VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=The Fiend;52808767]Any update on that MP5K? Was that going to be released as a possible replacement for the MP7?[/QUOTE]
I finally completed it. Fixed the rear sight after working out how it looked, and also made sure that every face on the model had an appropriate UV reference (So stuff that valve would've overlooked, say the bottom of the magazine or the front of the gun) all has an unwrap to it.
Would you like it to use the retail (orange) arms or the old alpha-y dark-reddish arms?
Also would you like it for use in the hl2 leak or for retail hl2?
[IMG]https://i.imgur.com/zzTG8i4.png[/IMG]
[IMG]https://i.imgur.com/rwa4Gp2.png[/IMG]
[IMG]https://i.imgur.com/fKggFPs.png[/IMG]
Retail (on both questions) please and thank you! Damn it looks great. Thanks for making it in such a way that it fits with the aesthetic of the game too. Too often new weapons are too high rez and end up looking out of place.
If possible, both my friend. It looks precisely at home in the leak aesthetic of old, worn out "relics of war". I imagine the MP5K would be the defacto main weapon of the Resistance - it just screams "guerilla style".
Myself, Ive been working on implementing something I personally never seen done: the old HUD damage icons:
[img]https://i.imgur.com/DdnAsyL.jpg[/img]
The code is mostly borrowed from the first Half-Life. The HUD can now alert five different damage types.
Ive been doing tons of programming work for Insolence. My priority right now is to make the code clean and organized - when programming for Source, its very easy to make a mess and lose track of what you are doing.
We got tons of things working perfectly - we might even toy with the idea of releasing "Programming Progress" videos, a-la Shaft. Those guys really inspired me to do a good programming job, so props to them.
We are using the unused dmg icons on Obsidian Conflict as well, although unless you didn't take at time the picture it should be brighter when flashing.
[QUOTE=JasperCarmack;52809496]I finally completed it. Fixed the rear sight after working out how it looked, and also made sure that every face on the model had an appropriate UV reference (So stuff that valve would've overlooked, say the bottom of the magazine or the front of the gun) all has an unwrap to it.
Would you like it to use the retail (orange) arms or the old alpha-y dark-reddish arms?
Also would you like it for use in the hl2 leak or for retail hl2?
[/QUOTE]
With both the retail and the alpha/beta dark red arms, and for both the leak and the retail. And it looks really amazing!
[QUOTE=JasperCarmack;52809496]I finally completed it. Fixed the rear sight after working out how it looked, and also made sure that every face on the model had an appropriate UV reference (So stuff that valve would've overlooked, say the bottom of the magazine or the front of the gun) all has an unwrap to it.
Would you like it to use the retail (orange) arms or the old alpha-y dark-reddish arms?
Also would you like it for use in the hl2 leak or for retail hl2?
[/QUOTE]
2002 arms for leak, please. I can't wait to replace the leak SMG1 with this and turn off the grenade function there (unless Valve also thought the MP5k had two barrels too).
Best Valve x Ritual art ever: [video]https://twitter.com/ValveTime/status/922089253353480192[/video]
If Half Life never came out SiN would have filled its place as the big revolutionary 3D action game. It's so dope and has a ton of personality. It's a bit more uneven of an experience, however. Stealth levels....Not great.
But Ritual got back at 'em.
[media]https://twitter.com/ValveTime/status/911777861127872512[/media]
And Valve's response? Nothin'! Suck on that, ya plumbing regulator fanboys!
[QUOTE=Mech Bgum;52810739]Roughly speaking, Sin was quake ii + duke nukem so it wasn’t that revolutionary. And it was inferior to duke obviously.[/QUOTE]
Blade is actually funny, unlike Duke (whose lines are mostly ripped from other sources in the first place).
[QUOTE=PikaCommando;52810782]...unlike Duke (whose lines are mostly ripped from other sources in the first place).[/QUOTE]
Exhibit A: [video]https://youtube.com/watch?v=Wp_K8prLfso[/video]
[QUOTE=Mech Bgum;52811027]No.
No, he is not funny.
Sorry.
Anyway, my point stands, SiN was not revolutionary. Unlike Half Life.[/QUOTE]
While Half-Life did revolutionize AI (the soldier AI being the most important one) and first-person storytelling, it doesn't mean SiN didn't have its own revolutionary traits either.
First, there's the Action-Based Outcomes. Depending on your actions in the game, things in the next level could be different such as enemy placement or your entry point. You could say this is an extension of Q2's hub system; which isn't wrong; but SiN took a revolutionary step further and included terminals. You can interact with command prompt terminals in the game to activate/deactivate turrets, and even unlock a whole new secret level.
Next, what many people forgot to mention when talking about how Half-Life doesn't need cutscene to do storytelling is the fact that third-person cutscenes weren't very common in FPSes back then. Half-Life went for immersion with the first-person scripted events but SiN was going for the comic book/action movie style with third-person scripted events, further enriched by the hilarious banters between Blade and his sidekick JC. That's not to say SiN isn't immersive either, especially with big urban sets (also not a common thing) like the Dam and Construction Site area; on the other hand, Half-Life is mostly set in a underground sci-fi base and desert terrain. Hell, SiN is full of cool levels; from industrial areas to an oil rig to a jungle to wreaking havoc in a mutant lab after being transformed into a mutant.
In terms of level design, I'd say the levels are impressive than Half-Life since you need to do stuff like shooting a crane to drop construction beams to open up a new area as well as blowing up an underwater geothermal plant (after an awesome undersea level) and then exploring its ruins to go even deeper; all while being mostly non-linear. In fact, there's more awesome brushwork and brush manipulation than Half-Life in general.
[QUOTE=Mech Bgum;52811027]
[video=youtube;JlzxcOQfHLs]https://www.youtube.com/watch?v=JlzxcOQfHLs[/video]
[/QUOTE]
Tbh when I made this video I didn't include dialoge lines of JC punning Blade through the whole game non-stop - now those were funny. Or maybe not, its all a matter of taste.
Its a shame they dropped his character completely in Episodes though, by making him mute most of the time and only speaking basic stuff while replying to radio.
Look, I love HL more than anybody (it's true, I have proof) but it wasn't revolutionary in the aspect most people think. Most of the stuff it did had already been done, but it just managed to take all those elements and make the most delicious pop culture sandwich you could have at the time, much like the first Matrix film.
Almost every major element sans AI that made HL special; seamless levels, immerssive storytelling, and an environment that served as the character, had been done in the first System Shock. Much how a lot of what made the Matrix special (bullet time, martial arts mixed with dark neo-noir aesthetic) had been done in Blade two years earlier, and the themes even touched upon (and I think executed in a superior fashion) in Dark City. But, like I said, both the Matrix and Half-Life packaged those elements in such a way that made them feel new and fresh.
Really this is almost every major pop culture paradigm shift but that's another conversation.
Anyway both HL and SiN are good and if they were people they'd be best buds.
System Shock didnt go as immersive as Half-Life did though. There was an intro-outro cutscene, there was an audiolog that the character have left for himself, some commentary at the end of the game, etc.
For me personally, Half-Life, Unreal and Thief are the triumvitae of revolutionary 1998 shooters. Half-Life for revolutionary storytelling and sense of realism, Unreal for graphics power, atmosphere, immersion and sheer beauty (and it had some of the features Half-Life gets repeatedly credited for inventing), and Thief for it's gameplay systems and actually doing stealth right.
As for the rest, its time to admit Daikatana had potential, and that it rightfully deserves a second try, with Romero in the lead. The concepts and ideas he had were beautiful, and could really make a great game if he and Ion Storm got their heads right.
And again, Unreal - absolutely criminally underrated game, with pratically the best soundtrack ever. No competition, folks.
1998/1999 FPS completly killed and rocked the genre.
Quake 2, Unreal, HL, SiN, Thief TDK, but also Soldier of Fortune... Red Faction...
Post-2000 the FPS started to go... «•elsewhere•» for the most part, either with multi-only games, thanks to Q3 ARENA success, and over-scripted games built like movie blockbusters, post-Modern Warfare.
[quote]
Dark Interval is generating completely insane amount of [s]noise[/s] attention[/quote]
5000 downloads and #1 mod since 1 week. And a well-deserved attention.
as great as DI is, I feel like it's very lacking in the "first person shooter" part. It plays like an interactive demo.
the levels are marvelous and ready for action, but if only they had put more gameplay assets and obstacles. There's so much emptiness and useless dead ends.
that said, can't wait for the rest. a++
The first levels were always supposed to be like that. I like to imagine HL2 would start like the train ride of HL1, without the train. Pure exploration, show-dont-tell experience.
I imagine later areas like Traptown, or Airex will be action-packed.
[QUOTE=Hell-met;52814582]as great as DI is, I feel like it's very lacking in the "first person shooter" part. It plays like an interactive demo.
the levels are marvelous and ready for action, but if only they had put more gameplay assets and obstacles. There's so much emptiness and useless dead ends.
that said, can't wait for the rest. a++[/QUOTE]
You have to realise that DI Part I is essentialy = HL2's Point Inserion. But long. And this is why it was cut, compressed for retail. We pumped it as full of gameplay as possible for the intro levels. You cannot go out shooting metrocops, you wouldn't encounter any wasteland creatures besides the headcrabs (maybe barnacles, but it's tricky). I suppose you could do the Construction yard as a stealth mission against the MPs, but that's for some other project to tackle.
I promise you and everybody else that later levels will redeem the comparative lack of action gameplay in Part I.
edit
What I'm getting at, is that any leak mod that tries this, would be a paradox of sorts.
You want those cut things come to life.
You have to also accept that the reason they were cut would remain, so you have to be ready to ignore their flaws. Lack of gameplay, extreme length, etc.
You want the factories, the Consulcast, the Arcade, you'd have to accept long actionless sequences, streets that just lead from level transition to level transition withouth much action on them, and weird manhack control scheme (I am working on fixing that damn thing).
You want the Hydra, be ready that it's 'not fun to play against' as they say it.
And so on.
Unless you're prepared to go against the vertict and try your hardest to fix these things and actually add gameplay. We tried. I think we did as much as can be done with it, without either transforming it completely, or overthinking it, OR spending another 6 months on it (we weren't going to). I see that people enjoying it (even as it is) way more than I'd ever expect they would. I'm very relieved that not only it didn't tank, but consensus seems to come to 'has flaws but overall does the beta justice'.
But thank you for the kind words and giving it a pass!
thanks for the reply.
I understand there are limitations though personally I expected the borealis to be like 1 hour long with stalkers and combine fights but I understand. Also I thought the manhack arcade was supposed to be real hacks killing real people?
if I could just suggest a couple things, don't put swears in dialogue. it makes the mod appear alot more childish/teenager dev than it should.
there's some game breaking bugs at places. The stalker hatch near the 2nd vort can be reclosed and it won't open up again. The versus arcade gets you stuck forever if you get killed by the final manhacks too fast. The final elevator doesn't start if you walk in its area before it comes down.
The prologue is eery and original, though does that mean the RTB train ride is gone?
It's most likely my terrible computer but places with huge room-wide blinking lights (factory) completely destroy my FPS.
And one weird last request, could it be possible to make the pistol shoot as fast as allowed when holding down mouse1? Like HL1.
great job again
I don't want to be a nag (this is the last time I'll bring it up I promise) but any update on that MP5K? Been holding off on my HL2 playthrough because I can't stand to look at the MP7 for one more second of my life.
[QUOTE=Hell-met;52816207]
if I could just suggest a couple things, don't put swears in dialogue. it makes the mod appear alot more childish/teenager dev than it should.[/QUOTE]
HL2 had 'fuck' in it. I know perfectly well what you mean, though. I observed it more than once in mods (esp in Fallout 3/FNV mods, games that both do have swear words yet novice modders still somehow ruin their dialogue with too much swearing that feels like it came out of nowhere). I felt I didn't yet step over that line with my single swear-y line.
[QUOTE]there's some game breaking bugs at places. The stalker hatch near the 2nd vort can be reclosed and it won't open up again. The versus arcade gets you stuck forever if you get killed by the final manhacks too fast. The final elevator doesn't start if you walk in its area before it comes down.[/QUOTE]
These are all noted in our patch sheet. We accumulated over 70 problems and already fixed a good chunk of them, including game breaking issues. But if you have more to report, feel free to PM me anywhere - here or on ModDB, or on Discord (I'm in VCC discord).
[QUOTE]It's most likely my terrible computer but places with huge room-wide blinking lights (factory) completely destroy my FPS.[/QUOTE]
Has more to do with how Source handles lights, but I'll do what I can.
[QUOTE=Hell-met;52816207]thanks for the reply.
I understand there are limitations though personally I expected the borealis to be like 1 hour long with stalkers and combine fights but I understand.
The prologue is eery and original, though does that mean the RTB train ride is gone?[/QUOTE]
The storyline that Dark Interval attempts to recreate predates the story mentioned in RTB and features some notable differences between the two. Especially the starting point.
[QUOTE=Cvoxalury;52815687]You have to realise that DI Part I is essentialy = HL2's Point Inserion. But long. And this is why it was cut, compressed for retail. We pumped it as full of gameplay as possible for the intro levels. You cannot go out shooting metrocops, you wouldn't encounter any wasteland creatures besides the headcrabs (maybe barnacles, but it's tricky). I suppose you could do the Construction yard as a stealth mission against the MPs, but that's for some other project to tackle.
I promise you and everybody else that later levels will redeem the comparative lack of action gameplay in Part I.
edit
What I'm getting at, is that any leak mod that tries this, would be a paradox of sorts.
You want those cut things come to life.
You have to also accept that the reason they were cut would remain, so you have to be ready to ignore their flaws. Lack of gameplay, extreme length, etc.
You want the factories, the Consulcast, the Arcade, you'd have to accept long actionless sequences, streets that just lead from level transition to level transition withouth much action on them, and weird manhack control scheme (I am working on fixing that damn thing).
You want the Hydra, be ready that it's 'not fun to play against' as they say it.
And so on.
Unless you're prepared to go against the vertict and try your hardest to fix these things and actually add gameplay. We tried. I think we did as much as can be done with it, without either transforming it completely, or overthinking it, OR spending another 6 months on it (we weren't going to). I see that people enjoying it (even as it is) way more than I'd ever expect they would. I'm very relieved that not only it didn't tank, but consensus seems to come to 'has flaws but overall does the beta justice'.
But thank you for the kind words and giving it a pass![/QUOTE]
Dont you think its a bit odd for anyone to be willing to sacrifice a fun, cohesive and memorable experience for the sake of more beta?
If anything, I think the opposite - the introductory levels had too much action. Theyre exploration levels - theyre meant for the player to breathe in the atmosphere, the new world, the result of a planet destroyed by 20 years of alien occupation. I actually always envisioned them as more of yeah, an interative demo, more than anything. If people watch the most beautiful movies, surely they can handle a beautiful 15 minute journey without any action.
I Personally Love DI but for the part 2 I suggest that before the chapter "Eli's Den" is added "Antlion Caves" and almost at the end of the chapter of the channels will add the entrance to the caverns (like this in the WC maps or something similar) and I do not know if you like but I much prefer the skin of the Citizens of 2003 than those of the retail and like some NPC like Breen do not fit in history because in RTS does not mention breen only the Consul
[QUOTE=.:Niko Dash:.;52817518]some NPC like Breen do not fit in history because in RTS does not mention breen only the Consul[/QUOTE]
anon-hl2\hl2\models\consul.mdl
[t]https://pp.userapi.com/c639118/v639118249/534f3/gLFjZFoU6C4.jpg[/t]
consul_statue.mdl
[t]https://pp.userapi.com/c639118/v639118249/534fb/N5Ssvel9B5M.jpg[/t]
Heads up everyone, Eli Vance's voice actor, Robert Guillaume, [URL="http://www.hollywoodreporter.com/news/robert-guillaume-dead-benson-actor-920459"]died at age 89 today.[/URL]
Rest in peace Eli.
[QUOTE=Cvoxalury;52817642]anon-hl2\hl2\models\consul.mdl
[t]https://pp.userapi.com/c639118/v639118249/534f3/gLFjZFoU6C4.jpg[/t]
consul_statue.mdl
[t]https://pp.userapi.com/c639118/v639118249/534fb/N5Ssvel9B5M.jpg[/t][/QUOTE]
but i'm referring to history of the raising the bars not the leaked history but well.
[editline]25th October 2017[/editline]
[QUOTE=bw1119;52818420]Heads up everyone, Eli Vance's voice actor, Robert Guillaume, [URL="http://www.hollywoodreporter.com/news/robert-guillaume-dead-benson-actor-920459"]died at age 89 today.[/URL]
Rest in peace Eli.[/QUOTE]
Rip Eli in Episode Two
Rip Eli in Real Life
Does anyone know if there is any tool out there that can analyze a .vmf and give out a list of materials/models it is currently using?
The thing is, in compiling resources for a mod, especially a Leak one, its very easy to just copy the materials folder from the Leak and dump it into the sourcemods folder. The problem is, that leads to file overbloating, and the end result is a mod installer that packs 2 more GB than it needs.
Im asking if there is a tool like that, because if there isnt one, I may as well write one myself.
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