Christmas Patriarch

Killing Floor Cut Content

Killing Floor is about a large group of sassy British people killing evil not-zombie mutants in order to gain a lot of DOSH.

This page documents all the unused, cut, and leftover content found in Killing Floor’s files.

Unused Animations

Character

There are multiple small unused animations for Characters and Zeds.

Weapon

Mac-10

There is a strange bash animation on a duplicate Mac-10 model. Bashing is not a feature of KF1 but would later come to KF2.

Mac-10 Bash Animation

Dual Handcannon

There are cut animations for what is presumably an alternate iron sight mode, where instead of the guns just zooming in, one gun at a time would be moved to the middle to use its iron sights.

Animations include:

Misc

Toybox

The toyboxes you defend in Toy Master have an unused closing animation, they never close after opening. The animation also has a gib emitter attached to it.

Toybox Closing Animation

Unused Code

Mutator

There are 2 mutators left in the files, they all have had their group commented out so that they don’t show up in the mutator list. They seem to have been scrapped early and reference unused content.

BeatDown

This one seems to be very unfinished, as it doesn’t account for trader or spawn weapons. It only deletes ammo pickups, and replaces random item pickups with either the Fire Axe or the cut Broken Pipe.

Machine Pistol

This one may have been cut because the mutator’s associated weapon was cut or vice versa.

Unused Map Content

kf-menu.rom

While this map may seem as if it is where you are when you are in the main menu, in current versions of Killing Floor it is not used at all anymore. Instead, modern Killing Floor uses a UI widget that overlays the menu.

This was likely changed for 2 reasons: the old menu was buggy and could break easily when coming back from being in a game, and it was also probably a challenge to change the menu pictures for seasonal events.

kf-menu.rom

KFIntro.rom

While this map is used for the splash screen, it features an AMD logo splash in the map, that the camera never activates. This is also in the Red Orchestra version of this map and is also unused.

KFIntro.rom AMD Logo

KF-WestLondon

West London has a few unseen models. There is message painted in blood reading “The End is Fucking Nigh” that was moved inside of the police station wall, rendering it invisible without cheats. There is also an unseen road model in the overpass that acts as a Zed spawn area and is fully inaccessible and invisible to the player actually has a unique detailed road model. Finally, you can find a KFDoorMover actor that uses a pistol model.

Hidden Message Hidden Message. (Wall model hidden for visibility)

Unseen Road Model Unseen Road Model.

Out of Bounds Pistol Mover Out of bounds pistol mover.

Unused Music

Transit Music

KF-Transit launched with music missing on quite a few waves. According to zYnthetic (the composer) it had been accidentally left out, and he had tried to get the music put back into the game but Tripwire never did.

Unused Sound

Male Voice Pack 3

There is an entire voice pack that goes unused. It is all voiced by the game’s main composer and sound designer zYnthetic. It has a surprisingly large amount of voice lines, as it was only made to test the voice system.

There are mods on the Steam Workshop available to restore this voice pack.

Unused Player Voice Lines

Some unused and test lines are left over in the male 1 and male 2 voice packs. There is also an extra crawler line that goes unused in the female voice pack. These lines consist of temp lines, higher quality versions of used lines, and completely unused lines.

Examples:

Unused Trader Lines

You can find a group of welcoming lines from the trader that don’t seem to ever happen in the game, there does seem to be code for it in KFShopVolume class but it may be broken as it never happens in the game.

Unused Zed Sounds

There is also some unused Zed sounds hiding in the files.

Gorefast

You can find a completely unused soundgroup for “Blade Falling”, presumably you could originally gib the blade arm off and these would be impact sounds.

Patriarch

You can also find 4 re-recorded KF Mod lines in a style much more similar to the retail Patriarch.

Unused Textures

Colored Dummy Portrait

In the files of the Toy Master expansion, you can find a colored version of the Dummy’s portrait, the final version uses a red portrait.

Colored Dummy Portrait

Developer Texture

While there aren’t many and most maps were just made without dev textures, you can find some of them laying around the files and in specific maps.

Examples include:

DJ Scully Unused Combiner

Due to an oversight in the code, DJ Scully uses only a diffuse texture, when in the files there is a combiner that makes his goggles and kneepads have a slight shine to them.

DJ Scully Combiner

Early Character Texture

You can find work in progress versions of multiple character textures leftover in the files.

Early Objective Mode UI Texture

There are a few early looking Objective Mode UI textures that go unused in the KFStoryGame_Tex texture package.

Leftover Level Preview

A lot of maps have level previews from other maps in their myLevel package. This implies that Tripwire built new maps off old map files commonly.

”PReset” Perk Icon

There exist in “KillingFloor2Hud” texture package a group of perk icons that go completely unused. They look almost like redesigned perk icons and some of the Killing Floor 2 perk icons would end up looking similar to these.

PReset Perk Icons

Rachel Clamley 2k Texture

An unused double-resolution version of Rachel Clamley’s texture can be found in the files.

Rachel Clamley 2k Texture

Special Effect

In the files you can find some textures for cut special effects.

Toymaster Doll Material

There are some unused versions of the doll textures in Toymaster.

In the files you can find a texture package called CellExample, that features an example template for a cel-shaded look. This was seemingly going to be used for the Puppets in Toymaster.

Cell Example

UI Texture

Zed Control Combiner

In the files you can find an unused combiner for “Zed Control”. It uses a Red Orchestra body texture, but presumably it would be swapped out with a zed texture using code. It likely had something to do with the unused ZED Control Device weapon.

Zed Control Combiner

Unused Video

Toy Master Dummy Talking

There exists a video in the Toy Master expansion files of the Dummy that talks to you animated. In game a static picture is used instead.

Lobby Video

Killing Floor has had various ads advertising DLC packs and other Tripwire products for most of its life, which played in the lobby screen. There have been a lot over the years and they were removed from the game.

Videos include:

Unused Weapons

Dragon’s Breath Shotgun

A version of the Shotgun with dragon’s breath shells, this was either an early version of the Trench Gun or a separate weapon. The only remaining assets are UI icons for the Trader and Weapon Select.

Dragon's Breath Shotgun Trader Trader Texture

Dragon's Breath Shotgun Selected Selected

Dragon's Breath Shotgun Unselected Unselected

Mosin Nagant

A WW2 sniper, likely to be some sort of either Red Orchestra or Rising Storm crossover like the Thompson. All that is left is UI textures.

Mosin Nagant Trader Trader Texture

Mosin Nagant Selected Selected

Mosin Nagant Unselected Unselected

ZED Control Device

“ZED Control Device”, apparently supposed to let you control zeds somehow. According to some old players it had some code in the files a long time ago but was removed at a later point. It is assigned to the “Z” key by default.

ZED Control Device

In the files you can find an unused combiner for “Zed Control”. It uses a Red Orchestra body texture, but presumably it would be swapped out with a zed texture using code. It likely had something to do with this weapon.

Zed Control Combiner

Unused Zeds

Mix Zed

Something that has been in the files for a long time are these “Mix” versions of zeds. They predate event zeds and therefore do not follow the same naming convention and are all called Zombie___Mix. They are all combinations of different zed models.

There is reason to believe these were originally made for a KF Mod version that never reached the public, because in the early versions of Killing Floor 1, they didn’t swap models, but changed textures.

Braindead Zed

Inside the files you can also find braindead versions of every zed called BrainDead___, these are just the regular zeds without any thinking. My best guess for these is they were used to see a zed’s animations without AI interference.

SP Gorefast

The SinglePlayer variant of the Gorefast still remains in the files from KF Mod 1.0, it extends off the normal Gorefast and only changes movement speed.

KF Mod Zed

All of the cut KF Mod zeds, and SP variants of existing zeds, still exist in the files. SP variants are just normal ones with different stats, and the majority of the unique Zeds just don’t work and will crash the game if spawned.

Leftover Assets

Killing Floor Mod Assets

Most of the models from back when Killing Floor was an Unreal Tournament 2004 mod are in the game’s files, including old, unused models that can be found in the mod version. These can be placed in custom maps.

Red Orchestra Assets

Killing Floor has several leftover models and textures from Red Orchestra: Ostfront 41-45. This isn’t surprising, as the KF engine is based on the Red Orchestra version of Unreal Engine 2.5 and is made by the same developers.

Note that some Red Orchestra assets are used in the crossover map KF-Farm and future maps.

RO Models in KF Editor screenshot showing a list of a few RO models that are in Killing Floor’s files.

RO HUD Images Editor screenshot showing several HUD images from Red Orchestra in Killing Floor’s files.

Unreal Tournament Assets

There are a ton of UI textures including logos left over from Unreal Tournament 2004, Unreal Tournament 2003 and Unreal Tournament. These are located in the texture package “InterfaceContent.utx”.

UT UI Textures Some of the UT UI textures left in the files.

Leftover Weapons

In the “KFMod.u” file that holds most of the Killing Floor-specific code, you can find classes for 4 old KF Mod weapons. These are The “Bat”, “Claws”, “Machine Pistol” and the “StunNade”. While they are all broken and incomplete, they can still be spawned with cheats.

Bat/Broken Pipe/Machete

This is the most interesting class, it was originally in KF Mod 1.0 as a baseball bat, was changed in 2.0 onwards to be a metal pipe, but retained the same class with just updated code and strings, and in retail it was changed to be a machete but the class was removed before release.

This was also the only one to receive a little bit of retail style animation work not present in any KF Mod version, however it seems the model could of also been used as a placeholder for the machete.

Broken Pipe

You can still use this weapon with cheats by using the command “summon KFMod.BatPickup” in the console.

Claws/Fists

This is a very old leftover from KF Mod 1.0, it was only ever used there and never came back. As a result, the code is very broken and outdated, the weapon barely works and lost the double hit function.

The assets are all gone from the files and only the code and untextured view model remain so it has no view model. The pickup doesn’t even fall like retail pickups and uses an oversized KF Mod 2.5 bullet pickup model.

Land Mine

This is a cut KF Mod weapon that remains in the code, but almost all the functional code has been stripped, there is one model left. It does not work, even if you were to spawn it with cheats.

Land Mine

Machine Pistol

This is a weapon from KF Mod 2.5, which was also unused there to my knowledge. In retail what remains is essentially a 9mm pistol with different stats, no view model, and a KF Mod 2.5 9mm pickup model.

Stun Nade

This is another cut KF Mod 2.5 weapon which has remnants left in the game, this one was I’m guessing going to behave somewhat like a flashbang, it has a lot of code left over but I am assuming it would not work properly.

Stun Nade View Model Very broken view model of the Stun Nade.

Stun Nade World Model The textured world model.

SP Variant

The “SP” variants of some weapons are still in the files. They look identical to the used weapons since they extend off the normal classes, and just have altered stats. These are leftover from the KF Mod days.

DM Variant

The cut KF Mod Deathmatch variants of weapons also still are in the files. They also look identical just with different stats.

Oddities

Missing Textures in Used Model

In the map Waterworks, there are a few models that seem to be missing their textures. There also doesn’t seem to be any remnants left of whatever the textures were. The models, despite missing textures, are still used in the map.

cabletest Missing Texture cabletest

pump_sign Missing Texture pump_sign

Source

This content is based on information from The Cutting Room Floor.