the cutting room mirror

Alice: Madness Returns

This article has a talk page!
view on tcrf.net

Unused Graphics#

Localization Test#

AliceMadnessReturns_LocalizationTest_DM.png AliceMadnessReturns_LocalizationTest_NM.png

Color and normal map for testing the localization for model textures.

Shadow Level Particle Sketches#

AliceMadnessReturns_ShadowFireTex.png AliceMadnessReturns_ShadowRubbleTex.png AliceMadnessReturns_ShadowSmokeCloudTex.png

Rough sketches for testing particles in Shadow levels during Chapter 3.

Unused Models#

Dummy#

Named PH_Person, this model was used as an actor placeholder but was left in the game files.

Early Alice Liddell#

Named Alice_New, this is the second-earliest model made for Alice. It was scrapped fairly early in development, but was later used by the developers for particle testing and ended up left unused within the game files.

Early Vorpal Blade#

An early Vorpal Blade model. Beside having a slightly curved blade, darker and greenish detailing, it contains less blood than the used model.

Tailed Siren Alice Dress#

With the swimming ability being scrapped late in development, the tailed version of the Siren dress ended up still being present within the game files.

Unused Text#

Unused Objectives#

A list of objectives that are not present in the final version can be found in the AliceGame.int file. The "Tutorial_OBJ" entries are from Gears Of War 2, another Unreal Engine 3 game. It is unclear why they are included, and may have had nothing to do with intended gameplay. The OBJ_VS entries are leftover from what is very likely the vertical slice build of the game showcased in the "Beta Trailer" and the early internal "March Trailer"

[OBJECTIVES]
AddComment=New Objective:
CompleteComment=Objective Completed:
FailComment=Objective Failed:
TUTORIAL_OBJ_01=Take Carmine on his first patrol.
TUTORIAL_OBJ_01a=Teach the rook the Golden Rule.
TUTORIAL_OBJ_02=Take cover.
TUTORIAL_OBJ_03=Shoot 5 bottles.
TUTORIAL_OBJ_03a=Shoot 4 bottles.
TUTORIAL_OBJ_03b=Shoot 3 bottles.
TUTORIAL_OBJ_03c=Shoot 2 bottles.
TUTORIAL_OBJ_03d=Shoot 1 bottle.
TUTORIAL_OBJ_04=Use Y look.
TUTORIAL_OBJ_05=Climb over the barricade.
TUTORIAL_OBJ_06=Perform 3 cover slips.
TUTORIAL_OBJ_06a=Perform 2 cover slips.
TUTORIAL_OBJ_06b=Perform 1 cover slip.
TUTORIAL_OBJ_07=Perform 3 SWAT turns.
TUTORIAL_OBJ_07a=Perform 2 SWAT turns.
OBJ_VS_L01=Meet Pris Witless at her apartment.
OBJ_VS_L02=Find out what Pris Witless knows.
OBJ_VS_L03=Escape the Police.
OBJ_VS_W01=Reach the Mad Hatter's domain.
OBJ_VS_W02=Find another way into the domain.
OBJ_VS_W03=Find the Mad Hatter.
OBJ_Chap3_L01=Find the Lawyer’s Office on Cornhill.
OBJ_Chap3_W01=Find the Caterpillar.
OBJ_Chap3_W01a=Sub-Objective Defeat the Daimyo of the East.
OBJ_Chap3_W01b=Sub_Objective Defeat the Daimyo of the West.

Debug Texts#

Some debug menu texts can be found within the game's executable.

Alice CheckPoint...
Alice Cloth Global Configuration...
Alice Hair Menu...
Alice Log Controller...
Alice Logic Debug Menu...
Alice Smoke Menu...
Alice Weapon Debug Menu...
Alice2 AI DEBUG MENU : LTrig=Close Menu RTrig=Keep on Screen, ref time is %f
Debug HUD
Debug Info Footprint
Debug Info Used Space
Debug Load CheckPoint
Debug Load Config
Debug Load PlayerList
Debug Memory
Debug Save CheckPoint
Debug Save Config
Debug Save PlayerList
Debug Tracker
DebugBeginDestroyed
DebugFinishDestroyed
Debugging component %s
DebugInfo
DebugPostLoad
DebugSerialize
DebugState
DebugWindows
DebugWindowState
FightFlag 0x%x,ShuffleDelayTime =%f shield[0] = %d shield[1] = %d shield[2] = %d
sphinx sequence run history Log stack.:
SphinxNPC Unreal Info:
SphinxObj Show Debug Info