VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=Gamer#1;52637331]WTF Since when did Sackticks grow to the size of Crabs?!
[IMG]https://steamuserimages-a.akamaihd.net/ugc/843717733507529517/6C1D9D2310DC09E160A435B816AE439C15A53453/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black[/img][/QUOTE]
Weren't they supposed to be like smol entities that ate literally everything organic in their way? (Sorry if I'm wrong i haven't read RTB in a while now and I forget things easily.)
IIRC Sackticks were supposed to be around the size of a dog.
[QUOTE=IntenseBarney;52637410]IIRC Sackticks were supposed to be around the size of a dog.[/QUOTE]
I've read that before and I just.. can't imagine that. I feel like they would work much better as smaller entities that jumped on to people and like, ganged up on em.
Not like, tick sized but more like, half the size of a regular dog I guess?
[QUOTE=gmadador;52637490]I've read that before and I just.. can't imagine that. I feel like they would work much better as smaller entities that jumped on to people and like, ganged up on em.[/QUOTE]
Have you never seen a pack of Chihuahuas ganging up on a guy? It's a lot less hilarious than it sounds.
[QUOTE=Sergeant Stacker;52637045]
I've been working on a thing that uses Alien Assassin animations. The character in this video started out as just a stronger fast zombie reskin before I gave the NPC the ability to use weapons. Having an enemy that is quick and agile, being able to jump over your cover and all that is pretty cool imo. I think once I'm finished with it it'll be a good way to reimplement the Alien Assassin.[/QUOTE]
Reminds me fast mutants from Far Cry 1.
I don't know whether anybody here has seen this yet, but [URL="https://www.reddit.com/r/HalfLife/comments/1p5uj2/halflife_1_poster_from_cape_town_south_africa/"]someone on Reddit posted a promotional poster for the original Half-Life from Cape Town, South Africa that was floating around in 1998.
[/URL] Notably, it also uses a full-size version of the famous Office Complex shot used for the game's box art,
[t]http://i.imgur.com/QIDtFey.jpg[/t]
[QUOTE=gmadador;52637490]I've read that before and I just.. can't imagine that. I feel like they would work much better as smaller entities that jumped on to people and like, ganged up on em.
Not like, tick sized but more like, half the size of a regular dog I guess?[/QUOTE]
Or the size of one of those decorative dogs. Anyway, the scale could be suprising. The super soldiers was supposedly roughly the size of a human. The alien fauna, while looking similar to the headcrab, is described to be large enough to pin a human prey under its mouth. And the sackticks were dog-sized and not at all like actual ticks, so maybe just one of them would jump onto a person and suck its blood and spawn more and more of the things and each can kill at least one more person, so each one is efficient.
Oh, and the colour choices on that sacktick make me think of salad and bread. Also it seems to be positioned backwards, because the tentacles are where the mouth at, similarly to the mortar synth.
I've always imagined that the sackticks were like the Scarabs in The Mummy
[media]https://youtu.be/OSkC2Pjj-pE[/media]
[QUOTE=Minelayer;52638274]I've always imagined that the sackticks were like the Scarabs in The Mummy
[media]https://youtu.be/OSkC2Pjj-pE[/media][/QUOTE]
But see, this is predictable. To have insectoid enemy to be the size of an insect (and there are huge insects in the tropics, sure) and crawl like an insect and bite like it, it is predictable.
HL2 has crustacean-like synths flying through the air.
Mollusc-esque mortar synths, again, flying enemy.
It has gigantic crab-like entities marching on forcefield conveyors.
It has tripedal synths that are visually a cross between giraffe and gorilla and they shoot lasers and warp charges.
So why would you turn the sackticks into something so literal? HL2 monsters are the result of Ted Backman's crazy creative mind that takes anything disgusting and repulsive and warps it and blends together disparate animal and mechanical designs and makes it impossible and alien and more revulsive.
Though, the sackticks, I think, were designed by Dhabih Eng, as are other early synths. Still, my point holds. To make it work in HL2, make it unusual.
[QUOTE=Xanatos;52636781]I have the maps up here on my webzone[/QUOTE]
hang em high, I want to see them.
[img]https://media.discordapp.net/attachments/353321190548570122/353335265059930114/src_mershun.png?width=484&height=641[/img]
ima get so much hate from this but does enyone know if there is a mod with the ministrider npc in it?
[QUOTE=Gamer#1;52648840][url]http://www.valvetime.net/threads/the-g-mans-possible-cut-appearance-in-half-life.257883/[/url]
[IMG]https://pbs.twimg.com/media/DI53QPCXUAEBPiT.jpg[/IMG][/QUOTE]
How long until we start spawning GMan in every map and calling it cut? :v:
[QUOTE=chipsnapper2;52651961]How long until we start spawning GMan in every map and calling it cut? :v:[/QUOTE]
Next up: cut G-Man appearance in Big Rigs: Over the Road Racing!!
[QUOTE=chipsnapper2;52651961]How long until we start spawning GMan in every map and calling it cut? :v:[/QUOTE]
der is script i n xen ther wus suppose to be gman fight last boss... but was change for gigant baby wit prostetic
[QUOTE=MenteR;52653946]der is script i n xen ther wus suppose to be gman fight last boss... but was change for gigant baby wit prostetic[/QUOTE]
[T]https://i.imgur.com/Yw0RBEU.jpg[/T]
canon.
[QUOTE=Blueleaf;52654001][T]https://i.imgur.com/Yw0RBEU.jpg[/T]
canon.[/QUOTE]
Is that a pipe stuck up his arsehole?
Not sure if any of you care about L4D1 cut content. But Splinks recently got permission to release a image that shows the old render of the hunter to me, when we were discussing if he could make a comparison image for me for one of my work. Splinks also said that it might of been used on a HUD for the beta.
He later posted this image to another community to share it, and I was wandering if I could just post this in here for the same reason.
[IMG]https://cdn.discordapp.com/attachments/354847520444252171/354859388084813824/hunter_swipe_full.png[/IMG]
[QUOTE=BlackSnow;52654044]Is that a pipe stuck up his arsehole?[/QUOTE]
I think it's stuck somewhere else...
I take it nobody takes the latest valvetime article serious?
[QUOTE=Hell-met;52654655]the first post-disaster appearance being one map later.[/QUOTE]
He appears twice before that, though?
[QUOTE=Dindex;52654084]Not sure if any of you care about L4D1 cut content, but Splinks got permission to release of a old render of the hunter.
Last night he sent me this when we were discussing on trying to make a comparison image for one of my mods.
[/QUOTE]
Find it kinda ridiculous we need permission to release [I]renders[/I] of stuff from games released [I]nine[/I] years ago.
[QUOTE=pepper314;52655111]He appears twice before that, though?[/QUOTE]
in the office yeah you're right lol oops
I probably meant the first time you get to shoot at him i guess
[QUOTE=Hell-met;52655829]in the office yeah you're right lol oops
I probably meant the first time you get to shoot at him i guess[/QUOTE]
The first time you get to shoot him is during Unforeseen Consequences shortly after you first meet Houndeyes.
[QUOTE=20sentryfox;52635480]Well here's a video demonstration for the synth's animations.
[video=youtube;bGnz-24ouBI]https://www.youtube.com/watch?v=bGnz-24ouBI[/video]
Yeah that's just because I'm using the original concept art as the texture. I'm not exactly skilled at UV mapping.
All of the stuff I've made will be eventually released onto the steam workshop (or at least stuff that's actually good.).The main problem with releasing this SNPC is that I have put events in the .qc file to play footstep sounds, and the VJ base (which I'm using) does not have a feature to use qc events for footstep sounds. In the video I'm using a code here from someone else to make them work, so I can't actually upload it how it is in the video.
Sorry for the late replies everyone, the problem is that I wanted to completely finish the project before making a video on it but with my very limited knowledge on making physics models (as you can see by the synth's ragdoll in the video having absolutely no set joint constraints) it wasn't really possible to do so.
EDIT: It now has a fully functional physics model.[/QUOTE]
Wow this is pretty cool. Wish it could have some higher res textures though.
Semi related note: I've been working on a mod for the better part of 3 years now and a big part of that has been learning how to do ai in the source engine. If anyone here has a good working model with animations they need ai for in a mod I'd be very interested in lending my help. The only thing I don't have a huge amount of experience with would be flying npc's but I'm sure I could figure it out. I can only really extend this offer with actual c++ work, I have zero experience with lua.
Small examples of what I do: [video=youtube;BjaWZhTRgKc]https://www.youtube.com/watch?v=BjaWZhTRgKc[/video]
[video=youtube;BIWUT1xO-bQ]https://www.youtube.com/watch?v=BIWUT1xO-bQ[/video]
[QUOTE=Comfort Jones;52656911]Wow this is pretty cool. Wish it could have some higher res textures though.
Semi related note: I've been working on a mod for the better part of 3 years now and a big part of that has been learning how to do ai in the source engine. If anyone here has a good working model with animations they need ai for in a mod I'd be very interested in lending my help. The only thing I don't have a huge amount of experience with would be flying npc's but I'm sure I could figure it out. I can only really extend this offer with actual c++ work, I have zero experience with lua.
Small examples of what I do: [video=youtube;BjaWZhTRgKc]https://www.youtube.com/watch?v=BjaWZhTRgKc[/video]
[video=youtube;BIWUT1xO-bQ]https://www.youtube.com/watch?v=BIWUT1xO-bQ[/video][/QUOTE]
You should make a YouTube series on Source Engine Programming and NPC coding. I'd love to see that!
[editline]7th September 2017[/editline]
what model did the npc_surface use in the Source Particle Benchmark? I thought it was Hydra.mdl but I can't find it in the files
Also, when the source engine 2007 branch was leaked and included a few npc_surface files, could someone port it as a fully working npc to the 2013 SDK branch? I'm faccinated by that npc because I could imagine someone making a "dynamic blood" function for when NPCs get wounded.
[QUOTE=Comfort Jones;52656911]Wow this is pretty cool. Wish it could have some higher res textures though.
Semi related note: I've been working on a mod for the better part of 3 years now and a big part of that has been learning how to do ai in the source engine. If anyone here has a good working model with animations they need ai for in a mod I'd be very interested in lending my help. The only thing I don't have a huge amount of experience with would be flying npc's but I'm sure I could figure it out. I can only really extend this offer with actual c++ work, I have zero experience with lua.
Small examples of what I do: [video=youtube;BjaWZhTRgKc]https://www.youtube.com/watch?v=BjaWZhTRgKc[/video]
[video=youtube;BIWUT1xO-bQ]https://www.youtube.com/watch?v=BIWUT1xO-bQ[/video][/QUOTE]
Wait, isn't that Juniez's Pulse Rifle? The one that Mr Brightside is animating?
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