar, niggers, n1ggers, niggerz, n1ggerz, nigguh, niglet, n1glet, ~nip, ~paki, pak1, porchmonkey, p0rchmonkey, porchm0nkey, p0rchm0nkey, queer, queerbait, queerba1t, raghead, rag head, sandnigger, sandn1gger, ~spic, sp1c, spick, sp1ck, tarbaby, towelhead, towel head, wetback, ~wop, w0p
|
Half-Life 2 (Windows)
Unused Sound Effects
| Sound File | Notes |
|---|---|
| ambient\atmosphere | |
| ambient\machines | |
| npc\combine_gunship | |
Missing Sound Files
| Missing File | Notes |
|---|---|
| ambient/atmosphere/air_suck4.wav | |
| ambient/levels/canals/windchime3.wav | |
| ambient/levels/canals/windchime6.wav | |
| ambient/levels/canals/windchime7.wav | |
| ambient/levels/canals/windchime8.wav | |
| buttons/combine_terminal_loop1.wav | |
| buttons/combine_terminal_loop2.wav | |
| doors/door_elevator1.wav | |
| doors/door_elevator_loop1.wav | |
| *#music/HL2_song22_CombineTheme3.mp3 | |
| npc/combine_gunship/wind_blast_loop1.wav | |
| npc/combine_gunship/wind_blow_loop1.wav | |
| npc/scanner/combat_scan_loop5.wav | |
| npc/scanner/scanner_engine_loop4.wav | |
| plats/hall_elev_door_move.wav | |
| plats/hall_elev_door_stop.wav | |
| test/temp/soundscape_test/music_snippet4.wav | |
| test/temp/soundscape_test/music_snippet5.wav | |
| test/temp/soundscape_test/music_snippet6.wav | |
| test/temp/soundscape_test/music_snippet7.wav | |
| test/temp/soundscape_test/music_snippet8.wav | |
| weapons/ar2/npc_ar2_fire1.wav | |
| weapons/shotgun/shotgun_fire2.wav | |
| weapons/stunstick/alyx_stunner_charge2.wav | |
| vehicles/v8/downshift.wav | |
| vehicles/v8/v8_rev_short_loop6.wav | |
| vehicles/v8/v8_secondgear_loop1.wav | |
| vehicles/atv_idle_loop1.wav | |
| vehicles/atv_downshift_to_1st_loop1.wav | |
| vehicles/atv_downshift_to_2nd_loop1.wav | |
| vehicles/atv_secondgear_to_fullthrottle_loop1.wav | |
| vehicles/atv_skid_highfriction.wav | |
| vehicles/atv_skid_lowfriction.wav | |
| vehicles/atv_skid_normalfriction.wav | |
| vehicles/atv_start_loop1.wav | |
| vehicles/atv_thirdgear_to_fullthrottle_loop1.wav | |
| vehicles/atv_throttleoff_loop1.wav | |
| vehicles/vehicle_turbo_loop3.wav | |
| vehicles/vehicle_turbo_off1.wav |
Unused Models
models/props_c17/chair02a.mdl
Unused Graphics
Early HUD Icons
perftest
The perftest folder contains a few resources, mostly from Half-Life, that were used for testing.
The original G-Man. His original animations exist.
Some textures inside the gman folder are earlier textures that don't seem to exist in Half-Life.
Grass tufts that are missing their textures.
File:Half-Life 2-perftest-grass tuft 001a.png
File:Half-Life 2-perftest-grass tuft 001b.png
File:Half-Life 2-perftest-grass tuft 003a.png File:Half-Life 2-perftest-grass tuft 004a.png File:Half-Life 2-perftest-grass tuft 004b.png
File:Half-Life 2-perftest-grass tuft 004c.png File:Half-Life 2-perftest-grass tuft 004d.png
The loader. Original animations also exist.
An unused "null" texture.
A bunch of different rock pile variations also missing textures.
A high-poly model test.
The rest here are textures for the world.
Portal 2
Unused Speech
| Listen | Sound Summary |
|---|---|
| These are thought to be from an unfinished scene in which you'd hear a recording of Caroline getting forcibly turned into an AI. | |
| Extended unused speech of Wheatley talking about nanobots. The dialogue is shortened in the final. | |
| A snippet of dialogue from Dr. Kleiner in Half-Life 2. It's listed as error.wav in the game files, and it plays when the game fails to load a required file, something that doesn't really happen unless the game has been tampered with or improperly installed. In the PS3 port, this sound is played occasionally when the buttons next to the vitrified test chamber doors are pressed, though it is currently unknown why this is, or if it occurs in other versions of the game. |
GLaDOS
| Listen | Sound Summary |
|---|---|
| Unused prerecorded messages from chapter 1 which are replaced by announcer's prerecorded messages. | |
| Unused speech from the scene where GLaDOS is reactivated. | |
| An alternate version of meeting potato-ized GLaDOS. In one version of the script, she continued being a snarky jerk at you even while impaled on your Portal Gun. This got on testers' nerves very very quickly. | |
| From an earlier version of the co-op plot, in which GLaDOS sent Atlas and P-Body out to find "artifacts" of the long-dead Aperture workers (coffee cups and such) to make them more human. Here, they've found a certain newspaper comic strip, presumably Garfield. | |
| This appears to have been just for a demo done for the PAX event. |
Turrets
| Listen | Sound Summary |
|---|---|
| File:Portal 2-turret active 3.ogg | |
| File:Portal 2-turret autosearch 3.ogg | |
| File:Portal 2-turret deploy 3.ogg | |
| File:Portal 2-turret disabled 1.ogg | |
| File:Portal 2-turret disabled 3.ogg | |
| File:Portal 2-turret pickup 2.ogg | Unused lines for when the player picks up a Turret. |
| File:Portal 2-turret pickup 4.ogg | |
| File:Portal 2-turret pickup 5.ogg |
Unused Sounds
Footsteps/Physics/World SFX
| Listen | Sound Summary |
|---|---|
| SFX for a big sheet of glass breaking. | |
| Unused light flickering SFX. | |
| Unused impact sounds for metal tile. | |
| File:Portal 2-physics clipboard impact lg 07.ogg | A LOT of unused impact sounds for a clipboard prop. |
| File:Portal 2-physics clipboard impact lg 08.ogg | |
Portal leftovers
| Listen | Sound Summary |
|---|---|
| Portal leftovers. | |
| File:Portal 2-portalgun rotate loop1.ogg | |
| File:Portal 2-usetoilet thank.ogg |
Unused Music
| Listen | Sound Summary |
|---|---|
| A beep sound that was used as a placeholder for the real music cues. | |
| A fragment of "Self Esteem Fund" from the first Portal, followed by a spark sound effect. | |
| This is supposed to play after jumping a second time trying to say "apple", but another track is used instead. | |
| Workshop maps made in the Perpetual Testing Initiative will randomly choose between five music tracks. This one is listed along with them, but is never chosen. |














