• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
    4,608 replies, posted
[QUOTE=halfer;52657645]Wait, isn't that Juniez's Pulse Rifle? The one that Mr Brightside is animating?[/QUOTE] Yeah. Someone did another take on it and put it on gamebanana. [URL="https://gamebanana.com/skins/147412"]https://gamebanana.com/skins/147412[/URL]
[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] Since I played Wolfenstein TNO recently that cremator grenade of yours really reminds me of the [URL="http://wolfenstein.wikia.com/wiki/Heavy_Robot"]Heavy Robot[/URL] EMP grenades that kind of disable all of your electronic shit. If it would drain just a bit of health but a lot of suit power that would be p awesome.
[QUOTE=BlackSnow;52657802]Since I played Wolfenstein TNO recently that cremator grenade of yours really reminds me of the [URL="http://wolfenstein.wikia.com/wiki/Heavy_Robot"]Heavy Robot[/URL] EMP grenades that kind of disable all of your electronic shit. If it would drain just a bit of health but a lot of suit power that would be p awesome.[/QUOTE] I can't really promise much atm beyond the one thing I know I need to change is his primary fire. Needs a slight delay before it comes out and imo will need some kind of audio warning for the player. P. S if anyone wants to help clean his animations up hit me the fuck up lol.
[QUOTE=epicplayer;52657552] 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] It would be very, very, very wasteful. You can satisfy any and all 'dynamic blood' needs with just the built-in particle system, no need to stress the CPU with gel blobs. NPC_surface is very CPU intensive and it would be insanely impractical to use it for something like blood, which gets spawned very often during combat. This lies in the same spectrum of ideas as "let's make physically simlated bullets based on crossbow code". Impractical, wasteful, almost pointless.
[QUOTE=Cvoxalury;52660272]It would be very, very, very wasteful. You can satisfy any and all 'dynamic blood' needs with just the built-in particle system, no need to stress the CPU with gel blobs. NPC_surface is very CPU intensive and it would be insanely impractical to use it for something like blood, which gets spawned very often during combat. This lies in the same spectrum of ideas as "let's make physically simlated bullets based on crossbow code". Impractical, wasteful, almost pointless.[/QUOTE] What's pointless in simulating bullet drop and travel time? There is absolutely nothing wrong about playing around with source and do all sorts of "wasteful" experiments.
Some of the best things can come from just playing around and quickly bodging up prototypes for seemingly "pointless" concepts. The main thing though is that if you see potential in one of those prototypes you should try to find a better, non-bodged way to do it.
[QUOTE=notbarnik;52660603]What's pointless in simulating bullet drop and travel time? There is absolutely nothing wrong about playing around with source and do all sorts of "wasteful" experiments.[/QUOTE] Not really reading into the posts, are you. Simulating it isn't bad, but you only should [I]simulate[/I] it and not compute all the physics in realtime. Which is hHow the crossbow does it. One weapon with low RoF. For bullets, if you so want, you instead compute virtual trajectory and delay and then apply to the end result. So the weapon is still hit-scan and efficient, but with simulated gravity and tracers and all that. Playing around isn't wrong, but it's just for playing and when mods begin to advertise WE GONNA MEK IT THE MOST RELISTIC MOD EVERR, that is silly. Gamedev is about efficiency on [I]every[/I] level. Hipoly to lowpoly modeling. Bump mapping and baked reflections. Limited physics simulation instead of realtime, 'true' calculation down to atom level. Simulated sound instead of actually generating soundwaves through vibrations or whatever. Simulations in AI to make it seem more lifelike, not true intelligence. You don't model your NPCs with all internal organs and vessels, you don't invent 'true' liquid blood, and you don't simulate bullets with physmodels.
[QUOTE=Cvoxalury;52660734]Not really reading into the posts, are you. Simulating it isn't bad, but you only should [I]simulate[/I] it and not compute all the physics in realtime. Which is hHow the crossbow does it. One weapon with low RoF. For bullets, if you so want, you instead compute virtual trajectory and delay and then apply to the end result. So the weapon is still hit-scan and efficient, but with simulated gravity and tracers and all that. Playing around isn't wrong, but it's just for playing and when mods begin to advertise WE GONNA MEK IT THE MOST RELISTIC MOD EVERR, that is silly. Gamedev is about efficiency on [I]every[/I] level. Hipoly to lowpoly modeling. Bump mapping and baked reflections. Limited physics simulation instead of realtime, 'true' calculation down to atom level. Simulated sound instead of actually generating soundwaves through vibrations or whatever. Simulations in AI to make it seem more lifelike, not true intelligence. You don't model your NPCs with all internal organs and vessels, you don't invent 'true' liquid blood, and you don't simulate bullets with physmodels.[/QUOTE] [url=http://store.steampowered.com/app/284160/BeamNGdrive/]But we do,[/url] [url=https://www.youtube.com/watch?v=2XPwmSvA324]and it's really cool.[/url] And there are countless other lesser known tech demos that explore the fringe of realtime computer simulation. Completely simulating one system or another is a great gimmick for a tech-demo game/mod. Who the fuck wouldn't want a true physics simulation down to an atom if it was possible to do on a consumer machine in realtime? Who wouldn't want a melee fighting game with full internal body modelling? You have a fetish for optimization while failing to see that not every game has to be that. edit: Maybe it was a bit strong worded but basically what I'm saying is that there's nothing wrong if you waste resources on truly (as close to as possible) simulate an aspect of the game just for the sake of it. Take BeamNG for example. In real life, you can see the tire deforming [url=https://youtu.be/Lt6iltuxD48?t=130]here (2:10).[/url] In a game like Forza, if it had a theoretical slow-mo cam, it would be perfectly fine and preferable to fake it, animate it. Does the job perfectly and looks great. But in BeamNG, you can actually see the same thing without any pre-scripting. It naturally happens just because of how accurate the physics model is. So you can look it at and be amazed. Wouldn't have the same effect as animating it. That's why I see nothing wrong if one mod wants to do blob blood, and another - physical bullets. Of course it's highly impractical to do in all games, but it's OK to do if that's your selling point. If you just want to see how it simulates. My tldr is longer than the original post, nice.
[video]https://twitter.com/ValveTime/status/906204459264565257[/video]
[QUOTE=PelPix123;50820968]any of you guys know anything about rollergrubs[/QUOTE] Lot of time has passed since this post ... and still no rollergrub model was made ... until now! I would like to share with you my recreation of the original model. [thumb]https://i.imgur.com/0PSrRg3.jpg[/thumb] [thumb]https://i.imgur.com/5kkm68j.jpg[/thumb] It'll be released as a part of Half-Life 2 Cut SNPCs pack for Garry's mod. What is your opinion on this one?
[QUOTE=Gamer#1;52661265][video]https://twitter.com/ValveTime/status/906204459264565257[/video][/QUOTE] Whats so 9/11 about that? Am I missing something in this picture?
[QUOTE=WhyNott;52663547]Whats so 9/11 about that? Am I missing something in this picture?[/QUOTE] terrorists
[QUOTE=WhyNott;52663547]Whats so 9/11 about that? Am I missing something in this picture?[/QUOTE] probably just the fact that any mention of terrorism was taboo during those days, just look at how gta 3 was changed in the last minute to remove any reference to terrorists
Someone have the canals map of hl2 beta but fixed?
[QUOTE=Marco198;52663813]Someone have the canals map of hl2 beta but fixed?[/QUOTE] It's easy to go around a map in hammer and fix it up. I'd not suggest making a mod that is all other people's content.
Groundbreaking news, beta people! There's been an exciting new development on the Half-Life 2 beta front that rocks the very foundation of everything we thought we understood for the last 14 years! It turns out the character we've been calling "[b]H[/b]elena" all this time is actually "[url=http://combineoverwiki.net/wiki/Elena_Mossman][b]E[/b]lena[/url]"! [media]https://twitter.com/marc_laidlaw/status/906368829906755589[/media] Mark your calendars, beta boys. This is the day when things changed forever.
[QUOTE=kubiiik_svK;52663415]rollergrub[/QUOTE] I wouldn't say right off that bat that it is a rollergrub. From what I know, there's never been any direct evidence of those textures being tied to that particular critter.
[QUOTE=livelong;52664380]I wouldn't say right off that bat that it is a rollergrub. From what I know, there's never been any direct evidence of those textures being tied to that particular critter.[/QUOTE] If it isn't, it's still the next best thing.
[QUOTE=livelong;52664380]I wouldn't say right off that bat that it is a rollergrub. From what I know, there's never been any direct evidence of those textures being tied to that particular critter.[/QUOTE] That's true. I based that model on these two pictures: [thumb]https://i.imgur.com/FgRaiZ7.jpg[/thumb] [thumb]https://i.imgur.com/x7kNIBA.jpg[/thumb] They've been around for some time. I'm not 100% sure but this is the only piece of evidence. Maybe it had never existed and PelPix fabricated it all...
[QUOTE=kubiiik_svK;52664444]That's true. I based that model on these two pictures: [thumb]https://i.imgur.com/FgRaiZ7.jpg[/thumb] [thumb]https://i.imgur.com/x7kNIBA.jpg[/thumb] They've been around for some time. I'm not 100% sure but this is the only piece of evidence. Maybe it had never existed and PelPix fabricated it all...[/QUOTE] That's wirelex's remake, from December of 2016. A guy posted it here after seeing it in the Discord and thought it was real
[QUOTE=gmadador;52664499]That's wirelex's remake, from December of 2016. A guy posted it here after seeing it in the Discord and thought it was real[/QUOTE] Thank you for correcting me. For all interested in this model ... it'll still be released.
It looks awfully.... phallic.. in form.
[QUOTE=Marphy Black;52664302]Groundbreaking news, beta people! There's been an exciting new development on the Half-Life 2 beta front that rocks the very foundation of everything we thought we understood for the last 14 years! It turns out the character we've been calling "[b]H[/b]elena" all this time is actually "[url=http://combineoverwiki.net/wiki/Elena_Mossman][b]E[/b]lena[/url]"! [media]https://twitter.com/marc_laidlaw/status/906368829906755589[/media] Mark your calendars, beta boys. This is the day when things changed forever.[/QUOTE] That's a plot device straight out of Murder on the Orient Express.
[QUOTE=ToyokaX;52664983]It looks awfully.... phallic.. in form.[/QUOTE] Shouldn't we be used to it by now?
[QUOTE=ToyokaX;52664983]It looks awfully.... phallic.. in form.[/QUOTE] If this reminds you of a dick you might wanna see a doctor specifically a dick doctor
Did anyone ever managed to find any further information on the cut Decay levels? I asked in the gearbox forums but got nothing. Would really like to get the hangar, since I am rebuilding the Airfield level geometry on Source: [t]https://i.imgur.com/Suu5Qvh.jpg[/t][t]https://i.imgur.com/nhFJsYX.jpg[/t][t]https://i.imgur.com/2jsgPmG.jpg[/t]
[QUOTE=Portugalotaku;52667802]Did anyone ever managed to find any further information on the cut Decay levels? I asked in the gearbox forums but got nothing. Would really like to get the hangar, since I am rebuilding the Airfield level geometry on Source: [t]https://i.imgur.com/Suu5Qvh.jpg[/t][t]https://i.imgur.com/nhFJsYX.jpg[/t][t]https://i.imgur.com/2jsgPmG.jpg[/t][/QUOTE] If you still have the mind, then look for the old European employees of Sony. They may have dev-prototypes and hw-test builds Half-Life (PS2). A recent dispute has become known man who published Half-Life (Dreamcast). He said that he has several backup prototypes of Half Life (Dreamcast) and Agartha, even including versions of PyroTechnics. All data, disks, servers were destroyed in time SEGA closing the office in 2001.
Hmm, I wonder where we can ask about that.
[video]https://twitter.com/K2theSwift/status/907270163518693376[/video]
[QUOTE=Gamer#1;52671597][video]https://twitter.com/K2theSwift/status/907270163518693376[/video][/QUOTE]That, my friend, is top-notch concept art. I don't even know how they got here. Even [B]VNN[/B] is [URL="https://twitter.com/ValveNewsNetwor/status/907279156391628800"]impressed[/URL]!
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