This is a sub-page of Proto:Gunman Chronicles.
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An early build of Gunman Chronicles, compiled 6 months and 12 days before release. This build was used for the E3 2000 presentation. It contains a lot of differences compared to the final game.
General Differences#
Title Screen#
The title screen is slightly different compared to the final game. The game title is just "Gunman" and the foreground shows a diagram of sorts.
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Final |
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HUD#
The HUD in this build is just the Half-Life HUD recolored light-blue and with a different font for the numbers.
Weapon Selection#
The weapon selection menu is also similar to the one seen in Half-Life, with each weapon being divided into 5 different slots instead of each having their own associated number key.
- Slot 1 contains just the knife/bare fists.
- Slot 2 contains the AI core and Chemical Gun.
- Slot 3 contains the M.U.L.E and the grenades.
- Slot 4 contains the Gauss Pistol and Beam Gun.
- Slot 5 contains the Mecha Gun and Shotgun.
Weapon Configuration#
Selecting weapon configurations in this build uses the arrow keys by default instead of the scroll wheel.
Intro Cutscene#
The intro cutscene that shows the battle for Banzure Prime does not exist in this build.
Weapon Differences#
Viewmodel Arms#
The viewmodel arms use a different texture and an older mesh.
Gauss Pistol#
The Gauss Pistol looks mostly the same as the final game. Its "charge" mode uses 20 ammo instead of 10, and can only hold 100 ammo compared to the final's 150. The sniper rifle mode also doesn't exist in this build.
Chemical Gun#
The Chemical Gun has a completely different design to the final game. This design consists of a green tube with 3 side tubes, one for each mixture. However, only two of the three tubes are shown in the viewmodel for optimization purposes.
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Shotgun#
The shotgun has different animations and sound effects. In this build, the pellet spread modes and number of shells fired are tied together instead of being separate configuration settings, with 3-degree spread being the lowest level, firing one shell and 20-degree spread the highest, firing 4 shells.
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The "models/chemg/xenome/shotgun" directory has an unused texture not included in the model file.

Mechagun#
The Mechagun has different animations and its alt-fire uses a dedicated configuration menu, rather than just pressing the alt-fire key in the final. It also has different, quieter firing sounds.
The Mechagun's "Temperature" meter is positioned near the flashlight icon, and the orange glow that appears when the gun is overheated isn't in this build, instead having the screen flash green for a split second. In addition, the gun can overheat while spun up without firing a shot.
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In addition, the "models/chemg/xenome/mechagun" directory contains uncompiled texture files, as well as unused textures not present in the .mdl file.

M.U.L.E.#
The M.U.L.E. (Multiple Unit Launch Engine) is the same as the final game, apart from different graphics for its configuration menu.
Grenades#
The grenades have a much longer animation for taking out the core from the rocket for each new grenade. The Trigger configuration's "On Impact" setting was not implemented yet, and shares the M.U.L.E. configuration menu's graphics.
Uzi#
The Uzi is a cut weapon that is only mentioned in "sprites/weapon_uzi.txt". Trying to spawn this weapon in-game does nothing.
Map Differences#
Intro#
The entire opening chapter does not exist on this build. When clicking "New Game", the game starts directly in the Mayan planet, but with some lore dumping before the game begins.
tnkwst64#
A map file seemingly misplaced in the "models" folder. When loaded, it is an early version of the Wild West planet's first map. The tank itself has some brushes surrounding it.
Development Leftovers#
.QC Files#
The "models" folder contains .qc files for some models, which are used during the compile process.
Animation list.txt#
A text file in the "models" folder listing all animations for seemingly a human character model.
All the animations needed to up to HL quality
Walk (basic badass walk)
Run (basic run like hell to get you or run away)
Victory dance (he killed something and thinks he is da man)
Cower (ducks hands over head waiting for the grenade to explode tha[sic] he tossed or in fear)
Flinch animations x 6 (area location hits. I know how they work now)
Drop grenade (crouches down
Throw grenade (tosses some nasty present at you)
Idle normal (stands normaly[sic] now and then looking around for anyone)
Idle long (looking around and fiddeling[sic] with guns checking equipment)
Combat idle (idle after fight or when he heard something)
Crouch idle (like hiding behind a crate or ducking fire)
Melee attack (punch or attack)
Attack (fireing[sic])
Attack crouch (firing while crouched)
Reload (reloads guns)
Signals x3 (flank/retreat/advance comunication[sic] with other members)
Limp walk (walk after big fight and having been hurt badly)
Limp run (Hurt bad and running for his live)
Turn animations x2 (left and right turning)
Strafe x2(sideways dodging)
Deaths x5 (headshot. gutshot. backshot. simple death. Violent death.)
Gunner.jpg#
A 3DS Max screenshot of the Gunner enemy model, dating to 11th March 1999. At this point, only the main body was properly textured.
scorp.jpg#
An in-game screenshot from a very early build of the GoldSource engine iteration, showing the Scorpions in a hastily-made test map. Note the Half-Life HUD and Gordon Freeman third person model.
hlmv.exe#
This build comes with a very old model viewer written by Mete Ciragen (also known as "chumbalum soft") and released in 6th July 1999. It also includes its own readme file, showing shortcuts and other things.