VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
nihilanth is creepy af. you guys remember playing hl1 as a kid and hearing those voices? then the very strange stage with a pitch black skybox (and no soundscape at all, pure silence!) just before nihilanth with the red, aggressive beaming portal? they knew how to set up for a big reveal, damn.
[QUOTE=MartijnVDB;52879093]Apparently the hl1 d1 osprey has a different model:
Day One
[IMG]https://i.imgur.com/vmqFcd8.png[/IMG]
Retail
[IMG]https://i.imgur.com/zHUuAK5.png[/IMG][/QUOTE]
looks like retail just uses the lod from D1, probably
[QUOTE=MartijnVDB;52879093]Apparently the hl1 d1 osprey has a different model:
Day One
[IMG]https://i.imgur.com/vmqFcd8.png[/IMG]
Retail
[IMG]https://i.imgur.com/zHUuAK5.png[/IMG][/QUOTE]
not necessarily a different model, rather higher resolution textures on the D1 Osprey, wonder why they changed them to lower quality ones at the last minute; performance issues they were worried about?
[QUOTE=CaptainZed;52880124]not necessarily a different model, rather higher resolution textures on the D1 Osprey, wonder why they changed them to lower quality ones at the last minute; performance issues they were worried about?[/QUOTE]
My best guess is because you don't see it all that often in game, or all that close up (at least as far as I can remember), so there wasn't much point in keeping high-res textures around for a model that wasn't going to see too much attention from the player. And yeah, performance likely factored into it.
[QUOTE=CaptainZed;52880124]wonder why they changed them to lower quality ones at the last minute; performance issues they were worried about?[/QUOTE]
Probably - wouldn't be the only model.
For the same reason a lot of intricate, slick geometry was cut from maps like the Anomalous Materials labs - performance.
So, I've managed to import the HL2 Beta Conscript model into the Source Engine with all of the Beta animations.
[IMG]https://i.imgur.com/wdEk3ma.jpg[/IMG]
However, when I apply their model to an NPC, they do not move in combat, plus, they face me from the side, not the front.
If any of you have any suggestions on how to fix this issue, I would greatly appreciate it.
[QUOTE=McWakkerson;52880865]So, I've managed to import the HL2 Beta Conscript model into the Source Engine with all of the Beta animations.
[IMG]https://i.imgur.com/wdEk3ma.jpg[/IMG]
However, when I apply their model to an NPC, they do not move in combat, plus, they face me from the side, not the front.
If any of you have any suggestions on how to fix this issue, I would greatly appreciate it.[/QUOTE]
Probably decompiling issues. I'd recommend using NickNine's beta model converter instead
[QUOTE=gmadador;52880878]Probably decompiling issues. I'd recommend using NickNine's beta model converter instead[/QUOTE]
Alright, cheers for the help, I did use Crowbar as it was recommended as more updated, but I'll try that model converter, see if it works.
Would you happen to have a link?
[QUOTE=McWakkerson;52880905]Alright, cheers for the help, I did use Crowbar as it was recommended as more updated, but I'll try that model converter, see if it works.
Would you happen to have a link?[/QUOTE]
The issues you're having are Crowbar's problem. The wrong rotations are fixed in the latest version but I believe movement is still broken.
[URL="https://cdn.discordapp.com/attachments/308781568942407680/351183781698469888/nicknine_decomp.zip"]You can find the converter here.[/URL]
[QUOTE=IntenseBarney;52880975]The issues you're having are Crowbar's problem. The wrong rotations are fixed in the latest version but I believe movement is still broken.
[URL="https://cdn.discordapp.com/attachments/308781568942407680/351183781698469888/nicknine_decomp.zip"]You can find the converter here.[/URL][/QUOTE]
Alright, thanks for help + link.
Does anyone have a download link for the wasteland zombie Sgt.Headcrab and Snood were working on? I've been searching for 3 days and just cant find it.
[QUOTE=BigGuy2121;52881823]Does anyone have a download link for the wasteland zombie Sgt.Headcrab and Snood were working on? I've been searching for 3 days and just cant find it.[/QUOTE]
Holy shit, I almost forgot that exists. I don't think they were ever done with it.
[QUOTE=McWakkerson;52880865]So, I've managed to import the HL2 Beta Conscript model into the Source Engine with all of the Beta animations.
[IMG]https://i.imgur.com/wdEk3ma.jpg[/IMG]
However, when I apply their model to an NPC, they do not move in combat, plus, they face me from the side, not the front.
If any of you have any suggestions on how to fix this issue, I would greatly appreciate it.[/QUOTE]
you have to add this line into the qc file $origin 0 0 0 -90 this will fix the location thingy and for the movement you have to follow this guide [url]https://developer.valvesoftware.com/wiki/Locking_Npc_Animations[/url] if you have eny other problems find me on steam and we can talk there
[QUOTE=PikaCommando;52881851]Holy shit, I almost forgot that exists. I don't think they were ever done with it.[/QUOTE]
He finished a long time ago. If is not ready to publish the content, then have to publish my own. Welcome to "Open Sourse" and new under which a license to prescribe content:
- BSD Licence.
[del]- Commercial Licence.[/del]
- Creative Commons Licence.
- GPL Licence.
- L-GPL Licence.
- Zlib Licence.
- MIT Licence.
- Proprietary Licence.
- Public Domain Licence.
All of the above licenses were available ModBD in Addons section: [url]http://www.moddb.com/addons[/url]
I would go with CC License, and then choosing if the author wants it to be public domain, only credit the creator, no commercial use, or more combinations.
[url]https://tldrlegal.com/[/url] Very useful to explain easily what each license does btw.
[QUOTE=IntenseBarney;52880975]The issues you're having are Crowbar's problem. The wrong rotations are fixed in the latest version but I believe movement is still broken.
[URL="https://cdn.discordapp.com/attachments/308781568942407680/351183781698469888/nicknine_decomp.zip"]You can find the converter here.[/URL][/QUOTE]
Can you give me some instructions on the software? Where do I exactly put the .exe file?
Just finished Dark Interval part 1. Some things I loved, some things I hated. Overall, huge improvement from last year's demo. Good job Cvoxulary!
Can i just go on a rant about dark interval? cause for me it crashes every 15 minutes, but its most likely my computers fault, so i just watched the bollocks video. I like the level design, bollocks didn't seem lost or anything and i could pretty much follow where to go anyway. There are some parts I liked that he skipped over, (like outside the manhack arcade, cause its designed so you can walk around those whole two blocks, and he didn't even care he just skipped it ugh) I don't like it that some ladders it fades to black and some ladders it doesn't, (it should really be one or the other), and i don't like how shiny the metal textures are, and i don't like how faded or like non-existant some normal maps are. I like how surreal some parts are, (like the borealis shooting up out of the water like a piston and nothing else moves, and how its goes all hazzard course) but it doesn't really happen that much after that. I like the art for City 17. I like how all the combine stuff looks built on to other combine stuff, and i like how the sewers are covered in meat and flesh, and all the combine stuff is built onto the meat and the flesh, and I like how everything in certain areas are covered in tile, but i don't like how certain areas are more built up and others are more chunky, i think it should be more consistant, but I like how detail is only there when there needs to be.
I really like the voice acting. I think the person that does Barney and Kliner did a good job. But I like Mossman's VA the most. It's probably the accent, but it makes Mossman's character feel much fuller and less dry. I think Barney's VA needs to stop sounding so much like HL2 Barney's voice actor and develop his own take on Barney. I think its much better for Kliner because with Kliner it sounds more like an old-radio show dude, and it feels more unique while still respecting what the character sounds like. I like all the audio balancing, except for Odell and the Borealis cause Odell sounds kind of quiet, but everything else sounds great.
Also i love all the glass, whoever made the glass or decided to use it for the Terminal Plaza is a genius because i love that glass and it looks great.
Sometimes its kind of handholdy too, especially with the vortiguants. Cause all you really need to do is press a button and loop around, and the level design does the handholdy stuff for you, and if that was rewritten to be more like "Hey thanks for saving me, here's some things I like, the Combine sucks right, living in a dystopia is hard", instead of like "Hey thanks for saving me, I'm literally half a key you need to finish this puzzle." it would be better. And people say its really walking simulatory, and should be less walking simulatory, I think it should be more walking simulatory. The beta seems like it had great gunplay in its middle third, but that stuff is also spaced out a lot by say for example, the old path in air exchange, where you get to really soak in the art design. It would be cool if the City 17 section had more places to explore and more environment puzzles and movement puzzles, and less press-a-button puzzles or dialogue.
[QUOTE=Milkyway M16;52883239]Just finished Dark Interval part 1. Some things I loved, some things I hated. Overall, huge improvement from last year's demo. Good job Cvoxulary![/QUOTE]
I demand to see the hate list
I guess love list wouldn't hurt, too.
[editline]13th November 2017[/editline]
[QUOTE=standards;52883923]But I like Mossman's VA the most. It's probably the accent, but it makes Mossman's character feel much fuller and less dry.[/QUOTE]
I just have to mention that it's not Mossman. Kleiner even says how regretful it is that Mossman wasn't there to prevent the malfunction. And then the credits mention everybody involved. There will be the whole story explanation to that, we're kinda cooking our own thing with that.
[QUOTE]cause for me it crashes every 15 minutes[/QUOTE]
Did you change the autoexec, remove the 60 fps cap, by any chance? I've heard a number of people reporting reduced stability after they remove the cap and let the frames flow free (however pointless it might be when you don't have a 200 Hz monitor).
I recorded a couple of interviews with Herbert Flower (of Gunman Chronicles) and tried to make a documentary style video about the clay-based texture making system of Gunman.
[video=youtube;bV10zq3anIA]https://www.youtube.com/watch?v=bV10zq3anIA[/video]
[QUOTE]Did you change the autoexec, remove the 60 fps cap, by any chance? I've heard a number of people reporting reduced stability after they remove the cap and let the frames flow free (however pointless it might be when you don't have a 200 Hz monitor).[/QUOTE]
No I just launched it the way it was. It just happens with games on my laptop.
[QUOTE=Cvoxalury;52884172]I demand to see the hate list
I guess love list wouldn't hurt, too.[/QUOTE]
Ok, I'll write it out. Idk when I'll get to it though.
On a separate note, does anyone have a free-to-use male and female citizen replacer based on this style of citizens:
[img]http://combineoverwiki.net/images/thumb/3/31/E3_terminal.jpg/800px-E3_terminal.jpg[/img]
[QUOTE=Milkyway M16;52884773]
On a separate note, does anyone have a free-to-use male and female citizen replacer based on this style of citizens:
[img]http://combineoverwiki.net/images/thumb/3/31/E3_terminal.jpg/800px-E3_terminal.jpg[/img][/QUOTE]
[URL="https://gamebanana.com/skins/151390"]Beta Humans by CW3D[/URL]
[T]https://files.gamebanana.com/img/ss/skins/5842bc53264aa.jpg[/T][T]https://files.gamebanana.com/img/ss/skins/5842bc4d62c1e.jpg[/T]
[T]https://files.gamebanana.com/img/ss/skins/5842bc5723d1d.jpg[/T][T]https://files.gamebanana.com/img/ss/skins/5842bc4fe7b51.jpg[/T]
It's a great replacement mod all around in my opinion and it includes other replacements as well.
[QUOTE=standards;52884588]No I just launched it the way it was. It just happens with games on my laptop.[/QUOTE]
Adjust your driver settings then.
I went through the 'rant' (strange choice of word for this) paying more attention (last night I was reading it before I went to bed).
[QUOTE=standards;52883923]I like the level design, bollocks didn't seem lost or anything and i could pretty much follow where to go anyway.[/QUOTE]
Bolloxed is a very special sweet potato, because way too many people somehow did get lost on the linear levels and forgot where to go, glad someone didn't.
[QUOTE]i don't like how shiny the metal textures are, and i don't like how faded or like non-existant some normal maps are[/QUOTE]
Welp, those come from HL2. We're not big fans of crazy looking bumpmaps.
[QUOTE]I think Barney's VA needs to stop sounding so much like HL2 Barney's voice actor[/QUOTE]
But he's voicing [I]the same character[/I]. What a strange demand.
[QUOTE]I think its much better for Kliner because with Kliner it sounds more like an old-radio show dude[/QUOTE]
Yeah, like the usual HL2 Kl[B]e[/B]iner, you're right.
[QUOTE]Also i love all the glass, whoever made the glass or decided to use it for the Terminal Plaza is a genius because i love that glass and it looks great.[/QUOTE]
You mean HL2 glass textures? By Valve.
[QUOTE]Sometimes its kind of handholdy too, especially with the vortiguants. Cause all you really need to do is press a button and loop around, and the level design does the handholdy stuff for you, and if that was rewritten to be more like "Hey thanks for saving me, here's some things I like, the Combine sucks right, living in a dystopia is hard", instead of like "Hey thanks for saving me, I'm literally half a key you need to finish this puzzle." it would be better.[/QUOTE]
Well, this isn't an openworld RPG or anything, and HL2 was always handholdy? Especially very very noticible in Ep1&2 because you're rarely doing things on your own.
[QUOTE]It would be cool if the City 17 section had more places to explore and more environment puzzles and movement puzzles, and less press-a-button puzzles or dialogue.[/QUOTE]
Those are very hard to do in a way that wouldn't seem like it was put there just to keep the player busy but it doesn't make real sense. Yeah, I think it's mostly impossible to do that. Remember the floating barrels ramp puzzle in HL2? That made zero sense. I prefer simpler to play (and build) sequences and some expositional dialogue over nonsensical made up stuff. The first version of Construction had crane 'puzzle' and flare-to-barrel 'puzzle' but they both were sucky, in my opinion.
Very weird 'rant' that's 90% 'I like' points, but thanks. =)
[QUOTE][QUOTE]I like the level design, bollocks didn't seem lost or anything and i could pretty much follow where to go anyway.[/QUOTE]
Bolloxed is a very special sweet potato, because way too many people somehow did get lost on the linear levels and forgot where to go, glad someone didn't.[/QUOTE]
lol, a reason why i want to check out this mod now.
[QUOTE][QUOTE]
i don't like how shiny the metal textures are, and i don't like how faded or like non-existant some normal maps are[/QUOTE]
Welp, those come from HL2. We're not big fans of crazy looking bumpmaps.[/QUOTE]
Phong is horribly executed on certain surfaces. thank orangebox
[QUOTE]Well, this isn't an openworld RPG or anything, and HL2 was always handholdy? Especially very very noticible in Ep1&2 because you're rarely doing things on your own.
[/QUOTE]
I wish we could do more open worldness, like choosing alternative paths, less linearity and such. for example on the beginning of sandtraps you could take a alternative route towards the sea to meet lost coast and st olga and return at night altrough you'd probably miss a bit of story and the bugbait + ending up bugbaitless.
or something like completely different paths that end up joining together, are spoilerless and do not affect story at all
One of the areas that can support some open-world-ish elements is the Air Exchange. Thats how I did it anyways in my version.
You can make it so that players who want to speedrun the whole thing can go straight to the exit, no problem. But for the player who likes exploration, you can insert all kinds of factories (the old, cut Airex factories make for amazing gameplay spaces), nooks and crannies, vents, control rooms... its up to your imagination... and to the limits of Source itself.
Another area is C17 itself. Think the Industrial map. You can go straight to the Terminal, if you wish. But, once again, the player who likes to explore can go take a waltz in the Stenographer's Chasm, or check out the Cremator Factory, or go bug some citizens in the APC Garage, etc...
It definitely takes more work, but in the end it is very worth it.
Welp, it seems that the Gasmasks have made it to SFM...
[IMG]https://steamuserimages-a.akamaihd.net/ugc/867368527051280615/79F98D44918C4B459D7E5FF7F029553E217FBE29/[/IMG]
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=1200105742[/URL]
[QUOTE=95Navigator;52886361]One of the areas that can support some open-world-ish elements is the Air Exchange. Thats how I did it anyways in my version.
You can make it so that players who want to speedrun the whole thing can go straight to the exit, no problem. But for the player who likes exploration, you can insert all kinds of factories (the old, cut Airex factories make for amazing gameplay spaces), nooks and crannies, vents, control rooms... its up to your imagination... and to the limits of Source itself.
Another area is C17 itself. Think the Industrial map. You can go straight to the Terminal, if you wish. But, once again, the player who likes to explore can go take a waltz in the Stenographer's Chasm, or check out the Cremator Factory, or go bug some citizens in the APC Garage, etc...
It definitely takes more work, but in the end it is very worth it.[/QUOTE]
true and very inspirational. serves as good addendum to what i said about giving the player multiple paths. linearity < open world
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