the cutting room mirror

Gunman Chronicles

Unused Models#

chemgun#

A duplicate of the Chemical Gun's viewmodel, using placeholder textures.

Endboss_#

A duplicate of endboss, the model used for the game's final boss. It uses placeholder textures for the mech part and has only one animation: jump.

hands#

An early version of the knife/bare fists weapons. Compared to the used model, it lacks sleeves and uses an older mesh. The knife's blade is different, the blade and handle textures are slightly smaller, and the chrome texture is darker. Possibly a leftover from the Quake 2 engine iteration.

Unused

Used

Unused

Used

newtank#

An early version of the tank. The main turret uses placeholder textures, the machine guns are missing and there's slight texture differences in the tank's hull.

Unused

Used

nymph#

An unused model for a creature known as a "nymph". It has placeholder textures.

rustgunr#

A half-textured variant of the Gunner enemy. Jugding by its filename, it would have been used in the "rust" planet levels.

scorpian#

An early version of the Scorpion using placeholder textures.

Soldier#

An early version of the titular Gunmen seen throughout the game. Their cap uses placeholder textures.

test#

A test model. It only has one animation: base. Its texture contains a crudely-drawn signature saying "REWOLF".

v_9mmhandgun#

A duplicate of the Gauss Pistol's viewmodel. The only differences are the placeholder arm textures and different angle. These arm textures were made for an older mesh.

Impulse 99#

The "impulse 99" command that exists in Half-Life also exists in Gunman Chronicles, as both games share the same engine. When activated, it shows early logos for both Gunman Chronicles (known as just "Gunman") and Rewolf Entertainment.

Unused Text#

Developer Notes#

A readme file can be found inside the "sound/weapons" folder. It is a note from someone named Peter to Herbert Flower (Herb), Rewolf's founder and lead developer of Gunman Chronicles.

Herb, here are all the files for the electron gun as per your _weapons doc file,
named appropriately.

Just a suggestion.  The egon_off1.wav file is currently played by the weapons
dll every time the player takes their finger off the fire button.  It would be
better that in the event ball lightning is produced (i.e. - the ball-fly.wav
file is played, the egon_off1.wav in this instance is _not_ played.  Otherwise
it will water down the ball-fly.wav file.  Just a thought..

Peter.

Another file named "README_MayanIntro_TextPart" can be found in the "sound/cinima" folder. This note is also directed to Herbert Flower.

Herb, here are the instructions for the background sounds for the text-movie leading to the short mouse movie segment:


mintro_loop_left.wav and mintro_loop_right.wav: Start this pair left and right of the listener at the very beginning of the cinematic0.bsp.  It's a looping stereo pair of ambient sounds.  Stop them when the mouse ship segment begins. Play-everywhere targ_speaker status.

mintro_redtext_left.wav and mintro_redtext_right.wav:  Play this left/right pair every time a red-text sentence appears.  It's an accent sound.  Play-everywhere targ_speaker status.


mintro_robot1-6.wav:  Play these dead center, mono.  They are computer-voice text that read along as the green-text lines are printed. Sync them up in an appropriate and dramatic manner.

----

that's it.  I'll be getting you a left/right pair of sounds for the short mouse ship movie segment.  then I'll do the manta ship takeoff sound.

References#


  1. https://gamefaqs.gamespot.com/pc/370639-gunman-chronicles/data↩︎