Proto:Half-Life (Windows)/Half-Life: Day One/Weapon and Item Differences
This is a sub-page of Proto:Half-Life (Windows)/Half-Life: Day One.
Contents
Weapons
Crowbar
The Crowbar is the same as it is in the final game.
Pistol
The prototype Pistol uses larger textures for the side, back, and top.
This weapon has an unusual glitch that was fixed in the final game. If the player picks up a Pistol and has no reserve ammo, then switches to another weapon, he can't take the Pistol out again until he picks up ammo for it.
The Day One Pistol has the same magazine system that it does in early versions of the final game (before it was patched out) - when reloading from a non-empty magazine, it will have 18 rounds instead of 17.
The game does not play reloading sounds when reloading the Pistol in Day One.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Shotgun
When picked up for the first time, the Shotgun does not have any extra shells. The final game gives the player four extra shells in reserve when picking one up. This seems to be because Shotgun pickups give the player 8 shells in Day One.
The Shotgun's world model has much larger textures than it does in the final game.
The pump sound and animation are synchronized, unlike the final game.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Submachine Gun (MP5)
The prototype SMG has 50 rounds in its magazine when the player picks it up. In the final game, an SMG picked up for the first time will have 25 rounds in its magazine, which can be changed to the standard 50 by reloading.
All MP5s picked up give the player 50 rounds, while the final game reduces it to 25.
The "longidle" animation is missing in Day One.
The SMG's world model textures are noticeably larger in Day One. The world model also has a slight bug on the grenade model that was fixed in the final game.
Like the Pistol, the SMG's reload sounds do not play when reloading.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Grenade
The Grenade has quite a few differences compared to the final game.
The player can hold 25 Grenades in the prototype, but is limited to 10 in the final game. This explains why there are often more than 10 Grenades bundled up together in Unforeseen Consequences and Office Complex: they were added to maps when the game let the player hold 25 Grenades, but the drops weren't adjusted later when the amount of Grenades that could be held was reduced.
Grenades can be throw much farther than they can in the final game, making it much easier to hit distant enemies.
In Day One, Grenades cannot be cooked, making them much less likely to kill an enemy. The extra capacity does make it easy to carpet bomb an area with Grenades, which helps make up for the lack of cooking.
Grenades use the Satchel's collision sounds. The final's collision sounds do not exist in Day One.
Tripwire Mine
The Tripwire Mine cannot be used, but its model is in the prototype because it is used during We've Got Hostiles.
The texture on it has a lot more green and is much smaller than the one used in the final game. This Tripwire Mine texture appears during one of the E3 1998 presentations.
It lacks the "place" animation but has an animation unseen in the final game, "arm2", where Gordon presses a button on the top of it and places it on a wall.
Prototype | Final |
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Prototype | E3 1998 footage |
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RPG
The RPG is not in the game, but an earlier HUD graphic for it is in Day One's files.
The design on the HUD graphic resembles an old RPG design found in some pre-release images. The model itself can be found in the Valve Repo Leaks of 2023, and is fully present and functional in Build 725.
Prototype | Final |
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Prototype | Final |
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Prototype | Pre-release RPG |
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357 Magnum Revolver
The .357 cannot be picked up in this prototype, but there is a HUD image placement text file included in Day One's files. There are also two of its sound effects in the weapon sound folder.
Zero Point Generator
The prototype's skill.cfg file has a listing for a weapon called "Zero Point Generator", which does not appear anywhere in the final game. It is unknown what it would do, but skill.cfg states that it would do 1 damage in each difficulty.
The name of its damage variable, sk_plr_zpg1, suggests that the player would use it, as "plr" is an abbreviated version of "player".
Items
Battery
The Battery uses a completely different design in Day One. It is an octagonal shape with a connector thing at the top and blue shapes on its sides.
The game does not play a sound when picking up a Battery in Day One, but does in the final game.
Prototype | Final |
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Long Jump Module
The Long Jump Module uses a red version of Day One's battery in Day One. The final game gives it its own unique model.
Prototype | Final |
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9mm Pistol magazine
In Day One, the 9mm Pistol magazine pickup gives the player 30 rounds instead of the final's 17.
Shotgun Shell Box
Shotgun shell boxes give the player 30 shells instead of 12 in Day One.