


While this may sound neat, it proved to be disorienting and cause motion sickness among playtesters.
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The Portal 2 PC DVD contains a pre-release engine.dll which will show a pre-release watermark when put into the retail build.Ī gel which, when used with portals, would allow the player to walk on the walls and ceiling of test chambers.They can be recovered via VRF's "Recover deleted files" tool. It's hidden by default but can be re-enabled using csgo-cvar-unhider The "covered in paint" screen effect was also meant to stay. There's a console command where if you get hit by paint, the effect of the paint will stay on you for a while even after leaving it.Unused race checkpoint model, a cut official chamber using these was uploaded to the workshop by Teejev for some reason (Speed Racer / sp_paint_speed_racer).The TV's on some Tubes were used for the Pneumatic Diversity Vent and have an unused screen for the hover turrets.Paintgun Item Pickups in the FGD (these were reimplemented in P2:CE).Robot Repair uses a version of the model with the UV's used for the controller station. The tractor beam emitter has a bunch of unused UV's for the inside.There's several paint gun spray particles, and the console versions of the game have a weapon_paintgun script which mentions it uses the weaponizer model and sounds from HL:Ep3.The Portal 1 door and button texture is actually recolored to be yellow as it was used in F-Stop.There's a lower-res cube used for tubes which happens to be a lower res version of the E3 cube.Multiple unused _skin textures with different eye colors for the personality spheres, possibly for those cut spheres.A bunch of unused vcd's, including sphere01/sphere02/sphere03 and f-stop stuff.catapult_set_1300.vmf is a set of E3 faith plates, there are earlier instances for paint droppers being tubes, a "pendleton" and player dropper (this was likely meant to drop wheatley, as pendleton was his early name and it doesn't have any cube inside of it), some elevator-related instances have an _oldshaft visgroup which is an earlier simpler shaft SDK Instances have some stuff in them, including a tiny bit of an early version of the portal carrousel in destructed_departure_soundscape_override_alt in disabled visgroups.There's an unused angry sphere model reused for the bombs which seems to be custom made, all things considered was likely not an actual core (no anims & simple custom model without handle), possibly as decoration for the core pile.Earlier elevator model, including elevator tube and elevator entrance.There exist textures for an earlier Portal 1-styled cube button (seen in a beta screenshot) as box_socket_reference and box_socket_reference_top, there is an "active" texture that matches but no inactive texture (though the exponent still exists).Document the procedural puzzle generator.Removed entities that still appear in Hammer and implemented entities that don't.A few of these are related to unused or cut content. Hidden and development-only console variables, which can be force-enabled using this plugin.Revisional differences between ports (Windows, Mac, Linux, and potentially PS3).A lot of unused signs and posters in Old Aperture, including signs giving names to each Enrichment Sphere, as well as a map showing your location relative to the Central AI Chamber, and unused Rattmann graffiti.There's more stuff on various Wikis: Valve Developer Community, The Portal Wiki, and maybe the Combine OverWiki and/or Half-Life Wiki.There's unused UI screens also present in the game's files.

"Reconstructing Science" was meant to play after the credits.
