• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
    4,608 replies, posted
[QUOTE=Sergeant Stacker;52948709]Is there a chance you'll try fixing the plasma fire effect? It was fixed for LeakNet a while back but we have yet to see it working in retail[/QUOTE] I just looked at it briefly. The code works as it should, but the effect doesn't spawn. I did a little digging, I have no idea why it's not spawning the effect. I can't promise that I'll figure it out since I wasn't planning on it originally, but I might come back to it at some point.
[QUOTE=Sergeant Stacker;52948709]Is there a chance you'll try fixing the plasma fire effect? It was fixed for LeakNet a while back but we have yet to see it working in retail[/QUOTE] Any screenshots/videos of what it is supposed to look like?
[QUOTE=ProZak;52950925]Any screenshots/videos of what it is supposed to look like?[/QUOTE] At 0:53 [video=youtube;dPH93sWdR48]https://www.youtube.com/watch?v=dPH93sWdR48[/video]
[QUOTE=Milkyway M16;52949834]I just looked at it briefly. The code works as it should, but the effect doesn't spawn. I did a little digging, I have no idea why it's not spawning the effect. I can't promise that I'll figure it out since I wasn't planning on it originally, but I might come back to it at some point.[/QUOTE] well, let's just hope somebody actually gets this working :excited:
[QUOTE=ProZak;52950925]Any screenshots/videos of what it is supposed to look like?[/QUOTE] [video=youtube;8G13eMm3xBk]https://www.youtube.com/watch?v=8G13eMm3xBk[/video]
Damnit guys, I just went to work on some other stuff and now I have this nagging desire to fix the plasma effect. I blame you all :v:
Got it working, needs tweaking though [editline]8th December 2017[/editline] Shit, didn't mean to double post
I messaged Axel a couple of years ago and asked if he had any more content left from the leak, this is what he said. [QUOTE]Hey, nice to hear from you. Sadly I do not have anymore files. I did actually have more before the police raided me, like the assets to the old TF2, but they are somewhere in an evidence locker now if they even still exist. AFAIK the WC map pack has every map file that I had. What might be out there is that some people might have the GoldSrc code including VAC, I shared that with some people but never saw it leaked.[/QUOTE] Who knows? maybe there's some goldsource content on a Vietnamese FTP server.
I don't have very good art opinions about hl2. (I swear like if utena looked all dark and gritty it'd be the half life 2 beta) But the point I was trying to make was, Revolutionary Girl Utena: Adolescence of Utena, have very similar design concepts. Look at stuff by Chernikhov, Hugh Ferris, the movie Metropolis by Fritz Lang, Burnd and Hilla Becher. Notice all the weird scaffolding, how everything looks like a factory, the weird angles and the strict use of either straight on or two-point perspective. Look at this picture of coal elevators. [IMG]https://i.pinimg.com/736x/af/33/46/af33460ea6b350934a42a8a9deaaab62--industrial-photography-art-photography.jpg[/IMG] [IMG]https://i.pinimg.com/736x/b5/62/e6/b562e62d8f97aef760c7015da367eede--industrial-photography-classic-photography.jpg[/IMG] [IMG]http://2.bp.blogspot.com/_5bVN3kXOxFc/TTqiglpQ-sI/AAAAAAAACzE/lxMDOU6K5Kw/s1600/15+Winding+Towers.jpg[/IMG] [IMG]http://1.bp.blogspot.com/_5bVN3kXOxFc/TTqiZEXTWNI/AAAAAAAACyk/mC8wQc2K7BY/s1600/07+Winding+Towers+.jpg[/IMG] [IMG]http://3.bp.blogspot.com/_5bVN3kXOxFc/TTqiX_VsWGI/AAAAAAAACyg/CrQ-DTubr0c/s1600/06+Gravel+Plants.jpg[/IMG] [IMG]https://freight.cargocollective.com/w/855/i/1e3ae2e15c412bd5ae77650a6ebe14101797f891510053db4a5247e8127a1066/lineup_o.jpg[/IMG] Look in the WC Mappack and find an old-C17 era building that looks kind of close to that, and you get literally half the brushwork of the entire map. These images look like air-exchange [IMG]https://i.pinimg.com/736x/ec/50/9d/ec509d32c3bb45be3fbda52284900552--construction-poster.jpg[/IMG][IMG]https://i.pinimg.com/736x/f1/01/9c/f1019c5a9dfeb025e4d77602702e4d2f--russian-architecture-architecture-graphics.jpg[/IMG] [IMG]https://i.pinimg.com/736x/fb/89/d1/fb89d1c14c1841d5106c028bb7b2238f--russian-constructivism-poster-graphics.jpg[/IMG] [IMG]https://i.pinimg.com/736x/63/7f/81/637f8173a5a68ffebd0ef954d7371e5f--paper-architecture-architecture-drawings.jpg[/IMG] [IMG]https://i.pinimg.com/736x/78/ab/3e/78ab3e89b98587664f2d4d0f4b54ca7b--model-architecture-architecture-sketches.jpg[/IMG] This is the citadel: [IMG]https://i.pinimg.com/736x/b2/f6/f3/b2f6f390e0f9c2ebdc7479da711dc810--russian-constructivism-cityscapes.jpg[/IMG] [IMG]https://i.pinimg.com/236x/be/6b/4e/be6b4e078e8cd0eb58c97d4af73339c3--architecture-illustrations-architecture-portfolio.jpg[/IMG] [IMG]https://i.pinimg.com/736x/00/c1/12/00c112579d481896708c52ff8472befe--architecture-drawings-architecture-design.jpg[/IMG] Look at these cool drinks of water, they feel like they're the long lost sibling of some manhack arcade concept art: [IMG]https://i.pinimg.com/236x/d1/16/22/d1162271526b508ed650af033aeb2545--bauhaus-architecture-architecture-sketches.jpg[/IMG] [IMG]http://www.graphicine.com/wp-content/uploads/2016/04/yakov_g_chernikhov_46.jpg[/IMG] City 17 and Vertigo: [IMG]https://designinenglish.files.wordpress.com/2011/04/6.jpg[/IMG] [IMG]https://i.pinimg.com/736x/e6/cf/14/e6cf14c7ab49f3f4d92ce2e3d481957f--black-white-art-architectural-sketches.jpg[/IMG] [IMG]https://i.pinimg.com/736x/ee/ca/5f/eeca5f9d3199666446a0ca37651a0b4f--future-city-futuristic-architecture.jpg[/IMG] [IMG]https://i.pinimg.com/736x/6f/d9/46/6fd9463b0d87435c8e72bbee65de9a99--future-city-leigh.jpg[/IMG] [IMG]https://i.pinimg.com/736x/24/e0/ef/24e0efb2372a51add6ee0ae77995a213--piranesi-giovanni-battista.jpg[/IMG] [IMG]https://i.pinimg.com/736x/aa/be/2a/aabe2a1324a75fddcf045ed2674e40a4--architectural-drawings-graphic-art.jpg[/IMG] [IMG]https://i.pinimg.com/736x/ab/49/4e/ab494ebf43dba2dc882b5e3a056bf36c--russian-constructivism-.jpg[/IMG] [IMG]https://i.pinimg.com/736x/54/7b/cd/547bcdd9c3ff38f60f16e2fb0f0c919c--gothic-architecture-drawing-architecture-models.jpg[/IMG] [IMG]https://i.pinimg.com/736x/df/a6/fb/dfa6fbde11599036e3bba6cbd8dabc20--architectural-drawings-modern-art.jpg[/IMG] [IMG]https://i.pinimg.com/736x/6e/11/95/6e1195999e9d62cbce80f24567cc6d9e--gothic-architecture-drawing-concept-architecture.jpg[/IMG] [IMG]https://i.pinimg.com/736x/b5/eb/9c/b5eb9c921713f548baef198939ec84bb--avantgarde-architectural-drawings.jpg[/IMG] Stenographer's Chasm: [IMG]https://i.pinimg.com/736x/1e/8f/92/1e8f920c98df9609ed70204855103a1e--russian-constructivism-architecture-drawings.jpg[/IMG] This isn't what the Ravenholm/X-Town levels were designed to look like, but it feels like those levels: [IMG]https://i.pinimg.com/736x/d6/dd/83/d6dd83332ecc9332dbeb3ded60b0fcd9--architecture-collage-architecture-drawings.jpg[/IMG] [IMG]https://i.pinimg.com/736x/5c/68/91/5c689116c3c28a627af43e7bc0a564a1--drawing-architecture-dubrovnik.jpg[/IMG]
[QUOTE=standards;52963453]2 much stuff[/QUOTE] did your post have to take up over half the damn page
[QUOTE=standards;52963453] .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG .JPG[/QUOTE] Useful for anyone that wants to make beta inspired maps :smile:
If this was 1999, all those images would have killed someone's Internet. By the way, has anyone fixed the kraken base maps?
So the essense of standards' post is there can only be so much imagination to anything. Airex looks like a factory because, in the mapppack, it's just a factory. The Citadel looks like some skyscraper someone designed, because anything you imagine is anything someone else already imagined. The stenographers chasm is basically an exaggerated assembly room, 'cause that's what it is. Artistic vision is bound by the limits of our culture and our mind, and as such, HL2 can only provide so much fantasy/futurism/fiction elements. HL1, too, was a repetition of sci-fi stuff from the 70s and 80s, look at 70s sci-fi art or watch some X-Files episodes and you'll find just about anything that was done in HL1.
[QUOTE=Cvoxalury]smart shit [/QUOTE] Pretty much, yeah. Everythings been done already, so might as well take the stuff you like and then combine that with what works. But there's also a communicative aspect of that, the citadel at the end of the day is some random skyscraper, but its a skyscraper at the intersection of "other" and "authoritarianism". The combine are aliens that control you, so since the G-Man is like a buisiness guy, they are also villains so are they also in it for money too? so maybe the citadel is designed to be like a giant office tower in the shape of a triangle? It's like a corporation and the people it enslaves and the resources it drains out of the earth are its products. Maybe it has shields? The combine cocoon themselves and what they make with shields so they feel protected? They put the chemicals in the air so they can feel like it's their home too, and they can feel safer, while driving out the native people. See what I mean, like there's things that work, and then you combine them with stuff you like, and then you add stuff that implies a deeper meaning, and any of those layers are influenced by the background of all the people working on your thing. Like, HL2 beta uses a lot of constructivism, reds, greens and greys and eastern european imagery in its design, it was made by a bunch of white dudes who live in the u.s, who most likely also lived in the western part of the state of Washington, made a science fiction action-horror game, and then are in the process of making another in the early 2000's, all of which had a low to middle-high understanding of quake mapping, and some have mapped those kinds of environments before. There are a lot of factors that go into how a game's environment and story is developed that may or may not be an active part in deciding it, (like it's dumb to be like, I live in the state of washington so I'm going to make this game all about the college football team the huskies) but going aboard a ship that was docked in the seattle harbor for like a year and then making a chapter based on that ship, and then having a bunch of background maps that they put in there cause they needed maps but oh hey they're about locations in washington, but it's still a huge factor. So at the end of the day, how you think about the world is going to influence your work in very subtle ways weather you like it or not, and that's a beautiful thing. If you have a game that doesn't communicate anything to the player, it's a boring video game. Even if your one of the people that's like "video games shouldn't have anything but gameplay because they're about fun not art" still hits a point like everyone else even in the game they want where they're confused about something in a video game, and some well placed environment art and maybe like a cutscene would clear things up a ton. You put things into a video game because they work from a rudimentary level (gameplay mechanics, things, ect.), but then you associate them with something cool, (for example, your riding on a platform (basic idea), your riding on top of a train) but then you add like symbolism and stuff, (your riding on a train, but it's a dystopia, and the train may or may not look like a penis, and in the back of your head you think "someone at the top of the food chain designed this train to look like a penis" and then you think "this train and this thing i'm doing is a power-fantasy, and this game is set in a dystopia so this has something to do with power dynamics in a relationship, but what could the relationship be") these are obvious examples that i thought up at the top of my head, there are subtler and deeper, or more theatrical and expressive symbols you could make with your game environmental art and mechanics. Everythings been thought of and done, so why not use that to your advantage? Why not take something that works, combine it with something cool, and add some symbolism on it. You can even combine different concepts too. Why not dick train entering a collapsing tunnel, which is obviously sexual, (maybe complications of sexual things, due to the tunnel COLLAPSING) and a continuation of the theme of power, but have like stuff that you have to dodge, and then it becomes clear that it isn't your power fantasy, it's the leader of the dystopia. Again simple obvious thing, peppered with patriarchal sort of masculinity complex thing, (cause it's a dick train) didn't really think of that until after i put the example down, but it's a good example of sociatal things influencing decisions. (why can't it be like a vulva train or something, or have the mc be female to further show that this isn't a power fantasy for her, but rather for the player or something, or have some game thing be a representation of femininity or something) Really what you want to put into a game is up to you, and communicating with the player things and attaching meaning to things helps the player understand what they're trying to do in a game, and its crucial to the playability of a game. Like think of the last time you got stuck against an invisible wall in a video game as was like "why can't i go there, i want to go there, fuck this shit" it is 4 am for me i am very tired goodnight, sorry for taking up like most of a page.
Dammit Gearbox... [video]https://twitter.com/ValveTime/status/939821106537562114[/video]
[QUOTE=standards;52963669]*stuff*[/QUOTE] >HL2 was made by a bunch of white westerners Yet it was Viktor Antonov who defined the art direction for the game and switched the setting from American (based, indeed, on local references from around Valve's HQ in Seattle) to European, with more emphasis on environmental storytelling and meaningful game design. Also, nobody designs trains to specifically look like penises, it's just that both the train and the penis are shaped for optimal efficiency.
Anybody know what this enemy is at 7:45? I've never seen it anywhere before. [url]https://youtu.be/iQdf-58dxzM?t=7m45s[/url]
[QUOTE=anicandrive;52964800]Anybody know what this enemy is at 7:45? I've never seen it anywhere before. [url]https://youtu.be/iQdf-58dxzM?t=7m45s[/url][/QUOTE] What, right before fade to black? It's the synth version of the scanner. They're in retail, they carry&deploy mines, and serve as scouts for Striders. [url]http://combineoverwiki.net/wiki/Shield_Scanner[/url]
[QUOTE=Cvoxalury;52964925]What, right before fade to black? It's the synth version of the scanner. They're in retail, they carry&deploy mines, and serve as scouts for Striders. [url]http://combineoverwiki.net/wiki/Shield_Scanner[/url][/QUOTE] I've never seen them open like that before, thanks.
In retail they're only "open" for as long as they're carrying hopper mines. But originally they were supposed to use the claw for melee attacks, as well as have a forcefield shield of some sort (that's where their original name comes from). Basically a prime example of a half-baked idea that barely found itself a place in the game.
I don't recall these things in any of the games at all tbh, I've only found out that they exist from combine overwiki
[QUOTE=WhyNott;52966144]I don't recall these things in any of the games at all tbh, I've only found out that they exist from combine overwiki[/QUOTE] They're in the street wars section of retail hl2. They're easy to miss tbh. In other scanner-related news, I fully implemented the combot from the leak into the 2013 source code, which I think is pretty nifty.
[QUOTE=Milkyway M16;52966232]They're in the street wars section of retail hl2. They're easy to miss tbh. In other scanner-related news, I fully implemented the combot from the leak into the 2013 source code, which I think is pretty nifty.[/QUOTE] Fully? Does that mean he has interactions with citizens (shouting at them about identi-bands and inspection, they, in turn, raise their arms and such)? Or is he only how he was in the leak?
[QUOTE=Cvoxalury;52966291]Fully? Does that mean he has interactions with citizens (shouting at them about identi-bands and inspection, they, in turn, raise their arms and such)? Or is he only how he was in the leak?[/QUOTE] Well, M16 said he implemented the combot [I][B]"from the leak"[/B][/I], so it sounds like just a straight port.
[QUOTE=Cvoxalury;52966291]Fully? Does that mean he has interactions with citizens (shouting at them about identi-bands and inspection, they, in turn, raise their arms and such)? Or is he only how he was in the leak?[/QUOTE] I'm going to work on that next, I just want to smooth out some weirdness in the base code first. Stuff like the spotlight beam not drawing correctly, the acid spray not working correctly, etc.
Tried to "complete" c17_01_13 according to my imagination [IMG_thumb]https://i.imgur.com/m4n8vK1.jpg[/IMG_thumb]
[QUOTE=Milkyway M16;52966425]I'm going to work on that next, I just want to smooth out some weirdness in the base code first. Stuff like the spotlight beam not drawing correctly, the acid spray not working correctly, etc.[/QUOTE] Funny trivia: Valve basically took the Combot spotlight code, pasted it into a new entity and created npc_spotlight. I managed to implement npc_spotlight into SDK 2013. It works fine, however it looks weird, especially because it seems like some interpolation mechanism is missing, resulting in a slightly jarred movement of the light cone.
Btw there's an interesting test map involving those npc_spotlights in the WC-mappack called "spotlight_corridor2". Env_global entity had "too_dark_to_see_player" parameter set (which I think was later cut) . The map has stealth-like gameplay where you must pass the corridor without being spotted by the npc_spotlights. And if they spot you combine soldiers were to be alerted. [IMG]https://pp.userapi.com/c840324/v840324917/2fdd3/4AsdLAs-EhA.jpg[/IMG]
That's odd, the npc_spotlight looks different in mine (it's just a bunch of flare sprites).
[QUOTE=BuTou;52967032]Btw there's an interesting test map involving those npc_spotlights in the WC-mappack called "spotlight_corridor2". Env_global entity had "too_dark_to_see_player" parameter set (which I think was later cut) . The map has stealth-like gameplay where you must pass the corridor without being spotted by the npc_spotlights. And if they spot you combine soldiers were to be alerted. [IMG]https://pp.userapi.com/c840324/v840324917/2fdd3/4AsdLAs-EhA.jpg[/IMG][/QUOTE] Oh. So I guess stealth elements are beta canon, then [t]https://pp.userapi.com/c840439/v840439462/30b27/hlrw-XBKwbc.jpg[/t]
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