Half-Life (Windows)
Half-Life |
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Developer: Valve This game has unused animations. This game has a development article This game has a prototype article This game has a prerelease article |
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Half-Life revolutionized the gaming industry by arming you with a crowbar. Whapish!
For even more unused content related to this game, take a look at Half-Life: Source.
Contents
- 1 Sub-Pages
- 2 Quake Leftovers
- 3 Unused Behaviors
- 4 Unused Map Content
- 5 Impulse 99
- 6 Regional Differences
- 7 Revisional Differences
- 8 Hidden Menu Options
- 9 Oddities
Sub-Pages
Development Info |
Prototype Info |
Prerelease Info |
Models Models of various cut enemies, items and much more! |
Textures Leftovers from cut areas, the insides of the G-Man's briefcase, Xena the Warrior Princess, and many other cut textures await you. |
Sounds What do you get when you mix a much more chatty HEV Suit, a Security Guard near an RPG, and a Scientist trying to send a message? This page! |
Unused Animations Rats! |
Unused Entities Development leftovers in the code! Oh my. |
Loading Area Differences Development leftovers hidden just out of view. |
Quake Leftovers
Due to Half-Life being built on top of Quake's engine, it's no surprise that the game still has some bits of Quake left in it.
Mission Pack Checks
Upon startup, Half-Life will silently do checks if you have Quake's mission packs (Scourge of Armagon and Dissolution of Eternity) installed or not due to Valve never removing this piece of code from the original Quake source code.
Quake Model Support
Prior to the SteamPipe update in 2013, Half-Life used to support Quake-format .mdl files (Alias Models). Although the game still partially supported Quake models (if a custom renderer was used), a security patch on August 2019 completely broke this support for good. Oh well.
Unused Behaviors
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Houndeye
The Houndeye pack was supposed to distinguish the leader from its minions through two animations, depicting the leader standing up while the minions would have recoiled in fear. Despite the behavior retained in the retail, the animations are never triggered by the Houndeye, and therefore go unused.
Level designers can place information nodes to define environmental elements - namely, machines and blinking lights - that idle Houndeyes will occasionally wander over to and paw at out of curiosity. No such nodes are used in the retail game.
Alien Blood Drinking
Certain aliens (e.g. Houndeyes) were meant to be seen drinking both human and alien blood.
Houndeyes are fully capable of blood drinking, however no information nodes are properly set to be as drinkable human or alien blood, and thus this behavior is never spotted in the final game. Bullsquids are unable to drink human blood due to behavior conflict in their AI.
By extension, Pit Drones in Half-Life: Opposing Force also inherit the Bullsquid's broken blood drinking behavior.
Vortigaunt/Alien Slave
Vortigaunts, while in combat, were meant to use their electrical bolts to revive their dead friends. They also were to react to the dead bodies of fellow Vortigaunts, by running away in fear when seeing their dead bodies.
Scientist
Scientists were meant to play animations showing displays of fear upon spotting an enemy.
Unused Map Content
Object 36
The military post in Power Up (map c2a1a) contains 2 entities that both spawn an object labelled as "type 36". Since no item is labelled as such in the final game, nothing appears in these two spots.
HEV charger in Apprehension
The widest block on the cage walkway in c2a3a acts as a fully functional HEV charging location. It's possibly a leftover from an earlier map revision.
Unknown Ammo Type
The top floor in Questionable Ethics (map c2a4f) contains a non-existing entity, ammo_9mmARclip. Only ammo_9mmAR and ammo_9mmclip exist, which are ammo clips for the SMG and pistol respectively. Since it does not exist, nothing appears in this spot. It is presumably an early revision of ammo_9mmAR, judging by its name.
"Forget About Freeman!" Elevator
In the map c3a1, there is an elevator with a closed door. If one noclips inside, the player will see a red triangle. Walking towards it will either crash the game (if the game is being run in Software mode) or skip 2 maps ahead (c3a1a, right before the Lambda Complex), floating on the ceiling, dead.
This entity was originally intended to take the player to c3a1c, part of the earlier The Communications Center revision of the chapter. The map doesn't exist in the final game at all, causing this unexpected behavior instead.
The switch also exists in the multiplayer level lambda_bunker.
Attempting this in the Source version will exit the level and return to the main menu because the game doesn't know how to properly transition into the map.
Interestingly, if this triangle is touched while running Half-Life in the Xash3D source port, it will transport the player two maps ahead, however it'll properly position them near the starting elevator, albeit without their HEV suit, weapons, or ammunition, acting similarly to if the map was directly loaded through the console.
Lambda Core Suits
In the map c3a2d, three HEV suits are meant to spawn in their appropriate containers. However, the entities are placed too close to the walls, making them fall to the bottom of the map. Via entity edits, they can be moved.
In Half-Life: Source, these spawn normally as the entities themselves were made smaller.
Disabled Headcrab Spawner
Inside of Xen's main island is a deactivated Headcrab spawner, which has a notably long time between its second spawn, being 20,000 seconds long (5 hours and 33 minutes).
Multiplayer Level Signatures
All multiplayer levels created by Dario Casali contain his signature somewhere in the level that can only be seen by using the noclip cheat. Most of them have a unique blue glow around the signature.
Crossfire
Security Guards
If the multiplayer level Crossfire is loaded as a single player level (easily done by simply loading it via the console as soon as the game is started) or has monster entities enabled, there will be three Security Guards in the level. One will be in the left bunker, the next will be next to the Gluon Gun, and the last one is in the floor above the Gluon Gun.
Since Crossfire can only normally be played in multiplayer, these Security Guards go unused. What their purpose is cannot be figured out.
Hidden "Blue Room"
In the room with the Longjump module and HEV charger, there is an unopenable door blocking a passage to a secret room. It is visible in-game by setting off explosions around it (the scorch mark decals do not cross over from the wall to the door) or when using render commands like r_drawflat, gl_wireframe, etc. Inside the room is a spiral ramp leading to a crossbow, crossbow ammunition, HEV suit batteries and health kits.
Dario Casali provides an explanation for the "Blue Room" in an interview with Planet Half-life from 2004.
Pratt: Ok, once and for all, the “blue room” in crossfire - why is it there, and is there really any way in?
Dario: I could fill an encyclopedia with the number of emails I was sent about this blue room! There's actually no way in there. It existed right up till the last minute before the map was released, and so when the decision to remove it was made, only a very minor change to the level was permitted. The solution was to disable access to the room rather than deleting the room. No one I told this believed it, by the way.
Some map edits (or AMX Mod plugins) provide a way to open this door and enter the room - e.g. by shooting specific lights in a certain order, or performing some other secret action.
Subtransit
Co-op Mode remnants
Subtransit was originally meant to be used as a cooperative multiplayer map, before the gamemode was ultimately scrapped. Many of the assets once utilized for this mode remain in the final deathmatch map:
- The map is fully noded for AI navigation, meant to be used by grunts seen in pre-release screenshots.
- 3 co-op specific spawn points are present in the map, and remain unused in normal multiplayer.
- Picking up the RPG triggers a partially broken scripted sequence called "rpggrunts", where 4 human grunts would enter the courtyard.
- The map is also unique in that it makes use of already planted tripmines.
Datacore
Datacore is partially noded for AI navigation, as it was originally used as a level on the main game.
Antidote
Datacore contains a single Antidote canister that usually falls out of the map, since it is placed too close to the floor. Via entity edits, it can be relocated and spawned normally.
Rustmill
Similarly to Crossfire, a single Security Guard can be found when the map is loaded as singleplayer.
Impulse 99
The command "impulse 99" makes it so that the logos of Valve, Sierra Studios, and Half-Life itself will quickly rotate among each other on the upper right-hand corner of the screen.
Note that the Sierra Studios logo is still used in the Steam version of the game when the cheat is activated, even though Valve has terminated their publishing deal with them long ago. It has become apparent that this was used during E3 1998, as seen on the small television screens showcasing gameplay videos.
This command will only function when submitted to console atleast three times. With 25th anniversary update, it no longer works on resolution above 1280x720/1280x960 or higher as the game would fail to find "sprites/1280_logo.spr
". Copying 640_logo.spr
or logo.spr
and renaming it to "1280_logo.spr
" will fix the issue.
Regional Differences
The German version had several changes made in order to avoid a USK 18 rating. A free patch was later released on Steam that restores the old blood and gib effects.
Robot Grunt
The most significant change in the German version is that the Human Grunt has been replaced by a robot, appropriately named "Robot Grunt" in the Half-Life modding tools. The robot has a green, vaguely camouflage color and a one big red eye sticking out of the right side of its head. Theirs voice has been changed as well to make it sound robotic compared to the Human Grunt. The sound clips used to make up the Human Grunt's combat dialogue are still in the game's files, but unused.
This was done to abide by German laws regarding killing people in video games and media. By making the Human Grunts robots, the law could be bypassed.
The design may be familiar to non-German fans, as it was later used as a multiplayer model for every version of the game.
Human Grunt | Robot Grunt |
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Alternate Death Animations
The Scientist and Security Guard are still human in the German version, but have a unique death animation not seen in the uncensored version of the game (presumably to bypass the same laws that made the Human Grunts into the Robot Grunts). When a Scientist or Security Guard is killed but has not suffered enough damage to be gibbed, they will sit down with both legs crossed while shaking their head from side to side in disappointment. Those put into the "sit down" state are still considered solid for a while, and can even be gibbed.
Censored version | Uncensored version |
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Censored version | Uncensored version |
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Reused Voice Lines
These are lines from a chronometric counting scheme used by a Scientist who is performing CPR on a Guard right after the Resonance Cascade. It should be noted that these lines are in the original (English) version of the game, but are only spoken when the game uses the Scientist model from the censored version.
Sound Clip | File Name | Description |
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sci_1thou | One one thousand. | |
sci_2thou | Two one thousand. | |
sci_3thou | Three one thousand. | |
sci_4thou | Four one thousand. | |
sci_5thou | Five one thousand. |
Blood and Gibs
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: I've seen German versions that have blood decals already placed in the maps present, and ones that have it missing. Likely to be a difference with Steam releases, but unsure if this comes down due to the maps themselves being different, something done in-engine or the WAD texture itself. |
In a default installation, the "low violence" mode is enabled, disabling all gibs and blood. However, with the variables "violence_agibs", "violence_ablood", "violence_hblood", and "violence_hgibs" set to 1, a unique version of gibs and blood can be enabled.
When humans are shot, they will bleed a strange dark yellow blood. This blood isn't the same as the blood spewed by alien opponents. If an NPC is gibbed (Scientist, Security guard, or Robot Grunt), they will explode into mechanical parts, such as gears and springs, instead of human gibs. There will still be red blood, however.
Alien blood and gibs are the same as the uncensored versions if they are enabled.
Censored version | Uncensored version |
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Censored human blood | Uncensored alien blood |
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Censored version | Uncensored version |
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Female Assassin
The German version of the game removes the breasts (and the associated jiggle animations) the Female Assassins have.
Censored version | Uncensored version |
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If a Female Assassin is killed from behind while running, they will not flip their goggles to reveal their eyes.
Censored version | Uncensored version |
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Changed multiplayer models
The Gina, Gordon, HGrunt, and Scientist multiplayer models were replaced with copies of the Helmet multiplayer model.
Revisional Differences
To do: 25th Anniversary Update:
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Direct3D Support
Support for Direct3D rendering was removed from Half-Life (and retroactively, all games that share the GoldSrc engine) during the 2013 SteamPipe update.
Screen tilting
In older versions of retail Half-Life, taking fall damage or strafing left and right would result in the player's screen being tilted slightly. The functionality was removed in versions 1.1.0.8 and later, but was later restored with the 25th anniversary update.
Pre-1.1.0.8 | 1.1.0.8 |
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Menu
When Valve first re-released the game on their Steam service, they replaced the main menu. Gone was a locked 640x480 menu with separate menu options, and replaced with a menu that scaled with the game's resolution. Also gone are many menu options, including Hazard Course, Custom Game, View Readme and Previews. The GUI looks identical to the Steam GUI back during its initial 2003 launch.
The 25th Anniversary update changes the title screen to be more reminiscent of the original release, effectively making the menus a combination of both the original and Steam releases, albeit with the UI windows now properly scaling based on resolution.
Pre-Steam versions (1.0 to 1.1.1.0) | Legacy Steam release (1.1.1.1) | 25th Anniversary Update |
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Pre-Steam versions (1.0 to 1.1.1.0) | Legacy Steam release (1.1.1.1) | 25th Anniversary Update |
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Console
In the pre-Steam versions of Half-Life, the console slides down from the top of the screen when activated. In the Steam versions, it is now located on its own window and overlays the pause menu.
Pre-Steam versions (1.0 to 1.1.1.0) | Legacy Steam release (1.1.1.1) | 25th Anniversary Update |
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In-Game Chat Font
The in-game font in the Steam version is completely different. It is larger than the WON version and uses a solid orange color instead of orange with black borders.
Pre-Steam versions (1.0 to 1.1.1.0) | Legacy Steam release (1.1.1.1) |
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25th Anniversary Update
In celebration of the game's 25th anniversary, Half-Life received a fairly large update in November 2023, focusing on Steam Deck support, extra content, and an overall cleanup of the game.
New Game
The New Game menu has been overhauled, with the Training Room moved from the difficulty menu to its own separate button, alongside an additional button for playing Half-Life, and new to the 25th anniversary update, a button for playing Half-Life: Uplink.
Pre-Steam versions (1.0 to 1.1.1.0) | Legacy Steam release (1.1.1.1) | 25th Anniversary Update |
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HUD
The HUD was reworked to properly scale with higher resolutions in this update.
1920x1080 resolution shown as an example
Legacy Steam release (1.1.1.1) | 25th Anniversary Update |
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Maps
Four brand-new Deathmatch maps were added with the 25th anniversary update: Contamination, Pool Party, Disposal and Rocket Frenzy, as well as three maps from Half-Life: Further Data, the official addon CD. The maps added from Further Data being: DoubleCross, Rust Mill and Xen DM.
Playermodels
Four playermodels were also included: two from Further Data and two familiar faces from the 0.52 alpha - Ivan the Space Biker and Proto-Barney. However, the ported Further Data content appears to have been updated as well.
TMCM
Too Much Coffee Man received a new preview image, correcting how his coffee cup hat actually looks.
Further Data | 25th Anniversary Update |
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Skeleton
The Skeleton was completely retextured. Further Data originally repurposed an existing model, whereas the 25th anniversary model has new textures with support for color selection in its bones and glowing eyes, and a new preview image.
Further Data | 25th Anniversary Update |
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Further Data | 25th Anniversary Update |
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Sprays
To do: Specify which sprays where added. |
The default spray selection was greatly expanded with certain sprays included in Further Data.
Hidden Menu Options
Demo Player
In line 12 of gamemenu.res, there is a hidden "Play Demo" option, which is a file player used to view .dem files. These lines are commented out, but can be displayed in-game via removing the two slashes ("comments") in every line related to this function.
With the 25th Anniversary update, this function remains intact but was moved to line 16 of gamemenu.res. Unlike the other options in the menu, it has no description provided.
Legacy Steam release | Current Steam release (25th Anniversary Update) |
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Custom game
In the original pre-Steam versions of the game, a "Custom game" option was present in the main menu which allowed for the player to quickly switch between their installed GoldSrc-based games and mods, such as the expansions and Team Fortress Classic. The option still exists but is hidden if the game is launched via Steam, presumably as it is redundant with Steam's library interface. It can still be seen when launching the game directly from the .exe file or by editing gamemenu.res so that it will always be displayed when launching the game.
Legacy Steam release | Current Steam release (25th Anniversary Update) |
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Oddities
Alien Grunt Sprite
The Alien Grunt sprite used to simulate the horde of Alien Grunts in the bad ending appears to be based on the design seen in the 1997 prototype, not the final's.
Alien Grunt sprite | 1997 prototype Alien Grunt |
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The game additionally only uses one frame of a full sprite animation. The full animation is present in the PS2 version, however.
Used frame | Unused full animation |
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Scigun Texture
Near the end of Lambda Core, the player will see a double glass door with a Scientist and a Security Guard on the otherwise. The Scientist is armed with a Shotgun (with the internal name scigun.mdl) and will point it at the player before putting it down. However, this shotgun uses a completely different texture than the actual Shotgun item model. It has a white rear, a gray stock, and a gray body, along with a much higher resolution texture. This seems to be from an earlier version of the Shotgun when it had different colors, but the model used by the Scientist was never updated when the model was changed to the final's textures. It also has other differences in the model, such as a longer handguard.
Scigun | Shotgun item model |
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NIGHTMAR.MPG
This is a trailer for a Nightmare on Elm Street Platinum DVD which is in the main directory on the disc.
By the time of Half-Life: Game of the Year Edition's release, publisher Sierra was doing some cross-promoting with New Line Cinema. This means that several of their game releases during this period also contained movie advertisements on the discs.
The Half-Life series
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Half-Life & Expansions | |
Windows, Mac OS X, Linux | Half-Life (Prototypes) • Opposing Force (Prototypes) • Blue Shift • Source (Deathmatch) |
Dreamcast | Half-Life |
PlayStation 2 | Half-Life (Prototypes) |
Half-Life 2 | |
Windows, Linux | Half-Life 2 (Prototypes • Deathmatch) • Lost Coast • Episode One • Episode Two (Prototypes) • Half-Life: Alyx |
Mac OS X | Half-Life 2 (Prototypes • Deathmatch) • Lost Coast • Episode One • Episode Two (Prototypes) |
Xbox | Half-Life 2 (Prototypes) |
Arcade | Half-Life 2: Survivor |
Xbox 360, PlayStation 3 | Half-Life 2 • Episode One • Episode Two |
Related | |
Windows | Deathmatch Classic • Ricochet • Black Mesa (Prototype) • Codename: Gordon • Hunt Down The Freeman (Prototypes) • Entropy: Zero 2 |
Linux | Deathmatch Classic • Ricochet • Black Mesa |
Mac OS X | Deathmatch Classic • Ricochet |
See also | |
Counter-Strike • Team Fortress • Day of Defeat • Portal |
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