The Stanley Parable Ending Baby Game 4 Hours
|
The Stanley Parable |
---|
Developer: Galactic Cafe This game has a subconscious developer bulletin. This game has a prototype article |
The Stanley Parable is a game almost choice, a British narrator, and the lack of (or, alternatively, the inclusion of) complimentary will in video games. It's...difficult to explicate, to say the to the lowest degree.
Contents
- ane Sub-Pages
- ii Unused Graphics
- 2.1 Linux Screenshots
- 3 Hidden Developer Text
- 4 Console Easter Eggs
- five Erstwhile-School Cheats
- 6 Unused Commands
- 6.1 Hidden/Unused Inputs
- vii Histrion Model
- 8 Leftover Entities from Portal two and Half-Life ii
- ix Unused Sound
- 9.1 Unused Narration
- nine.ii Museum Narration
- ix.2.1 Confusion Catastrophe
- 9.two.2 Monitor Room
- nine.ii.iii Games Ending
- 9.two.four Zending
- 9.3 Unused Sound Furnishings
- ix.4 Unused Music
- x Inaccessible Platform
- xi Unused Baby Game Catastrophe
- 12 Oddities
- xiii Revisional Differences
- 13.i dump0.tmp
- 13.ii "Selection" Video
- 13.iii Babe Game Ending Monolith
Sub-Pages
Unused Graphics
This graphic (with the exception of the text "LOADING DOCK ABCDE") is completely unused. It includes an early sign for the Mind Control Facility and an alternate paragraph of the intro text with Stanley's name replaced with "Loading Dock A".
A Minecraft version of the "Nodraw" Hammer tool. Stored with the Minecraft graphics.
Text from a scrapped part of the Confusion Ending.
An unused (and very happy) screen for the monitor room.
Although this screen is used (it appears to a higher place employee 001 in the monitor room), it's most impossible to see Clippy or what he's saying, even when standing right below it in the confusion ending.
A bulletin from a developer taunting another developer.
There are likewise lots of leftover Portal ii textures scattered around the materials folder, including chapter previews, co-op HUD icons, and GUI elements from the Robot Enrichment store.
Linux Screenshots
-
1441627579.tga
-
1441628287.vtf
-
raphael0000.jpg
-
raphael0001.jpg
The Linux version of the game (Tea Edition) adds iv screenshots to the game's directory – specifically, 1 512x384 TGA, i 512x384 VTF, and two 1920x1080 JPEGs. While the TGA and VTF files appear to be normal screenshots of the game (admitting in... unusual formats for screenshots), the two JPEG files are screenshots of The Raphael Parable, a fan-fabricated modern for The Stanley Parable.
Hidden Programmer Text
- In an extremely interesting feat of programming, the developers left a peculiar petty file in thestanelyparable/bin – README.txt, which contains the word "sup". In the demo, this contains "howdy timmy!" instead.
- customer.dll which is as well in the aforementioned directory contains a message:
PLEASE Stop LOOKING AT THE GAME BINARIES. Cheers.
- In the game's default configuration file, one of the concluding lines includes a comment:
name "Gran PC" // that's me! <3 yous all!
- In the facepunch_brushbased.vmt material file, this message can be found:
// Hi FP!
- In the dev/cabinets.vmt cloth file, another secret bulletin was included:
"%keywords" "SECRETS SECRETS WILLIAM IS Skillful AT HIDING SECRETS"
- In the coffee3.vmt materials/overlays file, nonetheless another secret message was included:
"%keywords" "IF Y'all Discover THIS DONT SHOW THIS TO DAVEY OR Sick Get Yous - WILLIAM"
Console Easter Eggs
Sure commands entered into the developer console volition outcome in Easter eggs instead of actual development things:
- _430_disable: Presumably would disable the Click on door 430 five times achievement, only simply outputs "heck no!" into the panel.
- _u: Based on its proper noun, it would seem to give you lot the Unachievable achievement, but it instead outputs "Hey don't y'all even try" to the console. Despite this, there are ways to get this command working.
- bark: Barks whenever you click on anything. The lower-correct corner of the whiteboard in the Whiteboard Ending mentions this Easter egg.
- hideous: Opens a Steam Overlay web browser window pointing to the Official Team Fortress 2 Wiki, opened to a random hat that Hideous (one of the 3D artists who worked on The Stanley Parable) contributed to.
- imabird: Enables the "flight" effect from the downstairs path/Mariella Ending during normal play.
- raphael: After entering this, every line of narration will exist replaced with "Stanley.", in reference to a gleefully caustic teaser trailer wherein the Narrator responded to an email from a chap named Raphael.
- sv_cheats i: When entered into the full version, instead of enabling cheats, it volition instead whisk you lot away to a undercover map to get a stern talking-to from the Narrator, about why the player has forcibly entered the control, reasoning that the histrion volition interruption the game. Repeat 2 more times for additional dialogue. In the demo, however, it simply outputs "Why?", significant that the command was unfinished.
Sometime-Schoolhouse Cheats
At that place are a couple of secret commands that can be entered during gameplay, instead of in a console, that enable Easter eggs:
- Typing facepunch during gameplay will replace nearly of the game's textures with a mitt-fatigued sketch of the Facepunch Studios logo. This is a shoutout to the Facepunch forums, where a lot of the evolution team originated.
- Typing secret on the title screen, so clicking the "Credits" button will play a very featherbrained kazoo vocal over the credits.
- Typing vinh during the Credits makes Kevin Macleod's Who Likes to Party play, along with pictures of the Employee of the Year to scroll across the screen.
Unused Commands
- tsp_enablemenunarrator: Judging by the Museum catastrophe and the different iterations of the Zending, this command would have been activated upon getting to that specific ending. Its sound file "narrator/zen_final_escape.wav" is missing, but there is a closed explanation maxim "No please- Stanley, don't quit- I'one thousand asking y'all, please- don't take this abroad from me!", in which the Narrator would plead Stanley not to quit the game and have his happiness away when pausing the game. Surprisingly, this console command too exists in the Demo.
- ent_create_portal_/paint_bomb_*: Portal 2 "ent_create" Programmer commands. Sadly, the Gels were removed from The Stanley Parable'south source code.
- +coop_ping: The ping tool which is also unused in Portal 2, this one sprays a cerise X on the wall temporarily and brings upwards no card when used in the game which the modernistic used the engine from.
- portal_(insert argument here): Portal commands.
- mp_usehwmmodels/vcds: Team Fortress ii console commands for Hardware Morph.
- tf_(Arena Mode and Escort): Team Fortress 2 Loonshit Style commands. Mentions Escort commands every bit well.
*References the cubes. **The game used Portal ii as the base engine and source code. Maybe the devs spotted the Gels and removed them from the game's source code.
Subconscious/Unused Inputs
forcebackwardswalking & allownormalwalking: These inputs for the role player entity configures whether or not to only allow backwards move. Why they're in The Stanley Parable is because 2 months before release, the development team was as well working on Davey's next game called The Beginner's Guide, using the old as a base by running the maps in The Stanley Parable.[ane]
Thespian Model
The player model used for "Stanley" is not actually the model for him, but instead is the model for the unused Portal-like Chell found in Portal ii, without proper textures and no functional animations other than the reference pose. This is because she was not properly set up for employ with the animations, every bit they were made for Chell's Portal 2 model.
Leftover Entities from Portal two and Half-Life 2
- npc_personality_core: Hey, at least the personality cores are even so here, including Wheatley! Materials and models required.
- npc_security_camera: Aperture Science's security cameras are as well here, and they besides yet demand their model and textures!
- npc_turret_floor: The Combine Turret (no, not the Portal one) works perfectly in this game, save for missing sounds including model and textures. It also lacks the AR2 tracer outcome all the same, since information technology isn't precached, resulting in cherry X's being emitted where the gunfire should be.
- npc_wheatley_boss: "WheatDOS", another variation of Wheatley, this fourth dimension in GLaDOS' Primal Core. Same with original Wheatley. When spawned, he creates rendering errors since a model isn't specified from spawning him in-game.
- prop_button: The Aperture Scientific discipline Switch is in here... too. It still has programming for instructor hints, merely it is missing in the localization files for The Stanley Parable.
- prop_floor_button, prop_floor_cube_button, and prop_floor_ball_button: The Super-Colliding Super Button, Cube Button, and the Ball Button all exist in The Stanley Parable'southward code.
- prop_weighted_cube: The Weighted Storage Cube from Portal two. Its programming still has the teacher hint for picking information technology upwardly, though that is missing from the localization files for The Stanley Parable. A related file chosen metal_box_fx_fizzler.mdl was also left over and unused. While the Games Ending does include a cube, it'due south implemented using a prop_physics similar it was in the original Portal, leaving this entity unused. The Weighted Companion Cube and its other variants also be, but they crave their ain models and textures.
- prop_portal: The portals. Gosh, the devs really need some learning how to remove Portal 2-esque entities.
- weapon_smg1: The SMG1 from Half-Life ii. Does not have the ammo entities. Like the player input for simply allowing backwards motility, this weapon was intended for utilise in The Beginner's Guide. Same with the Paint Gun, but without gels, and references One-half-Life 2 audio listings. Usable both in the demo and full game, as lawmaking was accidentally included in the "bin" directory's DLLs.
Unused Audio
Unused Narration
There is unused narration that's meant to play in the Playtest Ending later dropping into the hole. However, these lines (with the exception of the 3rd) and their soundscripts are called PlaytestFinale_1_00 and PlaytestFinale_2_00 respectively, whereas the actual map is looking for PlaytestFinale_1 and PlaytestFinale_2. Because these quotes are played from ambient_generic entities and the third quote has no inputs or outputs to ensure it too plays, information technology goes completely unused.
"No, expect." | |
"Stanley? Where are you? Don't go anywhere, I c- I can't follow yous there, I can't help you!" | |
"You need to come back! You demand to- no, ju- just stay there! I'll find a way to get you lot out!" |
In plough, this unused dialog from the Museum ending hints at it originally being more than like to the mod. The standalone game instead has Stanley autumn into the automobile.
"And so he entered the chamber and stepped into the machine." |
Museum Narration
In the Museum Ending, there is a large room dedicated to unused narration takes that are not otherwise heard in the game. The narration tin exist institute in the "echoroom" folder in the game'southward files.
Confusion Ending
"Now and so, this lift for sure would get him right back on track to where he was supposed to be in the story." | |
"Where were all of his co-workers? Oh, I don't know, how well-nigh... they're throwing a surprise party for him for all his push-pushing. Does that audio plausible to you?" | |
"Oh, for crying- is this that other building?" | |
"Hmm, let's see. Stanley walked through the green door." | |
"Nothing there? Shoot. Well, attempt the other one, so." | |
"However nothing? Hmm. I don't know. Well in that example, tell y'all what, you win. Congratulations. You did information technology. I know you lot put in a lot of hard work, and it actually paid off. Then, skillful task. [pause] Hmm, what do we exercise now? I don't- Stanley, where are you lot, right at present? Wh-Where am I? I'k- I'm trying to figure out, but I- I can't- Stanley? Who am I? Can you speak to me? Please talk! Take we done this earlier? Accept we been in this room before? How many times take we done this? How many times take I said these exact words? Say something, annihilation! Help me Stanley, I don't know who I- what I- I- Stan- Stan- aid- don't-" |
Monitor Room
"When Stanley came to the lift, he traveled upward to the power source at the top of the facility to end this injustice forever." |
Games Ending
"Now look closely, Stanley. See how it's impossible for the histrion to do anything in this room? Perfect example of poor level design. Textbook fault. Information technology's the kind of thing you lot pick up on intuitively if yous had fifty-fifty the near fundamental agreement of good and bad game blueprint. But of form, you lot being you lot, you'll probably spend the next hour trying to solve it. Here, I'thousand but going to make this piece of cake on yous." |
Zending
"Stanley pushed the number six." | |
"And then he pushed the number four." | |
"Then he pushed the number eight." | |
"And finally, he pushed the number half dozen." | |
"And finally, he pushed the number nine." | |
"Stanley walked over the bridge." | |
"Stanley pushed the large blood-red push." | |
"Stanley pushed the orangish lever." | |
"Stanley jumped in the river." | |
"Stanley stood on the roof." | |
"Stanley stood on the snow." |
Unused Sound Effects
Located in the "sound/ambient/levels/canals" directory are some unused sound files labelled headcrab_canister_ambient.
Unused Music
I piece of music (officially called Anticipating Stanley) goes unused in The Stanley Parable, though it is used in the demo.
Inaccessible Platform
- There is a normally inaccessible platform above the Countdown Room of the Mind Control Facility that can be reached with the console command "ent_teleport thespian" (sv_cheats not needed). It has catwalks that lead to three locked doors that lead nowhere (as they are really only walls) and a computer that does nothing. This was likely a remnant from an earlier version that had the power command located in a higher place the main room rather than in a separate room, every bit is the instance in the original modernistic. In fact, an early version of the room seen in the Museum catastrophe shows an elevator.
Unused Infant Game Ending
The map for the Baby Game includes entities to implement an unused, simpler version of the catastrophe obtained after playing the Infant Game for four hours. There is an env_fade entity that fades to white and a series of game_text entities that brandish text in the game'due south default font:
Unused | Used |
---|---|
Unused | Used |
---|---|
Unused | Used |
---|---|
Unused | Used |
---|---|
[game restarts] |
These entities are nowadays in the map file, simply they have no inputs or outputs, so the game never actually triggers them. The entity names are similar to the ones in the used catastrophe: whitefade and finaltext[ane-3] in the unused ending, whitecamera and finaltextb[1-7] in the used one.
Oddities
- Using the Sub-Car Gun (One-half-Life ii) or Paint Gun (scrapped Portal 2 entity), the Eastward key and MOUSE1 button are both forced to fire and use. This results in very foreign actions, taking over the game.
Revisional Differences
dump0.tmp
To prevent secrets from being discovered besides quickly, many of the game'south files were initially stored in an encrypted archive at platform/dump0.tmp
. Afterward a decryption tool was released past a third party, an update removed the archive and placed all the files into the game's content directory.
"Choice" Video
Original | Revised |
---|---|
After a schoolteacher complained, the "Option" video was changed to show more wholesome values.
Original | Revised |
---|---|
The next slide was similarly edited to show Steven considering setting burn to orphans rather than actually doing information technology.
Babe Game Ending Monolith
Original | Dec 27, 2016 patch |
---|---|
The original version of the Baby Game ending has what the developers call a "weird blackness monolith" obstructing the text. This is caused by the door for the puppy not closing, and has since been fixed.
- ↑ GranPC. (2018-04-01) "[…] we began working on the game effectually two months earlier aircraft Stanley Parable, and in the get-go we simply ran the maps inside Stanley. In that location's a chance there's a modest amount of lawmaking from Beginner'southward Guide in Stanley also. Cheers"
Source: https://tcrf.net/The_Stanley_Parable
0 Response to "The Stanley Parable Ending Baby Game 4 Hours"
Postar um comentário