VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
the guy working on finishing TF2 Invasion made an alien model for the escort class. I personally think it would fit more with the defender (basically the heavy of TF2 invasion). Thought I would share some pics here of it.
[IMG]https://images-ext-1.discordapp.net/external/qECjce-QG31F9YXum7R-D6xsOzPQnPvYwhjjIMcSsck/https/cdn.discordapp.com/attachments/308781568942407680/397087370807214090/unknown.png?width=850&height=659[/IMG]
[IMG]https://images-ext-1.discordapp.net/external/5MiLIsuDLy5H2zXIVKdp7ashq4azXE-cP0wsCwVbOvI/https/cdn.discordapp.com/attachments/308781568942407680/396088639001591809/unknown.png?width=857&height=659[/IMG]
[QUOTE=Nicknine;53024690]Yes, it does, 36 executable supports v35 and v36.[/QUOTE]
My bad, I only unpacked your 37 exe and forgot about the other one.
At long last, I finally got a response from someone at Valve.
[IMG]https://i.imgur.com/11sbZsN.png[/IMG]
[IMG]https://i.imgur.com/NoKlaVv.png[/IMG]
So the Sacktick weren't part of the Combine as we previously thought. I'm beginning to think that the Synth Elite Soldier we see in RtB are actually this warrior race (then again, it sounds like most of the stuff that formed the Combine as we know it today are from both the warrior race and the spy race).
Still nothing about GYFTVs though.
[QUOTE=PikaCommando;53025232]At long last, I finally got a response from someone at Valve.
[IMG]https://i.imgur.com/11sbZsN.png[/IMG]
[IMG]https://i.imgur.com/NoKlaVv.png[/IMG]
So the Sacktick weren't part of the Combine as we previously thought. I'm beginning to think that the Synth Elite Soldier we see in RtB are actually this warrior race (then again, it sounds like most of the stuff that formed the Combine as we know it today are from both the warrior race and the spy race).
Still nothing about GYFTVs though.[/QUOTE]
If you read RtB [I]very carefully[/I] it does say that the sackticks were 'created by the same race who engineered the Hoard' and that they bear Hoard markings. So the clue was there the whole time. So we can assume that the oldest synths (old dropship, crab synth, mortar synth, the sackticks) were pre-Combine designs, some of the absolute oldest, that's why they're so different.
-snip-
"A spy race that lived in a Prague-like city with a citadel in the middle."
... Prague? This means that Prague-like environments were planned since the beginning? Not just American?
Could this mean some of the earliest C17 maps were not in America after all?
Holy shit, so I never mess around with hammer, but recently I have been. I just found out about the seemingly arbitrary limits to prop_static and prop_physics. You need to compile models with certain qc commands to allow them to be used by either entity. This is a huge problem because models made before the leak don't have these rules in place, so even after converting tons of models from the leak, you can't really use them in hammer, which means you'd have to decompile each model individually, add the proper qc commands, and recompile. Whyyyyyyyyyyyyyyy
[QUOTE=Milkyway M16;53025950]Holy shit, so I never mess around with hammer, but recently I have been. I just found out about the seemingly arbitrary limits to prop_static and prop_physics. You need to compile models with certain qc commands to allow them to be used by either entity. This is a huge problem because models made before the leak don't have these rules in place, so even after converting tons of models from the leak, you can't really use them in hammer, which means you'd have to decompile each model individually, add the proper qc commands, and recompile. Whyyyyyyyyyyyyyyy[/QUOTE]
Dude. Look.
[url]https://facepunch.com/showthread.php?t=1488605[/url]
This helps tremendously for static props. Valve's rules for propdata, etc are retarded. They have a lot of models with erroneously assigned propdata, for example one of the skybox-scaled building models have propdata (ridiculous). Physics and dynamic doesn't even matter much, for physics, you can use anything that has a collision model, for dynamic you can use almost anything, even character models or viewmodels.
These qc commands you mention, have been an eternal pain for me, and I'm sure for lots of other mappers. But generally you only strictly need $staticprop, and Crowbar even adds it to most models (sometimes to the ones that don't need it).
[QUOTE=Cvoxalury;53026102]Dude. Look.
[url]https://facepunch.com/showthread.php?t=1488605[/url]
This helps tremendously for static props. Valve's rules for propdata, etc are retarded. They have a lot of models with erroneously assigned propdata, for example one of the skybox-scaled building models have propdata (ridiculous). Physics and dynamic doesn't even matter much, for physics, you can use anything that has a collision model, for dynamic you can use almost anything, even character models or viewmodels.
These qc commands you mention, have been an eternal pain for me, and I'm sure for lots of other mappers. But generally you only strictly need $staticprop, and Crowbar even adds it to most models (sometimes to the ones that don't need it).[/QUOTE]
Life. Saver.
Sorry for being so late, I had no idea this was a well known and griped about thing since I've never really done mapping for source due to my hatred of hammer.
Is a shame that compiler doesn't work for me. Nickine did another similar but the results are regular at best, as the models goes all distorted depending of your view angle in game.
And seems neither of them adressed this bug ( or just have no time to even attempt to fix this ).
[QUOTE=Maestro Fenix;53026321]Is a shame that compiler doesn't work for me. Nickine did another similar but the results are regular at best, as the models goes all distorted depending of your view angle in game.
And seems neither of them adressed this bug ( or just have no time to even attempt to fix this ).[/QUOTE]
That's really strange, I haven't noticed this issue yet.
[QUOTE=Maestro Fenix;53026321]Is a shame that compiler doesn't work for me. Nickine did another similar but the results are regular at best, as the models goes all distorted depending of your view angle in game.
And seems neither of them adressed this bug ( or just have no time to even attempt to fix this ).[/QUOTE]
The only semi-issue I have noticed with NickNine's VBSP is that his cubemap handling is somehow different.
I cant exactly explain it, but with his compiler, im forced to buildcubemaps, otherwise everything reflective gets a WAY too shiny look. Its like it doesnt build default cubemaps when compiling or something.
Sure looks like the community has to fix up a lot of Valve's obsolete shit in their Quake-based engine, Carmack would probably have to help 'em with Source 2.
[QUOTE=Cvoxalury;53023509]Alright it works for everybody now. I forgot I needed to pass those scaled coordinats back into the eye, so I fixed that.
This here is dilation 0.1-0.65. Full range (0-1) looks weird so I clamped it.
Now I can program a custom proxy for citizens and maybe some other creatures...
[t]https://cdn.discordapp.com/attachments/354581520155148289/397858552909398016/human_eye2.gif[/t][/QUOTE]
I'm curious what 0-1 looks like.
[t]https://media.giphy.com/media/10oERtZvPWOs6I/giphy.gif[/t]
Nice work, man! That would be a really neat addition on top of some higher resolution facemaps. Does it react to light?
[QUOTE=95Navigator;53026650]The only semi-issue I have noticed with NickNine's VBSP is that his cubemap handling is somehow different.
I cant exactly explain it, but with his compiler, im forced to buildcubemaps, otherwise everything reflective gets a WAY too shiny look. Its like it doesnt build default cubemaps when compiling or something.[/QUOTE]
You've actually guessed correctly but that's intentional. Source 2013 VBSP used to have a bug where it would generate completely black cubemaps and you would not be able to replace them with buildcubemaps command. I know this issue has been fixed in the multiplayer branch but the singleplayer one hasn't been touched since 2015 so it's got to be still there. My VBSP includes a workaround for the bug, that being disabling default cubemaps generation code entirely. Some details are provided here: [url]https://github.com/ValveSoftware/source-sdk-2013/issues/40[/url]
BTW, since the link wasn't posted here, here it is: [url]http://www.moddb.com/mods/half-life-2-e3-reconstruction/downloads/vbsp-prop-static-fix[/url]
[thumb]https://files.gamebanana.com/img/ss/skins/5a4f6fcbe09f9.jpg[/thumb]
Just uploaded my recreation of an early and lost model of the overwatch soldier seen in some pre-release pictures.
[url]https://gamebanana.com/skins/159777[/url]
Feel free to let me know your opinion!
You should post some clear screenshots of your model under neutral lighting conditions so we can take a better look at it.
[IMG]https://i.imgur.com/wpyMjaL.png[/IMG][IMG]https://i.imgur.com/B6sqo30.png[/IMG]
I'd say it's a pretty decent remake. The head looks a bit odd, but I guess that's just the way it is.
[QUOTE=livelong;53015400]Those hand textures appear in Half Life 2 Survivor.
I've got the texture sheet up on the wiki -
[url]http://vcc.wikia.com/wiki/Derek_Jenson_Portfolio#Admire_Suit[/url][/QUOTE]
can you tell me what path is it in, i cant find and when i try to import the texture from the wiki it just makes the hands errors
For those who were wondering, it was me that sent that email to Derek Jenson.
[IMG]https://drive.google.com/open?id=1N1xA9nW-9YQ4RIPKqp22dIr2o1iuRdEJ[/IMG]
[url]http://vcc.wikia.com/wiki/Derek_Jenson_Portfolio[/url]
[QUOTE=epicplayer;53032316]For those who were wondering, it was me that sent that email to Derek Jenson.
[IMG]https://drive.google.com/open?id=1N1xA9nW-9YQ4RIPKqp22dIr2o1iuRdEJ[/IMG]
[url]http://vcc.wikia.com/wiki/Derek_Jenson_Portfolio[/url][/QUOTE]
Interesting, considering that NPCs in Source turn into ragdolls upon contact with the Barnacles, thus immediately killing them.
Well, by scouring the Leak's materials/models folder for possible, hidden textures that are not on the materials folder by default, this is everything I could find:
- Combine_Metal001 may be a variation/early version of metalwall076a;
- Metaldoor057a doesnt exist in the Leak materials by default;
- Metaltruss012b doesnt exist in the Leak materials by default;
- Metalwall035a was an early Combine texture;
- Rockwall001a may be a variation/early version of rockwall001a (the one in the materials folder);
- Roller was an early Combine texture.
All these textures are present in the materials/models folder, you can search the .vtf's directly.
I suspect most of the folks here know this already, but... here it is anyway.
So you all surely remember how the leak has terrain morphing? I was looking at its code and there's this.
terrainmodmgr.cpp.
[t]https://pp.userapi.com/c841538/v841538973/566aa/mpFho0hkzQ0.jpg[/t]
The hell? What is this reference?
[I]"Look through the center of the moon when it is blue," said her mother and answered her question, "You might find your heart's desire."[/I]
Is anyone interested in helping me redesign the battery, health vial, health kit, and health/suit chargers? I want to change the models and textures of some/all of them to better suit an art style of rtb hl2.
Try to contact [URL="https://gamebanana.com/members/1455830"]JersonGaming[/URL], the work it does is good and maybe is free to help.
I would give you a hand but I'm fully tied with Obsidian Conflict, sorry.
Is it possible that the Strider's dickgun was originally a giant Immolator, and didn't receive the Warp Cannon as a mode of attacking until after the Combine Guard was cut? This would explain why you get the Immolator from the Strider instead of the Combine Guard Gun even though both of them existed in the same time period. In other words, the Immolator you get the from the Strider wasn't just placeholder, but intended.
In the 2002 e3_strider, the building it warp-cannoned in the 2003 striders e3 demo was just shot at with its regular pulse minigun instead and it wasn't even seen using its warp cannon anywhere in the 2002 demos. This would also explain why it has the strider_immolate console variable.
[QUOTE=PikaCommando;53037688]Is it possible that the Strider's dickgun was originally a giant Immolator, and didn't receive the Warp Cannon as a mode of attacking until after the Combine Guard was cut? This would explain why you get the Immolator from the Strider instead of the Combine Guard Gun even though both of them existed in the same time period. In other words, the Immolator you get the from the Strider wasn't just placeholder, but intended.
In the 2002 e3_strider, the building it warp-cannoned in the 2003 striders e3 demo was just shot at with its regular pulse minigun instead and it wasn't even seen using its warp cannon anywhere in the 2002 demos. This would also explain why it has the strider_immolate console variable.[/QUOTE]
Im not saying youre not right, you may be, but... it makes no goddamn sense. Or it was, and it was one of many err... questionable decisions by Valve.
So what would the strider do? Shoot fire? How would that even be effective?
Also the Alyx-in-the-Airex vignette from Marc clearly mentions a warp attack by the then-early Strider. It all adds up to a very weird, without context choice by Valve.
[QUOTE=95Navigator;53037784]Im not saying youre not right, you may be, but... it makes no goddamn sense. Or it was, and it was one of many err... questionable decisions by Valve.
So what would the strider do? Shoot fire? How would that even be effective?
Also the Alyx-in-the-Airex vignette from Marc clearly mentions a warp attack by the then-early Strider. It all adds up to a very weird, without context choice by Valve.[/QUOTE]
Reminder that the Immolator doesn't, and has never, shot fire. It shoots green electricity/plasma similar to a Vortigaunt's attack. The burning part is just a bonus.
[IMG]http://combineoverwiki.net/images/5/53/Immolator_testmap2.jpg[/IMG]
(yes, this is a Combine Guard Gun viewmodel, don't ask me why the overwiki fucked up)
I suppose a Strider wouldn't look too out of place tearing down buildings with these green beams. Also, the vignette only mentioned a bright flash, which could be anything.
[QUOTE=PikaCommando;53037688]Is it possible that the Strider's dickgun was originally a giant Immolator, and didn't receive the Warp Cannon as a mode of attacking until after the Combine Guard was cut? This would explain why you get the Immolator from the Strider instead of the Combine Guard Gun even though both of them existed in the same time period. In other words, the Immolator you get the from the Strider wasn't just placeholder, but intended.
In the 2002 e3_strider, the building it warp-cannoned in the 2003 striders e3 demo was just shot at with its regular pulse minigun instead and it wasn't even seen using its warp cannon anywhere in the 2002 demos. This would also explain why it has the strider_immolate console variable.[/QUOTE]
You're right but you're also kinda late. Look I'll explain it step by step.
Go into weapon_immolator.cpp, discover that
[t]https://pp.userapi.com/c824201/v824201789/7d40c/g2h1fjiGA_0.jpg[/t]
Then, to rule out even the possibility of it being some weird accidental typo, go into npc_strider and find...
one
[t]https://pp.userapi.com/c824201/v824201789/7d41f/-4jd6xT5MiU.jpg[/t]
two
[t]https://pp.userapi.com/c824201/v824201789/7d428/m4qcCYbnMgo.jpg[/t]
three
[t]https://pp.userapi.com/c824201/v824201789/7d432/tSbTV26hrYI.jpg[/t]
So yeah, it [I]isn't[/I] accidental or placeholder. There's 5 second 'wait' to let the green plasma storm grow from pin-point to full size, eliminating enemies within its growth radius (unless they escape. Which makes it really ineffective, actually).
I mean come on. This was known years ago. I was first alerted to it by Junk from MI. For some reason this isn't fully common knowledge, dunno why.
[editline]9th January 2018[/editline]
[QUOTE=95Navigator;53037784]Im not saying youre not right, you may be, but... it makes no goddamn sense. Or it was, and it was one of many err... questionable decisions by Valve.
So what would the strider do? Shoot fire? How would that even be effective?[/QUOTE]
This is how.
[t]https://78.media.tumblr.com/48f58e1a49a747c3203ea1cf8812b69c/tumblr_mr33iwvFwJ1qksdtyo4_1280.jpg[/t]
Until the strider touches a single Earth bacteria, of course.
[QUOTE=Cvoxalury;53037820]You're right but you're also kinda late. Look I'll explain it step by step.
Go into weapon_immolator.cpp, discover that
Then, to rule out even the possibility of it being some weird accidental typo, go into npc_strider and find...
So yeah, it [I]isn't[/I] accidental or placeholder. There's 5 second 'wait' to let the green plasma storm grow from pin-point to full size, eliminating enemies within its growth radius (unless they escape. Which makes it really ineffective, actually).
I mean come on. This was known years ago. I was first alerted to it by Junk from MI. For some reason this isn't fully common knowledge, dunno why.[/QUOTE]
Interesting! Can you reimplement the Immolator back into the Strider and record it immolating some unfortunate rebels and buildings?
Also, this isn't common knowledge because it's not on the Overwiki, which is usually people's first stop for HL information and fact-checking instead of private conversations with modding teams. I'd say if anyone discovers some new shit, they should discuss it in the open (preferably here) to confirm its nature before adding it into the Overwiki.
The Overwiki in general could use more cleanup, like listing which page of the RtB it's referencing and stuff like that instead of just putting [I]Half-Life 2: Raising the Bar[/I] and [I]Leaked Half-Life 2 Source Code[/I] as references.
By the way, can anyone also put up the leak source code files up somewhere? I see no mention of the Strider in [URL="https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/hl2/weapon_immolator.cpp"]this weapon_immolator.cpp[/URL].
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