• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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Oh look, people yet again shitting on AR2, what a long-lived trend. Even though the animations are, in fact, fine. [QUOTE=Lambdafox;52833404]For HL2, don't know why but that's what the game uses. When you drag the files over as w_ar2, nothing changes but when you rename it to w_irifle, then it replaces the model. Yeah it only works as an AR2 replacement but I imagine if someone modified it, it could work for like MI and stuff like that.[/QUOTE] But don't you need to also replace all the effects and sounds? Also would it shoot energy balls? Vertigo mod has SMG1 replaced as OICW, kinda more fitting. [editline]30th October 2017[/editline] [QUOTE=Mr. Someguy;52835161]It's also out of place with all the other pulse weapons. If you look at the any other pulse weapons, especially Emplacement Gun since it has the closest relationship to the AR2, you would notice that none of them have external moving parts like the AR2. Also, none of them need to reload conventionally, although the Hunter Chopper gun does need to recharge and the Sentry Guns did run out of ammo in EP1. A true remake of the AR2 following other pulse weapon mechanics would probably look comparatively boring since there would be no exposed firing pin or self-loading pellet and the reload would just be waiting a second for the numbers to come back (maybe we'd at least get the cool [I]*chic-chic*[/I] from the emplacement gun?).[/QUOTE] "Any" pulse weapon? That's simply incorrect. The sentry gun (floor and ceiling versions) has its barrel move with every shot. The autogun has physical recoil and bounces back with each shot. Oh and I suppose that an empire that assimilates every species in its way, will have this 100% rigid standard for all their tech, which denies they come up with a gun that is simpler (=efficient) and uses external ammo feed. Not like it would help somewhat with rebels stealing the guns, being able to shoot them endlessly and not run out of ammo. It is also obvious that they cannot have any mechanical tech like the APC and the razor train (that damn thing even uses wheels, so terribly primitive), because they mastered synth technology and have flying appartuses. Surely there must be no variety to Combine technology.
[QUOTE=Cvoxalury;52835316] But don't you need to also replace all the effects and sounds? Also would it shoot energy balls? Vertigo mod has SMG1 replaced as OICW, kinda more fitting.[/QUOTE] Me and Lambdafox are working on a little pack for [B]retail[/B] Half-Life 2. It has a fixed version that replaces the AR2 (animations, effects, sounds fixed + HUD icons for the weapon and ammo) using the Missing Information OICW viewmodel. We just needed a higher quality worldmodel to make the project complete, which we do have now, thanks to the contribution of Milkyway. The pack will also include ammocrate replacements and high quality ammo models (but I will probably include the original ammo models as an option). It would make sense to have it replace the SMG, since it would shoot grenades, but that would also mean that every ragtag group of CPs, rebels and civs used a ton of OICWs (which is a bit weird). I always thought about including a full SMG replacement in the pack alongside the AR2 replacement, just so that people can choose which one they would like to use. I guess I will do that. [sp]The pack will be released soonish, I will make a post once it is. Don't expect it very soon though.[/sp]
Even the original concept for the model doesn't make any sense. What kind of flaregun would be like that? Was it Combine property? A Rebel engineering creation? A flaregun is an emergency weapon first and foremost, but it seems Valve toyed with the idea of a sort-of "combat" flaregun. All in all it's just one of many weird Valve experiments with the HL2 Beta.
I always thought that it being a reskinned Flaregun was just a temporary asset, and that it could be retooled into some sort of high-presision incedinary laser gun.
[QUOTE=IntenseBarney;52833425]That's because the AR2's current model was originally made for the incendiary rifle (which IIRC is just a fancier flaregun). That's why the files have a weird name and why the animations on the AR2 are completely retarded.[/QUOTE] Man, you have this badass looking weapon, and all it was supposed to do back then was to shoot fancy flares. :v:
On the steampipe update they uselessly sent ep2 and dependencies from sdkb 2007 to sdkb 2006. Apparently Source SDK Base 2006 is EP1 ish. at least compiled hl2 bin from ep1 branch in source sdk is. both orangebox and ep1 src_mod are heavily broken only hl2 and some clients compiled. Orangebox shaders works fine except for missing psa.exe required by a perl script, without that exe the first part of the compiles is very inconclusive. didn't test ep1 shader compile I'm also looking for npc_ministrider.cpp (which is nowhere to be found?) Found out that weapon_irifle tries to give ammo each time you switch to it. Indeed, weapon_flaregun seems to be meant for combat or tasks that require you to shoot a flare and weapon_irifle is the testing counterpart. oh wait, irifle is incendiary flares but flaregun supposedly not but kind of does the same. For some odd reason lost coast is not generating the soundcaches from reslists, in my compile it seems to act like a episodic mod with ep2 hud and the lamps on monastery which are supposed to hang are broken. here's my research of the 2012 leak of early 2008 source engine 2007: [CODE]For those who want to compile this on your own, get the leak, directx 8 sdk (add after winsdk to paths), directx 9 sdk (partially included but not latest, optional install from ms, add after winsdk to paths), original vs 2003 (upgrade required: 2005 is optimal but you should add winsdk path if you update min target win version, 2008: update pch_tier0.h to a valid nt version, 2010: VPC scripts need fix because of file format) optionally Xbox 360 sdk 1.0 (tried 1.3 but it seems too new because of deprected stuff) my copy is on vs 2005 sp1, includes DX8.1 includes and libs and files required to run the game, must go to game\bin. Likely the PC version that targets Xbox 360 NO VPHYSICS SRC. Miles src incomplete. HLMV 2.0b SDK not broken unlike 2013 Shader compile was mid-complete, finished the job without cleanup, yet there's still missing shaders. Comparable to Source 2007 Binaries Depot 216 included in SDK Base 2007. -tools working, needs enginetools.txt pointing to tools dlls. (all tools working except foundry which is almost working, crashes on map load after loading models) Engine and SDK uses ../content/<game> for cubemap temp and engine tools [solved by commenting or defining] There's no definition for NO_MULTIPLE_CLIENTS. this means you can run multiple instances. prepare for unforeseen consequences due to inter-engine communication (includes hammer when launched via hl2 -editor) Games are orangebox updates: copy from orangebox disc or old backup is strongly recommended for hl2, ep1 and ep2, best is a very-early-2008 backup of all games (GCF data) OB portal, hl2, episodic (ep1), ep2, TF2 1.0.1.8 2008/02/14, lostcoast, orangebox dods and css, test_hardware working (broken in sdk 2013) hl1 is actually hldms not hls and it's broken because either no crowbar or the current state. OB disc and retail PCFs seem to be incompatible or corrupt because it can't find the particle functions because of a unimplemented particle render operation. sourcetest working only if you provide steam_api.dll from sdk base 2007, same with mods, although that's more complex because client.dll falls back due to The procedure entry point Plat_SetBenchmarkMode could not be located in the dynamic link library tire0.dll. which causes the whole thing to crash! Tested with: mix of 2004 and 2007 hl2 mix of 2006 and 2007 ep1 2006 ep1 disc orangebox disc 2005 lostcoast dods, hl2dm, from retail css v34 2008 and 2011 tf2 which didn't work well mods: garrysmod 9 (doesn't work properly because its for old engine), missing information (Team GabeN), City 17: Episode 1 (MrTwo), Obsidian Conflict My tweaks: 32 slots for all games 10 Weapon slots (No more unused slots anymore) AmmoTypes count increased and more ammotypes added for hl2/episodic (beta ones) and adapted skill.cfg npc_blob included in hl2 and episodic (may not work as expected, symptoms include vertical movement and not following the npc entity when it moves) weapons: sniperrifle, flaregun, irifle, manhack working out of box with missing models. Shipped weapon scripts from the beta leak and patched up to have crosshair font instead of texture which is blurrier built-in MP3 Player enabled Scenes.image enforcement removed (able to load both from image and VCDs) [/CODE]
[QUOTE=Clatronix;52836342]Me and Lambdafox are working on a little pack for [B]retail[/B] Half-Life 2. It has a fixed version that replaces the AR2 (animations, effects, sounds fixed + HUD icons for the weapon and ammo) using the Missing Information OICW viewmodel. We just needed a higher quality worldmodel to make the project complete, which we do have now, thanks to the contribution of Milkyway. The pack will also include ammocrate replacements and high quality ammo models (but I will probably include the original ammo models as an option). It would make sense to have it replace the SMG, since it would shoot grenades, but that would also mean that every ragtag group of CPs, rebels and civs used a ton of OICWs (which is a bit weird). I always thought about including a full SMG replacement in the pack alongside the AR2 replacement, just so that people can choose which one they would like to use. I guess I will do that. [sp]The pack will be released soonish, I will make a post once it is. Don't expect it very soon though.[/sp][/QUOTE] Why did you choose the oicw from MI? [editline]31st October 2017[/editline] Also did you ask permission?
[QUOTE=Milkyway M16;52839275]Why did you choose the oicw from MI? [editline]31st October 2017[/editline] Also did you ask permission?[/QUOTE] It has the nicest animations out of all OICWs I have found and it has great sounds too. I haven't directly asked for permission yet, but I showed the project off to ScarT a few month back, when the project was still in it's earlier stages.
[QUOTE=Clatronix;52839793]It has the nicest animations out of all OICWs I have found and it has great sounds too. I haven't directly asked for permission yet, but I showed the project off to ScarT a few month back, when the project was still in it's earlier stages.[/QUOTE] Ah ok, I never really liked MI's version of the oicw, but to each their own.
[QUOTE=Clatronix;52839793]It has the nicest animations out of all OICWs I have found and it has great sounds too. I haven't directly asked for permission yet, but I showed the project off to ScarT a few month back, when the project was still in it's earlier stages.[/QUOTE] it may have good sounds and animations but the viewmodel is bulky imo. also remember that MI is based on RTB instead of valve/2003 leak despite having many similarities
Not sure if late or useful, but noticed that the sky from the "citfar_01" environment map is for the most part a palette swapped version of the leak's "sky_station01". [t]https://i.imgur.com/AhlHu6X.jpg[/t] [t]https://i.imgur.com/4RGf24Q.jpg[/t]
[IMG]https://i.imgur.com/AIhXfwp.png[/IMG] Good catch! If only the sky_c17_0x skyboxes in the leak are just photoshopped versions of the originals as well...
wait... citfar looks very similar to one of the nova prospekt skyboxes or the first c17 ones (retail) particularly talking about the bottom of it. its blurry but that brown is noticeable Of course they're photoshopped, no way they could made the green tint without it nor any alterations. night isnt very dark in hl2, as seen in ravenholm (it is also difficult to take night pictures with standard camera equipment)
Most of the leak skies seem photoshopped copies of one another actually. Particularly the sky_c17_xx variations.
[QUOTE=95Navigator;52840536]Most of the leak skies seem photoshopped copies of one another actually. Particularly the sky_c17_xx variations.[/QUOTE] I don't think so; sky_c17_01, 03, and 04 doesn't appear to have gone under any extensive palette change (which means this is either how they've looked since the beginning or are completely replaced by a new textures; the latter is far more likely because we've caught a glimpse of the original sky_c17_04 in the envmaps). However, sky_c17_02 is the same situation as sky_station01; Viktor Antonov put a semen filter on it so it appears daytime. I've restored it to its original look (as close as I think, at least). [IMG]https://i.imgur.com/8kabiJJ.png[/IMG] If anyone can turn all the skyboxes into .png's and .zip em up to me, I'll take a look and see which ones Viktor Antonov ejaculated on.
Well but after all they used Photoshop to adapt it to the game in first place semen filter? don't you mean brightness?
They've been sitting right under our noses all along... sky_wasteland02 (HL2 leak) [IMG]https://i.imgur.com/k2VnWF5.png[/IMG] sky_day02_03 (HL2 retail) [IMG]https://i.imgur.com/7N0VntF.png[/IMG] italy (CSS) [IMG]https://i.imgur.com/Q8gVF49.png[/IMG] sky_lostcoast_hdr (HL2: Lost Coast) [IMG]https://i.imgur.com/pHYapmF.png[/IMG] sky_dod_01 (Day of Defeat: Sauce) [IMG]https://i.imgur.com/mAJVmj7.png[/IMG] sky_dock_02 (SiN Episodes: Emergence) [IMG]https://i.imgur.com/CvNlui0.png[/IMG]
milita sky too... what do we know about sky_urb01? its of interest since that's the fallback skybox coded in the engine for lost coast, they used skies we don't know about and aren't found anywhere in the games sky_borealis is another pretty unknown and unused sky too. although we do have it. was used for e3 and ravenholm? iirc that reminded me: Any chance to get ati_2004 content? the rename to lostcoast was pretty late in dev. plus lost coast used ep1 assets and was part of ep1 and hl2
[QUOTE=Juesto;52841007]milita sky too... what do we know about sky_urb01? its of interest since that's the fallback skybox coded in the engine [/QUOTE] Nope, Militia has a filter too but it's certainly not an old HL2 skybox. Here's what happens when I do the same thing to it: [IMG]https://i.imgur.com/UX74pLe.png[/IMG] As for sky_urb01, it's anyone's guess. My own theory is that it was probably one of the earliest skyboxes added to the game when it was decided that HL2 would feature a city (which back then was either Chicago or NYC as City 17 didn't exist until the pollution plot). For the record, sky_urb01 is completely natural.
[IMG]https://i.imgur.com/DXqmYax.png[/IMG] Do to the recant posts regarding the "citfar_01" series. I've decided to take it on my own hands on recreating recreating it. Here you go. [url]https://www.dropbox.com/sh/7oage13ngqxsah8/AAASMspfW231rSz2A03PdJFJa?dl=0[/url] [editline]31st October 2017[/editline] *Fixed broken link.*
Another update on the mp5k. Red armed version is up and running in leak and retail, but the retail arms one is presenting some challenges. Once I've gotten this last hurdle fixed, I'll release the whole lot as a pack (redarms_v37, retailarms_v37, redarms_v44+, retailarms_v44). If I attach a new object (mp5k) to any editable mesh (existing set of arms) within 3dsMax, even if it retains smoothing data, and then export that as an SMD, the data is lost. So for example, we have an SMD that's been imported here in max; [t]https://i.imgur.com/lhLHppM.png[/t] Note the smoothing data for the arms and weapon is present. Now if we export it as an SMD and compile it for source, here is the result in the model viewer (and in-game); [t]https://i.imgur.com/mXH1Dhi.png[/t] What's interesting is that the smoothing data for the custom object (in this case, the machine gun) is preserved, but the smoothing data for the arms is lost. I've found the smoothing data is broken upon export of the smd, since re-importing it back into max shows all faces are reset. Here's my current stack; [t]https://i.imgur.com/RQZ6jtS.png[/t] If anyone knows how to fix this, I would love to know so I can get this model pushed out. EDIT: Figured it out. On the SMD export options is an "Alternate normals export method". Currently trying to figure out the next issue; after any firing animation, the gun doesn't revert to the idle animation for a good few seconds. I've not been able to figure this one out yet, but I'm suspecting there may be some kind of command or value required to signal to the game that the firing animation has finished and it must return to the idle anim. I've checked the firing smds and they definitely only have a range of a few keyframes rather than the 100 that max defaults to. EDIT 2: Seems to affect certain leak weapons, disregard, going to prep the retail models now.
ValveTime just released a new article which covers the different development phases of Half-Life 2: Episode Four/Half-Life 2's Ravenholm Episode: [url]http://www.valvetime.net/threads/from-warren-spector-to-arkane-studios-half-life-2s-cancelled-ravenholm-episode.257903/[/url]
[B]Alrighty, here is;[/B] [B][URL="https://www.dropbox.com/s/152ety54xkzli05/v_smg1_mp5k.zip?dl=1"]Mp5k SMG1 replacement[/URL][/B] Includes V37 versions for both red-arms and retail arms. Version 44 w/ retail arms variant included. Special thanks to AleX and Sergeant Stacker for helping with this! Also includes a random-fire-animation variant for the leak to mix things up a bit. [IMG]https://i.imgur.com/wkHHBVu.png[/IMG] [IMG]https://i.imgur.com/w8RhRwq.png[/IMG] I'm going to continue to update the RAR over time, including a red-arms version for retail as well as an SMG2 replacement that includes a switch-fire animation etc. Will edit this comment out when it's in. If you have any bugs or problems, feel free to PM me or comment in this thread (PM is more reliable as I'm not always monitoring this thread) and I'll fix it up.
[QUOTE=Maestro Fenix;52833401]We did a new whole model for the OICW in OC for the incoming Steam version: [t]https://i.gyazo.com/411c61998c18fc3d7b9610059b9aead0.png[/t] [t]https://i.gyazo.com/f8cc49078316515300b27569ffc7be16.png[/t] ( the missing texture is because we use dynamic scopes in game ). Shana allowed a modified version of it to appear into a GMod "HD leak weapon pack" not long ago.[/QUOTE] That pack hasn't been released yet, but I'll get to releasing it in December. I've edited the textures, the scope, and the animations. Here's the edited version so far. [t]https://i.imgur.com/xbGcZnY.jpg[/t] [t]https://i.imgur.com/Uc3pLhg.jpg[/t] [t]https://i.imgur.com/D0oe8BB.jpg[/t] [t]https://i.imgur.com/KcKCJIM.jpg[/t]
[QUOTE=JasperCarmack;52842461][B]Alrighty, here is;[/B][/QUOTE] Sweeet! Gonna test this out asap. Judging from the screenshot though, is there anyway to move Gordon's hand on the foregrip higher so it seems more snug? Edit update: Game crashes on load now. No idea why! Doesn't seem to like the model files.
[QUOTE=The Fiend;52842627]Sweeet! Gonna test this out asap. Judging from the screenshot though, is there anyway to move Gordon's hand on the foregrip higher so it seems more snug? Edit update: Game crashes on load now. No idea why! Doesn't seem to like the model files.[/QUOTE] Hm, yeah I had some issues with the files being corrupt earlier (I think it was due to the file system compression I had in place), but I'll investigate it and update the version at the link with a new version to see if that fixes it. EDIT: Took a look and it appears fine on this end, also had a few people test it, I'm not sure why your game would be crashing, but I can't see it being the model unless more people experience it. If that's the case, I might see if I can get someone else to recompile it and see if that changes anything.
Most of those skybox shots look like they were captured/done in HDR which is why they were so dark. I guess they didn't utilize HDR until lost coast so it made sense to use filters instead.
[QUOTE=JasperCarmack;52842656]Hm, yeah I had some issues with the files being corrupt earlier (I think it was due to the file system compression I had in place), but I'll investigate it and update the version at the link with a new version to see if that fixes it. EDIT: Took a look and it appears fine on this end, also had a few people test it, I'm not sure why your game would be crashing, but I can't see it being the model unless more people experience it. If that's the case, I might see if I can get someone else to recompile it and see if that changes anything.[/QUOTE] Wait, v44 is for retail or v37? I mean like, if I dropped this into my foldiers to play with Episode Two right now. Because the v44 files are all named v_mp5k which, y'know, the retail game doesn't read. Edit: Yeah man this thing doesn't work. I've completely deleted my custom folder and isolated your MP5K and it crashes when I try to load up a level. Taking it out fixes the problem. Maybe I'm using the wrong files? I dunno.
[QUOTE=The Fiend;52842934]Wait, v44 is for retail or v37? I mean like, if I dropped this into my foldiers to play with Episode Two right now. Because the v44 files are all named v_mp5k which, y'know, the retail game doesn't read. Edit: Yeah man this thing doesn't work. I've completely deleted my custom folder and isolated your MP5K and it crashes when I try to load up a level. Taking it out fixes the problem. Maybe I'm using the wrong files? I dunno.[/QUOTE] V44 is retail. Are you SURE you are dropping in the V44 files?
[QUOTE=ToyokaX;52842907]Most of those skybox shots look like they were captured/done in HDR which is why they were so dark. I guess they didn't utilize HDR until lost coast so it made sense to use filters instead.[/QUOTE] I don't think so, using HDR doesn't suddenly turn skies into stormy dark green that perfectly fits Antonov's old art style and pollution-era HL2. Also, we've thought the Wasteland wc-maps are always sunny, but these restored skybox textures prove that they really were meant to be dark green/yellow just like it was in the [URL="https://vignette.wikia.nocookie.net/half-life/images/3/3d/Scrapland_cracks.jpg/revision/latest?cb=20100224181529&path-prefix=en"]concept art[/URL]. By the way, can anyone identify the city in sky_c17_02? Reminds me of a [URL="https://i.ytimg.com/vi/EcDqFnUyqYo/hqdefault.jpg"]cut skybox[/URL] from CS:CZ, but that city was different. [IMG]https://i.imgur.com/1S0s2sf.png[/IMG]
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