• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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there's still a leftover from stealth in retail. npc_combine_s can be killed with a single headshot from any weapon if they are in unalerted idle state. not sure if that works on metropolices though.
[QUOTE=Hell-met;52967504]there's still a leftover from stealth in retail. npc_combine_s can be killed with a single headshot from any weapon if they are in unalerted idle state. not sure if that works on metropolices though.[/QUOTE] I'll go check the code, but remember that this mechanic goes all the way back to Quake II, maybe Quake I. In II, shooting unalerted enemies deals them twice as much damage; e. g. you can one-shot idle Gunners with the railgun, while ones that are on alert, take 2 shots. I'll see if it's some generalised rule for idle NPCs.
Anyone here who's also compiled spotlight_corridor2; does yours look like Butou's or mine? [t]https://i.imgur.com/KcpX4Ac.png[/t]
[QUOTE=standards;52963453] [IMG]https://i.pinimg.com/736x/6f/d9/46/6fd9463b0d87435c8e72bbee65de9a99--future-city-leigh.jpg[/IMG] [IMG]https://i.pinimg.com/736x/aa/be/2a/aabe2a1324a75fddcf045ed2674e40a4--architectural-drawings-graphic-art.jpg[/IMG] [/QUOTE] Actually, these two remind me a lot of one of the styles that Valve and Arkane were planning for The Crossing, a cancelled game from 2009. [video=youtube;Hhpnp6ssqSQ]https://www.youtube.com/watch?v=Hhpnp6ssqSQ[/video]
I wonder if ValveTime will ever get around to releasing those VMFs.
[QUOTE=livelong;52976162]I wonder if ValveTime will ever get around to releasing those VMFs.[/QUOTE] Many information does not correspond in reality. All trailers were shown in 2006. Now guess which month? [U]23th December 2006[/U].
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[IMG]https://pp.userapi.com/c621707/v621707546/40131/_okjxQJ3saU.jpg[/IMG] [IMG]https://i.imgur.com/OgFFKDl.png[/IMG] I've decided to recreate one of the old sign posters from e3_terminal. [IMG]https://www.dropbox.com/sh/igzggfjq6f6krwt/AAByQOvMtv4Cub6tm2dUEGJIa?dl=0[/IMG] [url]https://www.dropbox.com/sh/igzggfjq6f6krwt/AAByQOvMtv4Cub6tm2dUEGJIa?dl=0[/url]
what about the part that's in comic sans that says temp texture? those words are part of the texture and are an integral part of hl2 beta art design. [editline]15th December 2017[/editline] jk jk very nice work
[QUOTE=Dindex;52981399][IMG]https://pp.userapi.com/c621707/v621707546/40131/_okjxQJ3saU.jpg[/IMG] [IMG]https://i.imgur.com/OgFFKDl.png[/IMG] I've decided to recreate one of the old sign posters from e3_terminal. [IMG]https://www.dropbox.com/sh/igzggfjq6f6krwt/AAByQOvMtv4Cub6tm2dUEGJIa?dl=0[/IMG] [url]https://www.dropbox.com/sh/igzggfjq6f6krwt/AAByQOvMtv4Cub6tm2dUEGJIa?dl=0[/url][/QUOTE] Looks pretty nice so far. Wouldn't be able to tell the difference if it weren't for the S being slightly off, and the wear/tear being slightly different.
[QUOTE=Dindex;52981399] I've decided to recreate one of the old sign posters from e3_terminal. [/QUOTE] Noice! Now we can have a very close-to-the-original e3_terminal. [IMG]https://pp.userapi.com/c840732/v840732889/3524f/GPOsPW4qZ0Q.jpg[/IMG]
[I]But where's the '[B]temp texture[/B]'[/I]
[QUOTE=Mech Bgum;52982582]meaningless decoration?[/QUOTE] this one
Anyone happen to have the TF2 SFM leak? Looks like this: [IMG]https://i.imgur.com/aUJxKlkh.png[/IMG] According to the discussions I've found, it was present in the TF2 beta's GCFs, at varying periods. One poster states it was around in September of 2009, and TCRF states that it was in 2010. It was functional enough to make basic testing renders, but was still "missing some fundamental features". However, no download links remain (if there ever were any). I want to get a copy of this, especially since the real deal has been out there forever. Sources - [url]http://www.moddb.com/engines/source/news/source-film-maker-leaked[/url] [url]https://facepunch.com/showthread.php?t=776750[/url] (Mentions sept 2009 leak date) [url]https://www.youtube.com/watch?v=uPWuy75drdc[/url] ("missing some fundamental features") [url]https://tcrf.net/Proto:Source_Filmmaker[/url] (2010 leak date) [url]https://www.youtube.com/watch?v=5YoGZviRcxY[/url] (Posted in 2007, titled as "Valve's Integrated Film Maker")
[QUOTE=livelong;52983092]Anyone happen to have the TF2 SFM leak? Looks like this: According to the discussions I've found, it was present in the TF2 beta's GCFs, at varying periods. One poster states it was around in September of 2009, and TCRF states that it was in 2010. It was functional enough to make basic testing renders, but was still "missing some fundamental features". However, no download links remain (if there ever were any). [/QUOTE] I don't remember when it was (I thought it was when Team Fortress 2 came out). Anyway, enginetools.zip was the file and it looks like it has disappeared from the Internet, so here's a copy: [url]https://expirebox.com/download/116d40705ca66a742c4702dc55dbd60f.html[/url] I doubt it will load in the newest Team Fortress 2 though.
the problem is that valve lock down the engine is loading tools due to the leak of source 2007 (see alien swarm you can load tool whit the command "loadtool" if i'm not wrong) so its not possible to use it in Source 2007/2013 has far a think.
[QUOTE=.:Niko Dash:.;52983254]the problem is that valve lock down the engine is loading tools due to the leak of source 2007 (see alien swarm you can load tool whit the command "loadtool" if i'm not wrong) so its not possible to use it in Source 2007/2013 has far a think.[/QUOTE] Yeah I vaguely remember it being locked down pretty quickly afterwards, then the engine started looking for sdkenginetools.txt instead of enginetools.txt some time after that. I think it might have all happened on HL2World which is probably why it appears to have disappeared from the Internet.
[QUOTE=tschumann;52984142]Yeah I vaguely remember it being locked down pretty quickly afterwards, then the engine started looking for sdkenginetools.txt instead of enginetools.txt some time after that. I think it might have all happened on HL2World which is probably why it appears to have disappeared from the Internet.[/QUOTE] so the only way to get SFM Working its compiling the leaked Source 2007 engine or re-compile the SFM to Alien Swarm because you can load tools in that branch
This is from the new Valve office. [url]https://www.instagram.com/p/BctOvNzAG7q/[/url]
Another thing - I've been working on this article about Half Life 2's cut visgroups for a while: [URL="http://vcc.wikia.com/wiki/Half_Life_2_-_Unused_Visgroups"]http://vcc.wikia.com/wiki/Half_Life_2_-_Unused_Visgroups [/URL] I'm curious what your thoughts are about it.
its real cool for people who want to know about the unfinished parts of the game they're actually playing, rather than older leak worldcraft maps or way old versions of the retail maps thereof.
[QUOTE=livelong;52986173]Another thing - I've been working on this article about Half Life 2's cut visgroups for a while: [URL="http://vcc.wikia.com/wiki/Half_Life_2_-_Unused_Visgroups"]http://vcc.wikia.com/wiki/Half_Life_2_-_Unused_Visgroups [/URL] I'm curious what your thoughts are about it.[/QUOTE] "A ragdoll of a Combine soldier. Despite its removal, a blood decal nearby remains." [T]https://vignette.wikia.nocookie.net/vcc/images/4/48/Town_05_01a.png/revision/latest?cb=20171127031323[/T] Didn't know the combine were supposed to have their own version of Winston. Good work on the page by the way, lot of interesting stuff.
[QUOTE=Clatronix;52986449] Didn't know the combine were supposed to have their own version of Winston. Good work on the page by the way, lot of interesting stuff.[/QUOTE] OTA-RANGER.OWS.23378's been hit! *sad music* Patch him up and get him into the dropship as soon as he's stable! Gordon Freeman? It's - [B][I]*GUNSHOT*[/I][/B]
[QUOTE=livelong;52986173]Another thing - I've been working on this article about Half Life 2's cut visgroups for a while: [URL="http://vcc.wikia.com/wiki/Half_Life_2_-_Unused_Visgroups"]http://vcc.wikia.com/wiki/Half_Life_2_-_Unused_Visgroups [/URL] I'm curious what your thoughts are about it.[/QUOTE] You could also take a look at ministrider_intro.vmf from the episodic map source leak. It's d1_trainstation_03 from retail with a ministrider entity added, but it contains more cut visgroups than the "official" version packaged with Source SDK and the more recently leaked one.
[QUOTE=Mech Bgum;52982582]What are these red stars in the upper corners? Are they just meaningless decoration or ✡︎?[/QUOTE] [QUOTE=Katatonic717;52982687]this one[/QUOTE] No, the [I]other[/I] one. The second one.
[QUOTE=ChubbyDash;52986589]OTA-RANGER.OWS.23378's been hit! *sad music* Patch him up and get him into the dropship as soon as he's stable! Gordon Freeman? It's - [B][I]*GUNSHOT*[/I][/B][/QUOTE] They actually do that. [QUOTE]// I just saw a friendly die COMBINE_MAN_DOWN0 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown onedown off1 {Len 1.28 closecaption NPC_Combine.Alert} COMBINE_MAN_DOWN1 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedutyvacated off1 {Len 1.41 closecaption NPC_Combine.Alert} COMBINE_MAN_DOWN2 npc/combine_soldier/vo/(v100) on2 heavyresistance off3 {Len 1.45 closecaption NPC_Combine.Alert} COMBINE_MAN_DOWN3 npc/combine_soldier/vo/(v100) on1 overwatchrequestreinforcement off3 {Len 1.45 closecaption NPC_Combine.Alert} COMBINE_MAN_DOWN4 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown, hardenthatposition off3 {Len 1.45 closecaption NPC_Combine.Alert}[/QUOTE] Where V_WHODIEDS is the name of the combine soldier, because each of them have one in a squad: [QUOTE]// soldier names, remembered by speaker: V_MYNAMES0 leader {Len 0.4} V_MYNAMES1 flash {Len 0.4} V_MYNAMES2 ranger {Len 0.4} V_MYNAMES3 hunter {Len 0.4} V_MYNAMES4 blade {Len 0.4} V_MYNAMES5 scar {Len 0.4} V_MYNAMES6 hammer {Len 0.4} V_MYNAMES7 sweeper {Len 0.4} V_MYNAMES8 swift {Len 0.4} V_MYNAMES9 fist {Len 0.4} V_MYNAMES10 sword {Len 0.4} V_MYNAMES11 savage {Len 0.4} V_MYNAMES12 tracker {Len 0.4} V_MYNAMES13 slash {Len 0.4} V_MYNAMES14 razor {Len 0.4} V_MYNAMES15 stab {Len 0.4} V_MYNAMES16 spear {Len 0.4} V_MYNAMES17 striker {Len 0.4} V_MYNAMES18 dagger {Len 0.4}[/QUOTE]
Can anyone record that in action?
[QUOTE=livelong;52986173]Another thing - I've been working on this article about Half Life 2's cut visgroups for a while: [URL="http://vcc.wikia.com/wiki/Half_Life_2_-_Unused_Visgroups"]http://vcc.wikia.com/wiki/Half_Life_2_-_Unused_Visgroups [/URL] I'm curious what your thoughts are about it.[/QUOTE] wow this looks like a ton of work, it's a real interesting read too
[QUOTE=PikaCommando;52987049]Can anyone record that in action?[/QUOTE] Just play the game and listen carefully. They reference a ton of things. Like heading and distance to target when located, and even have different names for different locations: [QUOTE]// map 1 trainstation V_G1_LOCATION_MAP01P0 stationblock V_G1_LOCATION_MAP01P1 transitblock V_G1_LOCATION_MAP01P2 workforceintake // map 2 canals V_G1_LOCATION_MAP02P0 canalblock V_G1_LOCATION_MAP02P1 stormsystem V_G1_LOCATION_MAP02P2 wasteriver V_G1_LOCATION_MAP02P3 deservicedarea // map 3 eli V_G1_LOCATION_MAP03P0 industrialzone V_G1_LOCATION_MAP03P1 restrictedblock V_G1_LOCATION_MAP03P2 repurposedarea // map 4 town V_G1_LOCATION_MAP04P0 condemnedzone V_G1_LOCATION_MAP04P1 infestedzone V_G1_LOCATION_MAP04P2 nonpatrolregion // map 5 coast V_G1_LOCATION_MAP05P0 externaljurisdiction V_G1_LOCATION_MAP05P1 stabilizationjurisdiction V_G1_LOCATION_MAP05P2 outlandzone // map 6 prison V_G1_LOCATION_MAP06P0 externaljurisdiction V_G1_LOCATION_MAP06P1 stabilizationjurisdiction // map 7 c17 V_G1_LOCATION_MAP07P0 residentialblock V_G1_LOCATION_MAP07P1 404zone V_G1_LOCATION_MAP07P2 distributionblock V_G1_LOCATION_MAP07P3 productionblock // map 8 citadel V_G1_LOCATION_MAP08P0 highpriorityregion V_G1_LOCATION_MAP08P1 terminalrestrictionzone V_G1_LOCATION_MAP08P2 controlsection[/QUOTE] [QUOTE]// player names by mapname (remembered) (duplicated for metropolice and overwatch) V_G2_SUSPECT_MAP00P0 subject V_G2_SUSPECT_MAP01P0 citizen V_G2_SUSPECT_MAP01P1 UPI V_G2_SUSPECT_MAP01P2 subject V_G2_SUSPECT_MAP02P0 subject V_G2_SUSPECT_MAP02P1 noncitizen V_G2_SUSPECT_MAP02P2 sociocide V_G2_SUSPECT_MAP02P3 anticitizen V_G2_SUSPECT_MAP03P0 anticitizen V_G2_SUSPECT_MAP03P1 subject V_G2_SUSPECT_MAP04P0 freeman V_G2_SUSPECT_MAP04P1 subject V_G2_SUSPECT_MAP04P2 anticitizen V_G2_SUSPECT_MAP05P0 freeman V_G2_SUSPECT_MAP05P1 sociocide V_G2_SUSPECT_MAP06P0 freeman V_G2_SUSPECT_MAP06P1 infection V_G2_SUSPECT_MAP07P0 freeman V_G2_SUSPECT_MAP08P0 freeman[/QUOTE]
One of the things that it bothered me in HL2 games is that the voices of the Combine Soldiers are too distorted and low to heard what they say usually, most of the time you must be hidden to listen to their dialogs, is not like in GoldSrc which it was at least high. Btw you guys forgot about a couple on the first trainstation: a trigger_hurt and a game_text which implies the player could be shot to death if it left the platform and started to run back into the rails, as well as brushes indicating the old versions of the Train Station, with a second floor and all.
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