• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
    4,608 replies, posted
I joined the Leak community [B]ten years ago[/B] in 2008 but it's heartwarming to see that people still have to be picky cunts about something that's only getting harder and harder to find out about as more and more information disappears from the internet with the sands of time! It's been nearly [b]15 years[/b] since the Leak came out. [editline]20th January 2018[/editline] Of course I refer not to all of you, just specific, sour people.
So IHVtest.mdl was an old Barney model? And why was it named like that?
The whole "this is the best leak mod" is stupid as shit. It's a matter of opinion either way you look at it. Personally I don't feel Missing Information is the best leak mod. It might have been the first mod to release various things such as E3 and the Borealis chapter (in our own rendition) but this certainly don't make our mod the best - far from it! I agree with Cvoxalury that going with old stuff isn't always good. There are plenty of old props and models in the leak that haven't aged well, and we try to either avoid them or recreate them for our maps. Saying people are stupid for wanting the old stuff is completely out of line though. People are allowed to have their own opinion. I'm aware there's a mod for Missing Information that brings a lot of content back we skipped, and partially breaks our mod. If people want to use that with Missing Information that's great, that's their own personal freedom. I'm glad Missing Information can still serve as a decent base for something like that after 13 years after our first release. There are several mods that does a better job of recreating content than Missing Information. I was always quite impressed with Project 9 even though it never was released (I'm not entirely sure if its still being worked on). [url]https://imgur.com/a/qJ8F1[/url] Episode 17 ([url]http://www.moddb.com/mods/episode-17[/url]) does an extremely good job as well, I'm quite excited for the release. A lot of people are quite vested in the actual content and I respect that. I don't always understand it but I respect it. Each to their own. I prefer the atmosphere and story line over content and that's how we're all different. I don't get the need to be rude to others over a common interest we all have in the end (on that note I'm not denying I haven't been like that myself sometimes).
[QUOTE=95Navigator;53067413]So IHVtest.mdl was an old Barney model? And why was it named like that?[/QUOTE] Probably used to see how well the model is handled on hardware from [B]i[/B]ndependent [B]h[/B]ardware [B]v[/B]endors. Facial tech was the cutting edge during that time after all.
does enyone have the files of the scripted effects/particles from hl2? the file has old and "new" particles like: old antlion gib effect and old blood sprays and some bullet tracers
[QUOTE=ProZak;53067428]The whole "this is the best leak mod" is stupid as shit. It's a matter of opinion either way you look at it. Personally I don't feel Missing Information is the best leak mod. It might have been the first mod to release various things such as E3 and the Borealis chapter (in our own rendition) but this certainly don't make our mod the best - far from it! I agree with Cvoxalury that going with old stuff isn't always good. There are plenty of old props and models in the leak that haven't aged well, and we try to either avoid them or recreate them for our maps. Saying people are stupid for wanting the old stuff is completely out of line though. People are allowed to have their own opinion. I'm aware there's a mod for Missing Information that brings a lot of content back we skipped, and partially breaks our mod. If people want to use that with Missing Information that's great, that's their own personal freedom. I'm glad Missing Information can still serve as a decent base for something like that after 13 years after our first release. There are several mods that does a better job of recreating content than Missing Information. I was always quite impressed with Project 9 even though it never was released (I'm not entirely sure if its still being worked on). [url]https://imgur.com/a/qJ8F1[/url] Episode 17 ([url]http://www.moddb.com/mods/episode-17[/url]) does an extremely good job as well, I'm quite excited for the release. A lot of people are quite vested in the actual content and I respect that. I don't always understand it but I respect it. Each to their own. I prefer the atmosphere and story line over content and that's how we're all different. I don't get the need to be rude to others over a common interest we all have in the end (on that note I'm not denying I haven't been like that myself sometimes).[/QUOTE] This is a really healthy attitude towards the whole thing and I agree with everything you said. The biggest problem holding the entire community back seems to be differences of opinion. We haven't seen total recreations or more recreated chapters akin to MI's borealis because people disagree so vehemently about what should go into different mods. I think that the absolute best thing everyone can do to help out the community is release whatever you've worked on, whether it be models, textures, sound fx, music, maps and their vmfs, etc. The more people we have releasing content and giving back to the community, the more chances we give for people to make new maps and new gameplay, which is what we've always lacked.
I think the only thing we're missing here is fanfiction. We don't have any of that do we?
[QUOTE=Milkyway M16;53067830]This is a really healthy attitude towards the whole thing and I agree with everything you said. The biggest problem holding the entire community back seems to be differences of opinion. We haven't seen total recreations or more recreated chapters akin to MI's borealis because people disagree so vehemently about what should go into different mods. I think that the absolute best thing everyone can do to help out the community is release whatever you've worked on, whether it be models, textures, sound fx, music, maps and their vmfs, etc. The more people we have releasing content and giving back to the community, the more chances we give for people to make new maps and new gameplay, which is what we've always lacked.[/QUOTE] That's why I'm hoping something like workshop support can help. People can pick whatever models and maps they please. [QUOTE=Snood_1990;53068113]I think the only thing we're missing here is fanfiction. We don't have any of that do we?[/QUOTE] Epistle 3 was pretty good fanfiction but generally I get the impression it's often bad.
Name your favorite Half Life 2 beta otps.
[QUOTE=standards;53068542]Name your favorite Half Life 2 beta otps.[/QUOTE] ickypop x boxing otp
[QUOTE=standards;53068542]Name your favorite Half Life 2 beta otps.[/QUOTE] My favorite shipping would be Houndeyes and the physics engine. Can you imagine all those barrels flying around because of the sonic attack? That would be cool as fuck. Come on Valve, it was the Houndeyes' destiny to wow the world with physics-based attacks in 2004.
This thread deserves a golden seal of approval [t]https://i.imgur.com/1BzobFm.jpg[/t]
[QUOTE=ProZak;53068122]That's why I'm hoping something like workshop support can help. People can pick whatever models and maps they please.[/QUOTE] Similar to this, I want to have a somewhat open source mod on github where people can contribute whatever they want and everyone is free to use it as a base for any project they want also. It would have a lot of base functionality for people to build on and they can request features or additions through github's built in pull requests and stuff. Would any of you guys be interested in something like this?
[QUOTE=Milkyway M16;53068964]Similar to this, I want to have a somewhat open source mod on github where people can contribute whatever they want and everyone is free to use it as a base for any project they want also. It would have a lot of base functionality for people to build on and they can request features or additions through github's built in pull requests and stuff. Would any of you guys be interested in something like this?[/QUOTE] [I]yes[/I]
[QUOTE=Milkyway M16;53068964]Similar to this, I want to have a somewhat open source mod on github where people can contribute whatever they want and everyone is free to use it as a base for any project they want also. It would have a lot of base functionality for people to build on and they can request features or additions through github's built in pull requests and stuff. Would any of you guys be interested in something like this?[/QUOTE] Link?
Has anyone tried to compile engine tools from the leaks or making an engine tool with Tool Framework Api? I'm trying to find an example but couldn't find it...
[QUOTE=Milkyway M16;53068964]Similar to this, I want to have a somewhat open source mod on github where people can contribute whatever they want and everyone is free to use it as a base for any project they want also. It would have a lot of base functionality for people to build on and they can request features or additions through github's built in pull requests and stuff. Would any of you guys be interested in something like this?[/QUOTE] That would be fucking rad actually
[QUOTE=Snood_1990;53068113]I think the only thing we're missing here is fanfiction. We don't have any of that do we?[/QUOTE] Well, er... I may be working on something along those lines. I'm working on a mod creating the Weather Control chapters, and decided that maybe writing the scene out like those early scripts about HL2 would help me in setting the general feel of the maps. And it kinda got... a little out of hand, to say the least. I wonder if anyone here would like to read it?
[QUOTE=Milkyway M16;53067830]I think that the absolute best thing everyone can do to help out the community is release whatever you've worked on, whether it be models, textures, sound fx, music, maps and their vmfs, etc. The more people we have releasing content and giving back to the community, the more chances we give for people to make new maps and new gameplay, which is what we've always lacked.[/QUOTE] I don't like sharing what I do beyond my friends because frankly, I don't know how to receive criticism that well, but I'll share this project that I've been working on since there's no point in keeping it secret: [url]https://github.com/legoj15/Half-Life-2-2003-WC-Map-Pack-Fixes[/url] I also have no idea if anyone has ever done this before, but basically, It's various maps that I picked randomly and have compiled for both the leaked build of HL2 and the retail build of HL2 on steam. Some maps I worked heavily on fixing it, others I just compiled because I just wanted to get a feel for it. Since it's on GitHub, pull requests/issues are welcome I guess ¯\_(ツ)_/¯
[QUOTE=Milkyway M16;53068964]Similar to this, I want to have a somewhat open source mod on github where people can contribute whatever they want and everyone is free to use it as a base for any project they want also. It would have a lot of base functionality for people to build on and they can request features or additions through github's built in pull requests and stuff. Would any of you guys be interested in something like this?[/QUOTE] I've thought about it. Instead I decided MI would serve as an excellent base if we include all NPCs, even the ones we don't use. I'm working on a "bonus" map system like the one in Portal 2 so people can drop in their own content without ruining the base game. As for an open source version it seems a lot of people would love to have it but wouldn't be able to contribute very much. If you set it up I'll gladly submit. [QUOTE=mRYanna;53069366]Has anyone tried to compile engine tools from the leaks or making an engine tool with Tool Framework Api? I'm trying to find an example but couldn't find it...[/QUOTE] Rumours has it Valve disabled loading custom tools. I don't think I've ever seen one, and they never released an SDK for it. [QUOTE=legoj15;53069531]I don't like sharing what I do beyond my friends because frankly, I don't know how to receive criticism that well[/QUOTE] At least you're aware of it and can work on it. A lot of people throughout the ages in this community decided my feedback was wrong solely because it came from me. I think a lot of people tend to take it quite personally and its definitely something everyone could work on (myself included).
[QUOTE=Kaleidescoop;53069426]Well, er... I may be working on something along those lines. I'm working on a mod creating the Weather Control chapters, and decided that maybe writing the scene out like those early scripts about HL2 would help me in setting the general feel of the maps. And it kinda got... a little out of hand, to say the least. I wonder if anyone here would like to read it?[/QUOTE] By all means, post it. I very much enjoy reading and writing stories inspired by HL2. It's partly why I liked working on that Conscript mod, due to the narrative being almost entirely offset from any other leak/early concept mod.
It's a heartwarming thought that our Bullsquid survived with its model intact, in addition to still having its textures. When is the time to compile the model? I've never done model compiling before.
I think that old beta assets have a certain charm to them, like the Cremator model. Sure, it isn't the best looking model, and when it ragdolls it looks terrible, but it's oddly charming. Same goes with the Half-Life 1 models.
Are there any evidence that Mr. Friendly, Kingpin, and the quadruped Gargantua existed as NPC with proper AI?
Take into account the sudden setting shifts of 2002 maps. the first half of C17_01 (right around the time trainstation and garage split off) suddenly goes from swiss cheese buildings, to creepy factory filled chasm's to sewers that go back and forth between a sewer, and burnt out skyscraper. imagine being on a deserted dry seafloor, going through two rooms of a submarine, and ending up at white-forest. It should be really jarring and disturbing, and the goal is to get it as whiplashy as possible both in location and tone (but still oppressive and creepy) so that the player gets really disoriented and kind of goes "what the fuck" really loud, but at the same time not have the tone resolve, and have them get kind of grossed out at themselves for being really douchey.
[QUOTE=PikaCommando;53071328]Are there any evidence that Mr. Friendly, Kingpin, and the quadruped Gargantua existed as NPC with proper AI?[/QUOTE] Mr. Friendly actually has events hooked up to the animations, so some work may have been done. The Kingpin just has idle, walk and run animations so probably not. I think the quadruped gargantua was only mentioned in Raising the Bar so probably not.
[QUOTE=standards;53071673]Take into account the sudden setting shifts of 2002 maps. the first half of C17_01 (right around the time trainstation and garage split off) suddenly goes from swiss cheese buildings, to creepy factory filled chasm's to sewers that go back and forth between a sewer, and burnt out skyscraper. imagine being on a deserted dry seafloor, going through two rooms of a submarine, and ending up at white-forest. It should be really jarring and disturbing, and the goal is to get it as whiplashy as possible both in location and tone (but still oppressive and creepy) so that the player gets really disoriented and kind of goes "what the fuck" really loud, but at the same time not have the tone resolve, and have them get kind of grossed out at themselves for being really douchey.[/QUOTE] An explanation for that could be that the Combine basically divided their new C17 in very clearly delimited sectors, each one with a clear purpose and all next to each other. Almost like a very big prison.
I missed the discussion on Cremator, but wanted to insert my 2 cents. Considering the sounds in Cremator sound folder, the unused plasma flame rays and fire entity, I can safely theoritize that Cremator was supposed to use plasma thrower of sorts. And these green rays were a placeholder, or "physics" test for plasma splashes. Cremator was cut before anything else was done, though.
[QUOTE=DoktorAkcel;53071876]I missed the discussion on Cremator, but wanted to insert my 2 cents. Considering the sounds in Cremator sound folder, the unused plasma flame rays and fire entity, I can safely theoritize that Cremator was supposed to use plasma thrower of sorts. And these green rays were a placeholder, or "physics" test for plasma splashes. Cremator was cut before anything else was done, though.[/QUOTE] I imagined that the Cremator’s “plasma” was actually its stomach acid, and it was flammable. The Immolator would be connected to its “poke ball” stomach, and the cremator would pour it on whatever needed to be burned like gasoline. Then it would use the Immolator as a flamethrower with the alt fire. I’m not sure how the green lightning would fit in though...
[del]But if the Immolator wasn't supposed to shoot the green plasma, then how does the Strider's immolator fit in? I mean, shooting liquid acid from that appendage makes sense, but why would Valve make it a hitscan as a placeholder when the (supposedly) desired effect will be done through projectiles?[/del] Woops, I forgot lightning and plasma are two completely different things. I think DoktorAkcel is right; the plasma, plasmaember, plasmahalo, and plasmabeam texture would've been used for the Cremator. [IMG]https://i.imgur.com/6BfM6RZ.gif[/IMG] [IMG]https://i.imgur.com/bp0fdZW.png[/IMG] [IMG]https://i.imgur.com/FR6mi7J.png[/IMG] [IMG]https://i.imgur.com/DCPId87.png[/IMG] Is plasmabeam used anywhere else? I think the Combine Guard's gun might be using it as its projectile texture, although that could be the gunship tracer texture too.
Sorry, you need to Log In to post a reply to this thread.