the cutting room mirror

Half-Life (Dreamcast)

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

Debug Features#

Developer Console#

HLDreamcast_DebugConsole.png

With a keyboard plugged into the console's B port, a developer console can be toggled by pressing the ~ key.

(Source: Sega Dreamcast Info)

Debug Menu#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Still need to find out what exactly some of these options do.

HLDreamcast_MenuDebug.png

In all versions, entering the command menu debug enables access to a special, separate menu with quick access commands for debugging. Functions are as follows:

  • Developer Mode/Texture Logs: Enables developer mode; sets developer variable to 1.
  • Export Dicts/Savegames: Unknown. Accompanying text says "Export save games and HL1 dicts".
  • Allow Cheats: Allows cheat protected commands to be used; sets sv_cheats to 1.
  • Activate Half-Life: Forces the next loaded game to be Half-Life. Selecting this returns to the start menu.
  • Activate Blue Shift: Forces the next loaded game to be Blue Shift. Selecting this returns to the start menu.
  • Console: Toggles the developer console.
  • λÀÆÇÉÎĐÑÖØÞß©: Unknown. Accompanying text simply says "Lookie!". Selecting this returns to the console.
  • CØdeZ: Unlocks every valid Access Code in the main menu.
  • Dump VMU: Unknown. Accompanying text says "Dump VMU data to dev system".
  • Cancel: Returns to the pause menu.

(Source: maximqad)

Unused Maps#

Deathmatch Office#

This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.
Specifically: Footage of the map running on Dreamcast hardware. The current video's uploader was playing this map under the Steam version of Half-Life.

Watch on YouTube

Present in the Half-Life directory is a map file called dm_office.bsp. This is an office-themed deathmatch map based on one of the levels in Office Complex.

While multiplayer functionality on the Dreamcast port was planned at some point according to game magazines and the Prima guide, it was either cancelled or not implemented at the time of the available builds, leaving this map as the only remnant of new multiplayer content.

The map was reimplemented in a more finished state into the Head-To-Head mode of the PlayStation 2 port.

(Source: Marphy Black)

Intro#

This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.
Specifically: Footage of intro on Dreamcast hardware. The current video's uploader was not only playing this map under the Steam version of Half-Life, but was using his own custom models.

Watch on YouTube

Present in the Blue Shift directory is a map file called cam1.bsp. This is a short non-interactive introductory cutscene, showing off the beginning of Barney Calhoun and Gordon Freeman's day prior to the incident.

(Source: Marphy Black)

Multiplayer Maps#

All of the eight original default deathmatch maps have been left in the port's PAK file. Remaining unchanged, these are likely just leftovers overlooked during the porting process.

Similarly, the default map cycle list is also present, unmodified.

Unused Models#

Floater#

HLDreamcast_Floater.png

Despite the Flocking Floater still going unused in the port, its model was subtly upgraded.

(Source: Marphy Black)

Gasbag#

HLDreamcast_Gasbag.png

The also unused Gasbag was remade, receiving new textures and having its top part removed.

Player (Gordon Freeman)#

HLDreamcast_PlayerGordon.png

Although this iteration of Gordon Freeman's model is well-known, it doesn't actually ever appear in the game, as even during Blue Shift's ending the original Gordon model is still used.

Multiplayer Models#

Half-Life's model directory has two entries in the player folder reserved for multiplayer models: hgrunt and scientist. They appear to be the same models used in single-player.

Unused Graphics#

For Blue Shift-specific differences, see the April 20, 2001 prototype page.

Miscellaneous#

A miscellaneous grid texture that doesn't appear anywhere.

Revisional Differences#

Weapons#

In the April build, the Tau Cannon and Gluon Gun aren't influenced by autoaim, thus lacking their "target locked" crosshair.

April 20 build

May 15 & 23 builds

Maps#

To do:
Half-Life's campaign needs to be covered here. List of differences between April & May builds:

  • c1a1b, c1a2b, c1a3a, c1a4i, c2a2b1, c2a2e, c3a1b, c3a2a, c4a1d

For Blue-Shift''-specific changes, see the the April 20, 2001 prototype page.

Models#

In the April build, one of the random tech gibs may be a Japanese disc of Sonic Adventure. Later builds changed this to be Half-Life's own Dreamcast disc.

April 20 build

May 15 & 23 builds

Text#

In both of the May builds, the game over message that displays when any essential NPC dies fades in a whopping 0.01 seconds faster. It's strangely the only text change done here.

April 20 build

May 15 & 23 builds

$fadein 0.03
$holdtime 9

GAMEOVER
{
SUBJECT:  FREEMAN

STATUS:  EVALUATION TERMINATED

POSTMORTEM:
Subject failed to effectively utilize
human assets in achievement of goal.
}
$fadein 0.02
$holdtime 9

GAMEOVER
{
SUBJECT:  FREEMAN

STATUS:  EVALUATION TERMINATED

POSTMORTEM:
Subject failed to effectively utilize
human assets in achievement of goal.
}

Oddities#

The headcrab zombie model is slightly different depending on which campaign is being played, most notably having a different arm/claw texture.

Half-Life

Blue Shift

(Source: Teajai)

References#


  1. Release of Half-Life Dreamcast prototypes, its white label and its official strategy guide. "Subsequently, the console port will be developed by Gearbox Software and Captivation Digital Laboratories with the help of Sierra Entertainment and Valve Software."↩︎