• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=Cows Rule;52687316]Wasn't that done with the Decay PC mod?[/QUOTE] and it's honestly creepy syringue arm thing following your every movement.
I think it's pretty dope. I tried getting them working on Source, but since I cannot code, all I could do was use them as animated props tied to I/O chains. And yeah, the Decay PC mod has those chargers converted. Bringing them over to a Half-Life mod would be easy.
Worked on this today. [URL="http://www.moddb.com/mods/shft-no-mercy/images/concept-charger-wip"][IMG]http://media.moddb.com/images/mods/1/24/23444/concept_charger.gif[/IMG][/URL] And yes, that is op42's model. We do have permission to use it, and have made edits to the model to work better in hl1.
It looks like a Spore creature with that animation, but not necessarily in a bad way :v: The legs look rather stiff though, could you make these two leg parts be more 'animated', like with a Goat for example. It might lead you to making the animation slower (as extending the legs more will yield a bigger step size, and at this speed you might as well call him Barry Allen), but it would look better tbh, now they're almost glued to the thighs. Good animation for the rest though ^^ [IMG]https://i.imgur.com/lOrTGlD.png[/IMG]
[QUOTE=RunesGuy;52689649]The legs look rather stiff though, could you make these two leg parts be more 'animated', like with a Goat for example. It might lead you to making the animation slower (as extending the legs more will yield a bigger step size, and at this speed you might as well call him Barry Allen), but it would look better tbh, now they're almost glued to the thighs. Good animation for the rest though ^^[/QUOTE] I was having trouble with getting more movement out of those two bones for that reason. I whipped up the animation in about an hour and a half, so I could still get some improvements to it before I call it final. The gif also plays a bit slower than how the animation will look in game. The gif shows this as more of a run than the sprint I'm trying to make it out to be.
[QUOTE=Magic_Nipples;52689016]Worked on this today. [URL="http://www.moddb.com/mods/shft-no-mercy/images/concept-charger-wip"][IMG]http://media.moddb.com/images/mods/1/24/23444/concept_charger.gif[/IMG][/URL] And yes, that is op42's model. We do have permission to use it, and have made edits to the model to work better in hl1.[/QUOTE] i feel like the head bobbing may look too exaggerated/cartoony.
[QUOTE=MenteR;52689985]i feel like the head bobbing may look too exaggerated/cartoony.[/QUOTE] I find it cute, so let's keep it.
The head should probably move just [I]a bit[/I] when running/walking.
[QUOTE=Magic_Nipples;52689016]Worked on this today. And yes, that is op42's model. We do have permission to use it, and have made edits to the model to work better in hl1.[/QUOTE] It looks so happy. Its tail is wagging and everything! [QUOTE=PikaCommando;52690072]I find it cute, so let's keep it.[/QUOTE] Maybe keep the head bobbing, but just tone it down a bit?
[QUOTE=Kaleidescoop;52690144]Maybe keep the head bobbing, but just tone it down a bit?[/QUOTE] I agree with this. Comparison image of the original vs our edited version for anyone wondering if anything was actually changed: [T]https://cdn.discordapp.com/attachments/179639568654401537/358987245644021760/comparison.png[/T]
[QUOTE=Comfort Jones;52683184]Says expired for me.[/QUOTE] Fixed it. Forgot there were two links to the discord in the OP. Sorry for the delay.
[QUOTE=Magic_Nipples;52690324]I agree with this. Comparison image of the original vs our edited version for anyone wondering if anything was actually changed: [T]https://cdn.discordapp.com/attachments/179639568654401537/358987245644021760/comparison.png[/T][/QUOTE] sorry for offtopic and all but could you tell hows that font called, i keep forgetting
[QUOTE=Mattscreab;52693932]sorry for offtopic and all but could you tell hows that font called, i keep forgetting[/QUOTE] this might be wrong but i think it's the font called "broken english" you download it off google [highlight](User was banned for this post ("Shit reply" - Bengley))[/highlight]
[QUOTE=Mattscreab;52693932]sorry for offtopic and all but could you tell hows that font called, i keep forgetting[/QUOTE] I believe it's [URL="http://www.blambot.com/font_badaboom.shtml"]Badaboom[/URL]. [IMG]http://www.blambot.com/_images/_fontgraphics/preview_badaboom.gif[/IMG] [video=youtube;6EBZ078h5YU]https://www.youtube.com/watch?v=6EBZ078h5YU[/video] In d2_prison_07, is that slow machine gun fire coming from the hanging Gunship on the middle crane, or a Soldier that's just stuck there?
[media]http://www.youtube.com/watch?v=NNv17T02WlY[/media] How is this broken on Source? I got curious now
[QUOTE=KayoDuck;52694957][media]http://www.youtube.com/watch?v=NNv17T02WlY[/media] How is this broken on Source? I got curious now[/QUOTE] They probably didn't care enough to implement it into HL:S.
[QUOTE=KayoDuck;52694957]is this broken on Source? I got curious now[/QUOTE] They probably didn't implement a engine feature to load random textures when they went from .bmps to .vmts. If they didn't want to implement this feature into Half-Life 2, then I can see why they would just forget about it.
[QUOTE=KayoDuck;52694957][media]http://www.youtube.com/watch?v=NNv17T02WlY[/media] How is this broken on Source? I got curious now[/QUOTE] So this doesn't work in any Source game or just HLS? I was hoping to make a mod that randomizes the Combine Soldier texture sheet but the closest answer I found for that was to edit the maps themselves.
[QUOTE=PikaCommando;52694875]In d2_prison_07, is that slow machine gun fire coming from the hanging Gunship on the middle crane, or a Soldier that's just stuck there?[/QUOTE] It's the Gunship, it's just not animated properly.
[QUOTE=Lambdafox;52695179]So this doesn't work in any Source game or just HLS? I was hoping to make a mod that randomizes the Combine Soldier texture sheet but the closest answer I found for that was to edit the maps themselves.[/QUOTE] You could probably do that with some Hammer logic (I assume you mean randomize combine skins?). Have a timer or something that counts down an arbitrary time. It should trigger a logic_case (or whatever the equivalent is for your version of Source engine, if there is one (otherwise you'll have to do some manual randomization yourself)) that would have a case for each skin variation/weapon combo on the combine solider spawner and change the spawner's skin/weapon combo with the output's parameter override.
[QUOTE=Mr. Someguy;52695798]It's the Gunship, it's just not animated properly.[/QUOTE] It was supposed to be a "naked" gunship's model on that crane, that was to fire at you until you lower the crane, so bay's walls block it's line of fire. Here's a sketch from RtB mentioning this: [IMG]https://pp.userapi.com/c636927/v636927216/1cdc/Hot7zHcuMF8.jpg[/IMG]
[QUOTE=KayoDuck;52694957][media]http://www.youtube.com/watch?v=NNv17T02WlY[/media] How is this broken on Source? I got curious now[/QUOTE] There are many things broken and one of them is Houndeyes.They're pretty fucked up on Source version.Thats why I prefer the original game.Just look: [video=youtube;bNLwwn5TYyY]https://www.youtube.com/watch?v=bNLwwn5TYyY&feature=youtu.be[/video] I was playing around the maps enabling sv_cheats and you know just tearing bullets on everything I see.At the video I recorded above I didnt use notarget.I dont know why it just stood there and dodged my crosbow a few times.
i'd rather say that's a problem with xbow, but what [I]isn't[/I] malfunctioning in hls?
[QUOTE=Magic_Nipples;52695114]They probably didn't implement a engine feature to load random textures when they went from .bmps to .vmts. If they didn't want to implement this feature into Half-Life 2, then I can see why they would just forget about it.[/QUOTE] Isn't "env_texturetoggle" able to do that? I think it's possible by adding one of that for every brush with random output for texture index. But i also rather the old way which is more practical than adding seperate entites :v:
[QUOTE=mRYanna;52698192]Isn't "env_texturetoggle" able to do that? I think it's possible by adding one of that for every brush with random output for texture index. But i also rather the old way which is more practical than adding seperate entites :v:[/QUOTE] It would work but it would not be efficient at all, you would need a lot of env_texturetoggles and an entity to randomly pick a texture (forgot what the entity is)
How well documented are the Source engine VMT shaders? I'd like to try my hand at coding a copy of VertexLitGeneric or LightmappedGeneric that supports multiple VTFs and picks one at random.
Welp, now we finally know how the Magnet Gun from the Warren Spector Episode was supposed to work: [url]https://www.pcgamesn.com/half-life-3/half-life-3-ravenholm-episode-warren-spector-junction-point[/url]
[QUOTE=Hell-met;52696785]i'd rather say that's a problem with xbow, but what [I]isn't[/I] malfunctioning in hls?[/QUOTE] There was a reddit discussion about the hate of HLS.The top comment was this: [QUOTE=SlappyCromwell] Half-Life: Source is vastly and objectively inferior to the original as it is fundamentally broken in virtually every way which you can imagine, and it has only become worse over the years. The textures, map lighting, animations (many play at incorrect speeds, some don't play at all), sounds, AI, scripting, hit boxes, weapon damage, and many more aspects are all demonstrably broken. It has reached the point where critical enemies are no longer capable of performing damage. These aren't small or isolated issues. These are far-reaching game breaking bugs that have been known and documented for as long as the port has existed, but despite these problems being reported years ago, no fixes from Valve are going to be made. Half-Life: Source has long since been abandoned, so it will continue to remain in its irreparably broken state. [/QUOTE]
at least it was somewhat tolerable before steampipe. At least apaches and ospreys didn't magically turn intangible to projectiles alfred plz
Someone on the discord, Jasper, managed to find unused Episode 1 sound files and VCDs in one of the earliest versions of Ep1. These include G-Man swearing and snarling at the player. The preload also has ep1_intro in episode 1.gcf and test #2 G-Man image of the Half-Life 2 ARG from 2004. The version is dated to be no earlier than May 2nd 2006. Edit: They will soon be uploading the episode 1 shared.gcf to the Valve Cut Content discord. Edit 2: [QUOTE=Chrille;52707745]I need to hear this.[/QUOTE] They're for download on the discord
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