VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=Marphy Black;52992610]Sven was contacted and posted the images today, hence the December 20th date in the linked directory to his domain.
I wouldn't have expected Sven to have such material, but then again, he was the host of [url=http://www.svencoop.com/nostalgia/ahl/]Atomic Half-Life[/url] back in the day. I suppose you only know if you ask.[/QUOTE]
People and dates can lie about anything.
When Barnz posts some exclusive old shit I usually take it as he had it for many years but releasing it at once, or, better, providing sources, isn't exactly beneficial to collecting views (which, in itself, is meaningless), so why not stretch it into years of ocassionaly posting pics and quotes.
I mean, it's a simpe formula
Have 5 exclusive screenshots.
Release 5 at once - get 1000 views at once, then interest quickly fades.
Release 5 one by one in the span of a year - collect 5000 views per each.
Oh, but if only views and reposts meant anything at all.
You can see it each and every time. Every time there's low activity and low view count during the season, it's time to crack open the old vault and release some old stuff that's probably been posted way back and afterwards was carefully saved and stored away. And when it so happens that it's really something new and something only now being discovered, well, you wouldn't want to betray your secrets and link to the source, you only want to copy it and host it on your own (unless you just can't, like this time). I think they really outta watermark it so nobody steals it!
[QUOTE=Cvoxalury;52992575]As usual, been sitting in someones private little vault for 15 years, now finally the time to release the breadcrumbs. Maybe they were 'shared' many years ago, but ValveTime loves keeping stuff to themselves, because there's more profit this way.[/QUOTE]
There is nothing to "profit" from this other than internet points. Everything is a conspiracy these days...
[QUOTE=Cvoxalury;52988664]I never noticed any 'beep sounds' or what the filter was changed to, but people speaking negatively about Ep2 (or Ep1. Or HL2. Or Valve) elevates them in my eyes. Keep going, [B]Hell-met[/B]!
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Actually, I always assumed the Overwatch announcer was speaking directly through that console we activated, instead of coming from the Citadel and echoing thru large distance & the city, but, yeah, that was a sucky move.
Oh, wait. That also brings up the question of just what the hell the Overwatch annoucer [I]is[/I]. Didn't it (she?) go down with the Citadel? How's it still in Ep2? Is it just some omnipresent AI? I liked to assume it's a person, like the announcer in Dishonored was just an employee, but now Ep2 spoiled it for me.[/QUOTE]
With the implication of how immensely strong the Combine are in the Epistle 3 reveal, I'd wager that an Overwatch AI is perfectly reasonable. Creating a Dyson sphere alone takes a ridiculous amount of effort, efficiency, energy, resources and co-ordination. An AI would be very useful for that task alone. It will likely also command workers and soldiers like it does in HL2. Also, ever wonder why it speaks English even though it's an alien being/technology?
[QUOTE=Cvoxalury;52989358]It's "reproduction simulation" meaning it's not true reproduction (that's being supressed) but it's still sex. That doesn't result in reproduction, in this way it's 'simulating'.
Either that or you're right and it's like Demolition Man, where, in the future, they switched sex for weird VR/mind merge thingy.
If it's fantasising, why the 'non-mechanical' part? Why accentuate that?
If we go by your interpretation, it's [non-mechanical reproduction] [simulation]. So it simulates non-mechanical reproduction? Is there mechanical reproduction now? Or any?
By my interpretation, it's [non-mechanical] [reproduction simulation]. It's an actual process that simulates reproduction, and it doesn't involve some mechanical unit but an organic unit.[/QUOTE]
It could refer to simulated sex (or rather, the absence of "non-mechanical" sex [creation of synthetics/robots/etc. or as you said, use of non-biological means for sex]), but I think it could also be a reference to "mechanical reproduction" as creation of art (based on an essay [URL="https://en.wikipedia.org/wiki/The_Work_of_Art_in_the_Age_of_Mechanical_Reproduction"]"The Work of Art In The Age of Mechanical Reproduction"[/URL] written during the Nazi regime) and allowing the lowly Combine conscripts (who are by most means still Human) the temporary luxury of a simulation of a culture they no longer possess. That - the loss of culture - is even more devastating than not having the means for reproduction (which could already be 'simulated' by.. alternative means..), in some cases. Imagine you're forced to enlist as a part of a militia for your enemy. It has already won and taken away your culture, suppressed you and your people, and has given you barely enough sustenance to continue to live. Being rewarded (even for a short while) a glimpse of your now-gone culture would probably keep you in check (think of it as form of hypnosis or sedation). Imagine an AI that is capable of such a feat by storing the culture and memories of each civilization it comes across and creating a simulation for these civilians to keep them in check while they're being oppressed and utilized by the Combine. Very intriguing stuff. Probably not intended by Marc and other writers but very interesting to think about nonetheless. After all, the Combine (especially in early concept art) seem to be - at least in part - inspired by the Nazi regime (in visual aesthetics and in motivation).
Then again, sometimes words are mixed together by writers to sound fancy and the writers aren't aware that this combination of words could mean something entirely different (in other words, it could be a coincidence that they used the phrase "non-mechanical reproduction" but aren't actually referring to the essay I linked above) so it could just be fancy hoopla-speak trying to sound intriguing :boxhide:
[QUOTE=Cvoxalury;52992575]...ValveTime loves keeping stuff to themselves, because there's more profit this way.[/QUOTE]
Not true. ValveTime gets no money from this. Virtually, it's a freelancing type of field.
can somebody tell me from what update of black mesa where these models from [url]https://mega.nz/#F!F40Q2KgK!_qVbOL4x85VPRbGboHYEKw[/url]
i can't remember from what update was so can somebody help me?
all i know is tha they were ingame and they were removed
[QUOTE=Gamer#1;52992851]Not true. ValveTime gets no money from this. Virtually, it's a freelancing type of field.[/QUOTE]
Replace profit with attention.
[QUOTE=Akis_02;52993226]can somebody tell me from what update of black mesa where these models from [url]https://mega.nz/#F!F40Q2KgK!_qVbOL4x85VPRbGboHYEKw[/url]
i can't remember from what update was so can somebody help me?
all i know is tha they were ingame and they were removed[/QUOTE]
I remember seeing them in Gmod. I'm pretty sure most of these are not/were never from Black Mesa. You more than likely have a mod mounted that [i]was[/i] putting additional content into the props_xen folder.
I thought they were Human Error assets at first, but I can't be sure.
[QUOTE=CaptainZed;52992482]Two new HL1 beta screenshots just now released:
[video]https://twitter.com/ValveTime/status/943525542468440066[/video][/QUOTE]
Is that an alpha version of the German version or something?
[QUOTE=livelong;52993369]Replace profit with attention.[/QUOTE]
Speaking of being in need of medical attention, I saw that VT posted an article about three official Team Fortress Classic maps, developed by none other than the beloved Popdog team, that had been cut and were virtually lost for the last 16 years:
[url]http://www.valvetime.net/threads/barking-dog-studios-work-for-valve.257918/[/url]
[t]http://www.valvetime.net/attachments/eleventh01-jpg.26136/[/t] [t]http://www.valvetime.net/attachments/pox04-jpg.26143/[/t] [t]http://www.valvetime.net/attachments/signal01-jpg.26146/[/t]
While these levels may have been rescued from the depths of obscurity, how many more still out there remain lost to the harsh mistress that is time?
[QUOTE=Marphy Black;52994129][t]http://www.valvetime.net/attachments/signal01-jpg.26146/[/t]
[/QUOTE]
That looks like city2lf.tga (the possible Half-Life 2 skybox in one of the early Team Fortress Classic builds).
[QUOTE=tschumann;52994624]That looks like city2lf.tga (the possible Half-Life 2 skybox in one of the early Team Fortress Classic builds).[/QUOTE]
Yeah, it turns out all those skyboxes were meant for these maps. Woops! So I suppose this meant the artist of those skyboxes is from Popdog as well?
[QUOTE=tschumann;52994624]That looks like city2lf.tga (the possible Half-Life 2 skybox in one of the early Team Fortress Classic builds).[/QUOTE]
Wait what???
Is there a full picture available for that skybox texture? What does it look like?
[QUOTE=95Navigator;52994932]Wait what???
Is there a full picture available for that skybox texture? What does it look like?[/QUOTE]
These are the unused TFC skyboxes meant for those maps, which we thought was HL2's but turns out now that it isn't.
[t]http://i.imgur.com/CYmEp2O.png[/t]
[t]http://i.imgur.com/QPzHe4g.png[/t]
[t]http://i.imgur.com/44SInRP.png[/t]
[QUOTE=PikaCommando;52994939]we thought was HL2's but turns out now that it isn't.[/QUOTE]
Are you 100% sure of this?
Cause these textures definitely look like and follow the early HL2 storyline beats.
Especially the middle one, with the destroyed city. I mean, its pretty much early C17 - a heavily industrialized, Combine-Controlled cluster surrounded by ruins and destruction. Also:
- They are definitely HL1-styled in terms of quality and design, which means they could have been made in 2000/2001, which coincides with the time that C17 design was taking shape;
- How likely would it be for another company having the same exact idea, down to the style?
[QUOTE=fancy990;52993907]I remember seeing them in Gmod. I'm pretty sure most of these are not/were never from Black Mesa. You more than likely have a mod mounted that [i]was[/i] putting additional content into the props_xen folder.
I thought they were Human Error assets at first, but I can't be sure.[/QUOTE]
thank you i was looking this for a week
[QUOTE=95Navigator;52994949]Are you 100% sure of this?
Cause these textures definitely look like and follow the early HL2 storyline beats.
Especially the middle one, with the destroyed city. I mean, its pretty much early C17 - a heavily industrialized, Combine-Controlled cluster surrounded by ruins and destruction. Also:
- They are definitely HL1-styled in terms of quality and design, which means they could have been made in 2000/2001, which coincides with the time that C17 design was taking shape;
- How likely would it be for another company having the same exact idea, down to the style?[/QUOTE]
While the resemblance in themes is definitely uncanny, the reason why it confounded us is that the artstyle definitely isn't Antonov's. Viktor joined Valve in 1999 right after Kingpin bombed, so in other words, he's been with HL2 since the very beginning (or at least a few months after HL2's development officially began). While the quality of his Kingpin skyboxes are HL1-esque, his art style is already defined at that point and is not as cartoony as the TFC ones.
Viktor in 1998:
[IMG]http://fredz.kingpin.info/images/kpsn_10.jpg[/IMG]
Viktor in 2000:
[IMG]https://steamuserimages-a.akamaihd.net/ugc/428194261068230582/776A031E66FB7281668853F8F4281620D4C5F6CE/[/IMG]
[QUOTE=PikaCommando;52995001]While the resemblance in themes is definitely uncanny, the reason why it confounded us is that the artstyle definitely isn't Antonov's. Viktor joined Valve in 1999 right after Kingpin bombed, so in other words, he's been with HL2 since the very beginning (or at least a few months after HL2's development officially began). While the quality of his Kingpin skyboxes are HL1-esque, his art style is already defined at that point and is not as cartoony as the TFC ones.
[/QUOTE]
Yeah you make a valid point. But still...
Man you can even see the Air Exchange piping going through the old city ruins. It just cannot be a mere coincidence.
Either that skybox was an art test made REALLY early on, with such an art test being designed with the only styling Valve knew up to that point... or some ideas "contaminated" the Barking Dog team - highly unlikely...
A friend of mine has sent me this video, I don't think no one has seen this before.
[url]http://www.derekjenson.com/half-life-2.html[/url]
[QUOTE=95Navigator;52995099]Yeah you make a valid point. But still...
Man you can even see the Air Exchange piping going through the old city ruins. It just cannot be a mere coincidence.
Either that skybox was an art test made REALLY early on, with such an art test being designed with the only styling Valve knew up to that point... or some ideas "contaminated" the Barking Dog team - highly unlikely...[/QUOTE]
I mean, that can just be literally any factory. Hell, there's no trace of AirEx in any of the old city maps.
Also, I'm slightly disappointed in ValveTime for not asking about those skyboxes.
[QUOTE=PikaCommando;52995159]Also, I'm slightly disappointed in ValveTime for not asking about those skyboxes.[/QUOTE]
What more is there to know? Mair said Barking Dog made these skyboxes for the aforementioned TFC maps circa 1999, and even though Valve decided not to include the maps with TFC, they left in the assets in later releases of the game. You can see that CS's Backalley skybox uses identical materials as TFC's Signal's city2.
[QUOTE=Dindex;52995152]A friend of mine has sent me this video, I don't think no one has seen this before.
[url]http://www.derekjenson.com/half-life-2.html[/url][/QUOTE]
So that's why the Ground turret have the same design as the ceiling one but it was not animated. Maybe Valve wanted the platform not to be part of the model so the mappers could decide how high should rise the turret from the ground?
[QUOTE=Dindex;52995152]A friend of mine has sent me this video, I don't think no one has seen this before.
[url]http://www.derekjenson.com/half-life-2.html[/url][/QUOTE]
Man, it would have been sweet if the barnacles would feed like that in-game. Not only does it look creepy to see a pair of legs dangling from a gross mouth monster on the ceiling, but the fact that the barnacle would become passive could be a reward for luring an enemy into the barnacle's tongue.
Also it makes more sense than completely absorbing a grown human, or spitting it out (was that a later change, anyhow?)
Jesus Christ i was gone for two days and all you people are talking about raping women and non-mechanical reproduction simulation. you are gross and that is creepy. i agree with this one dude's interpretation tho about it being like nazi shit, cause the combine are essentially fascist nazis except with socialist undertones because America. It's fun to think about random throwaway lines whose purpose is to be ominous sounding dumb jokes that only serve to make valve look smart. I think Ellen McLain does a really good job as the overwatch voice. The overwatch voice is probably just a part of the Combine unit's AI, and the only reason Gordon can hear her is because he's special. PikaCommando is correct. You gotta still remember that HL2 at that time was just a whole bunch of unconnected design things and only really got developed in a year at the last minute. Valve was probably just going through a collective totalitarian sci-fi dystopia phase. Even Vampire the Masquerade is all dark and gritty looking, but Antonov still looks like Antonov regardless. That artstyle looks pretty hl1 though, it's probably an Aaron Barber, but idk if he worked on TF2 or not just speculation cause his grubby hands are all over the leak.
[QUOTE=standards;52996584]Jesus Christ i was gone for two days and all you people are talking about raping women and non-mechanical reproduction simulation. you are gross and that is creepy. i agree with this one dude's interpretation tho about it being like nazi shit, cause the combine are essentially fascist nazis except with socialist undertones because America. It's fun to think about random throwaway lines whose purpose is to be ominous sounding dumb jokes that only serve to make valve look smart. I think Ellen McLain does a really good job as the overwatch voice. The overwatch voice is probably just a part of the Combine unit's AI, and the only reason Gordon can hear her is because he's special. PikaCommando is correct. You gotta still remember that HL2 at that time was just a whole bunch of unconnected design things and only really got developed in a year at the last minute. Valve was probably just going through a collective totalitarian sci-fi dystopia phase. Even Vampire the Masquerade is all dark and gritty looking, but Antonov still looks like Antonov regardless. That artstyle looks pretty hl1 though, it's probably an Aaron Barber, but idk if he worked on TF2 or not just speculation cause his grubby hands are all over the leak.[/QUOTE]
"Random throwaway"? There's a whole bunch of lines subtly detailing the complex structure of the Overwatch and Civil protection. There's not only direct rewards but also 'credits' (mentioned not once but twice), there's various punishment, and a whole set of rules and codes (all of which have actual, meaningful descriptions). This was done before Ep2 & Portal, so it actually had good writing. Could be a joke, but it's still in the game, and the game was written and built in a very meticulous, intentional, particular way.
And Gordon hears those codes and messages because the cops have small radio boxes on their belts. Try paying some attention.
[IMG]https://vignette.wikia.nocookie.net/vcc/images/7/74/Armor_concept1.jpg/revision/latest?cb=20171115015006[/IMG]
[IMG]https://vignette.wikia.nocookie.net/vcc/images/a/a1/Medic_concept_1.jpg/revision/latest?cb=20171115015011[/IMG]
[IMG]https://vignette.wikia.nocookie.net/vcc/images/e/ec/Monster_tf_2.jpg/revision/latest?cb=20171213163841[/IMG]
Some TF2 invasion concept art that used to be on Moby Francke's old site. Is there any more concept art from his old site besides the other ones we have now? All I can find are those ones.
[QUOTE=Hell-met;52988061]too bad ep1 ruined the radio chat beep sound[/QUOTE]
That's like the easiest thing ever to put back though.
Also I love EP1's radio sounds. Finding out how to make both show up has been on my backlist forever.
[QUOTE=Nextwizard;52997976]
Some TF2 invasion concept art that used to be on Moby Francke's old site. Is there any more concept art from his old site besides the other ones we have now? All I can find are those ones.[/QUOTE]
I sourced that stuff from here -
[url]http://half-life.wikia.com/wiki/Category:Moby_Francke_images[/url]
The reason I picked those from there was because the only ones that were exclusively only found in there. Otherwise, I went for the counterparts in the later portfolio, which were much better fidelity-wise.
[QUOTE=Mr. Someguy;52998512]That's like the easiest thing ever to put back though.
Also I love EP1's radio sounds. Finding out how to make both show up has been on my backlist forever.[/QUOTE]
Look for the sentences.txt in the scripts folder, it contains all the combine soldier and metropolice radio chatter.
a "friend" of mine asked Derek Jenson about the models if he has them here is the respond:
"At one time I had the source for the whole game. But I worked on that project 13-15 years ago. The HD that held that data was wiped and recycled a long time ago."
Damn, people need to take care of their old data better. I wonder if the creator of the GMC model will still have the model by the time he responds to us.
By the way, are there any other references to the Combine Super Soldier outside of RtB and that thumbnail image?
so uhh
[IMG]https://i.imgur.com/jRXtjZq.gif[/IMG]
why valve
why
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