(this post will be supplemented)
Let's talk about theese things.
Stuff in SteamVR Performance Test
Files that contain hl3 strings
(Found by guys from reddit and from other forums.)
Destinations\game\core\pak01_000.vpk :
HL3 Headcrab mentioned
L4D2 Source 2 port mentioned. Splitscreen? (Default CFG that comes with Source 2/1)
Client.DLL (Also present in Aperture Robot Repair leaks from February)
Gordon at his desk (Actually new) (probably part of new info_player_start - vr position at the desk)
Destinations\game\steamtours\steamtours.fgd
Possible helicopter crash scene. Not an NPC. Some type of path. Likely scene.
Helicopter stuff in hammer (thanks Luke / Tobias)
StringtokenDatabase.txt
Server.DLL
Quest member stuff
Destinations\game\steamtours\steamtours.fgd
Mentions combine and quests. New - old ish. New as in HL3 new. Old as in seen before.
HLVR
This could suggest that Valve has been experimenting with Half-Life and VR.
Model_editor.dll
Source 2 DOG model:
Obsolete on Source 2 looks gorgeous.
And what we know yet:
Let's talk about theese things.
Stuff in SteamVR Performance Test
Files that contain hl3 strings
(Found by guys from reddit and from other forums.)


Destinations\game\core\pak01_000.vpk :
Code:
"models\headcrab.mdl"
{
"mod" "hl3"
"importfunc" "ImportMDLtoVMDL"
"getSkinningFromLod0" "1"
}
Code:
// work on left4dead2 qc importing content files.
".qci"
{
"mod" "left4dead2_source2"
"importfunc" "integ"
"src" "IMPORT_CONTENT"
"dest" "EXPORT_CONTENT"
}
// work on left4dead2 qc importing content files.
".vrd"
{
"mod" "left4dead2_source2"
"importfunc" "integ"
"src" "IMPORT_CONTENT"
"dest" "EXPORT_CONTENT"
}
"surfaceproperties"
{
"importfunc" "ImportSurfaceProperties"
}
"splitscreen_config.txt"
{
"importfunc" "integ"
"src" "IMPORT_GAME"
"dest" "EXPORT_GAME"
}
L4D2 Source 2 port mentioned. Splitscreen? (Default CFG that comes with Source 2/1)
Client.DLL (Also present in Aperture Robot Repair leaks from February)
Code:
C:\buildslave\destinations_staging_win64\build\src\game\client\generated_protosteamtours\win64\hl3_usermessages.pb.cc // suggesting multiplayer?
Hl3_usermessages.proto
HL3UserMessageIds
AVCHL3VScriptGameSystem
Gordon at his desk (Actually new) (probably part of new info_player_start - vr position at the desk)

Destinations\game\steamtours\steamtours.fgd
Code:
! @PointClass base(Targetname) size(16 16 16) color(255 0 0) = path_corner_crash : "Helicopter Crash Path"

Helicopter stuff in hammer (thanks Luke / Tobias)
StringtokenDatabase.txt
Code:
HL3GF0dev_measuregeneric01b
HL // hl3 texture file reference
Server.DLL
Code:
C:\buildslave\destinations_staging_win64\build\src\game\server\hl3\procedural_spawn_template.cpp
Quest member stuff
Destinations\game\steamtours\steamtours.fgd
Code:
is_quest_member(boolean) : "Quest Member? (Neutral to Combine and doesn't take damage)"
: 0
HLVR
Code:
CHLPropVRHand vr_align_to_grabline vr_draw_hand
CHLVRPropFlashlight models/weapons/vr_flashlight/vr_flashlight.vmdl light CHLVRPropTripmine
C_HLVRPropTripmine
CHLVR_Weapon_Base
AVCHLVRPropGlove // this right here is something worth looking into
C_HLVR_TeleportController vr_teleport_recharge_speed Trackpad can be used to teleport. //gets more interesting
CHLVR_WeaponSwitch_Controller
Model_editor.dll
Code:
physics_testbed.exe -game hl3 -open
Some more RPG stuff
CQModelView::OnLoadRPGUnitItems(12420):
scripts\rpg\units Unit Text Files (*.txt) Load unit text file
Source 2 DOG model:

Obsolete on Source 2 looks gorgeous.

And what we know yet:
Last edited: