VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=Nukedrabbit95;53102635]Hey, anyone know what's up with mouse being completely busted in the beta? Never had this problem before, but recently in every copy of the beta I have, the mouse will skip around hard at certain intervals, and mouse releases won't get registered half of the time until you press the mouse again.
Can't find anything about this anywhere, kind of desperate.[/QUOTE]
It's caused by Windows 10 Fall Creators Update and this issue is not just limited to old Source versions. If you look it up, you'll see that a lot of users have been reporting mouse issues in various apps after this update. AFAIK no fix is available so far.
ah jeez, did you ever find a workaround to those issues? the little I've seen of city 17 the final stand looks cool :(
[QUOTE=Akis_02;53104049]
watch the first strider's legs, his spikes dissapeared i dont think is a lod problem because the second strider didnd had the same thing going on,soooooo what is this somesort of new shaving method?[/QUOTE]
As a side-note, look at the citizens' running animations. They seem a lot lower-framerate and overall different compared to the Leak's.
Edit --
[img]https://i.imgur.com/N9Yv2v5.gif[/img]
[QUOTE=livelong;53105701]As a side-note, look at the citizens' running animations. They seem a lot lower-framerate and overall different compared to the Leak's.
Edit --
[img]https://i.imgur.com/N9Yv2v5.gif[/img][/QUOTE]
It could be just the animations be buffering, similar to halo CE.
[IMG]https://www.neogaf.com/proxy.php?image=https%3A%2F%2Fgiant.gfycat.com%2FBlaringSmallDrever.gif&hash=388555ca8ac94007f18c2251fb82dbfc[/IMG]
[IMG]https://www.neogaf.com/proxy.php?image=https%3A%2F%2Fgiant.gfycat.com%2FFatalExcellentIndianjackal.gif&hash=ddae20a9cc97637d48e5ead4fa63d4db[/IMG]
And it appears that the impaled human ragdolls has the same problem in that video.
[QUOTE=livelong;53105701]As a side-note, look at the citizens' running animations. They seem a lot lower-framerate and overall different compared to the Leak's.
Edit --
[img]https://i.imgur.com/N9Yv2v5.gif[/img][/QUOTE]
oh look thats me when i want to go to the toilet after a spoiled gyro
am i famous now?
In almost, if not all of the E3 2003 videos, you can see the overall chopiness of the animations. In fact, not just animations - the whole sense of movement of every entity is very choppy, jagged.
As for the cause of this, I dont know - however we can safely throw out any PC problems, since the whole game seems to run very smoothly in those demos.
[QUOTE=livelong;53105701]As a side-note, look at the citizens' running animations. They seem a lot lower-framerate and overall different compared to the Leak's.
Edit --
[img]https://i.imgur.com/N9Yv2v5.gif[/img][/QUOTE]
pretty sure those can be seen in this video
[video=youtube;ycFteRUQPM]https://www.youtube.com/watch?v=4ycFteRUQPM[/video]
[QUOTE=95Navigator;53107069]In almost, if not all of the E3 2003 videos, you can see the overall chopiness of the animations. In fact, not just animations - the whole sense of movement of every entity is very choppy, jagged.
As for the cause of this, I dont know - however we can safely throw out any PC problems, since the whole game seems to run very smoothly in those demos.[/QUOTE]
My guess is that interpolation was not working properly in E3 build.
[QUOTE=Nicknine;53109019]My guess is that interpolation was not working properly in E3 build.[/QUOTE]
Or maybe demo artefacts? Source demos are fucked often.
[QUOTE=notbarnik;53109601]Or maybe demo artefacts? Source demos are fucked often.[/QUOTE]
Much more probable.
I have such a love-hate relationship with demos. On one side I always admired the technology behind it (thanks iD), but on the other Source is absolutely unreliable when it comes to their recording.
[QUOTE=95Navigator;53109722]Much more probable.
I have such a love-hate relationship with demos. On one side I always admired the technology behind it (thanks iD), but on the other Source is absolutely unreliable when it comes to their recording.[/QUOTE]
admired the tech? I look at call of duty and their killcams go back in time, in real time.
meanwhile half the source demos force your client settings to change to that of the recorder. it's complete pure trash.
Not sure if you guys know this, but according to the code for Invasion the resources are called "Jojierium" and Recon has a jetpack and sticky grenades.
The last dated To-do is 3 days before Christmas of 2002.
[IMG]https://cdn.discordapp.com/attachments/404300102467977247/409019242323902465/Screenshot_2018-02-02_at_11.15.56_AM.png[/IMG]
Another interesting thing is that the Support class is also called the Supression in the code.
[IMG]https://cdn.discordapp.com/attachments/404300102467977247/408983217270554624/Screenshot_2018-02-02_at_8.53.04_AM.png[/IMG]
But by far the most interesting thing I have found, is the Bug NPCs. Bugs are sort of like snarks, but smarter. There are two types, Bug Builder and Bug Warrior. Bug builder would create holes to allow more Bugs to spawn from, if a weapon was fired near it, it would retreat back to it's hole. Bug Warrior would run up to the player and explode, none of these NPCs will mess with you if you don't mess with them, or if you get close to the Bug holes. The bugs spawn from a Bug Hole NPC, which spawns both the builders and the warrior Bugs.
In other news, there's a harpoon weapon. I don't know who would've had it, but you could poke people with it and you could fire it, get the harpoon stuck to enemies, pull the harpoon back with the enemies, and then yank the harpoon and use a different weapon to kill the enemy you pulled back toward you. I was told it was from Lost Coast, but I'm pretty sure this wasn't in Lost Coast.
There's also a weapon that's basically the opposite of the Medigun/Repair Gun. It's called the Drainbeam. It rips health from enemies and converts it to energy, I'm not sure what the energy would be used for. It might've just been Resources, but the code calls whatever the health is "converted to" as energy. But basically, you could charge the Drainbeam to send an EMP to the enemy you were draining, and then after the EMP was sent, the Drainbeam would add a little health back to the player. The code calls it: "The Sapper's Draining beam," and according to the code Robin removed the ability for it to lock onto enemies. Thanks Robin.
A smaller thing that I found out, was when a team had enough resources to unlock technologies, the team had to vote for what technology they wanted. Whatever technology got enough votes would be added to the team.
[QUOTE=Nextwizard;53109778]Not sure if you guys know this, but according to the code for Invasion the resources are called "Jojierium" and Recon has a jetpack and sticky grenades.
The last dated To-do is 3 days before Christmas of 2002.
[IMG]https://cdn.discordapp.com/attachments/404300102467977247/409019242323902465/Screenshot_2018-02-02_at_11.15.56_AM.png[/IMG]
Another interesting thing is that the Support class is also called the Supression in the code.
[IMG]https://cdn.discordapp.com/attachments/404300102467977247/408983217270554624/Screenshot_2018-02-02_at_8.53.04_AM.png[/IMG]
But by far the most interesting thing I have found, is the Bug NPCs. Bugs are sort of like snarks, but smarter. There are two types, Bug Builder and Bug Warrior. Bug builder would create holes to allow more Bugs to spawn from, if a weapon was fired near it, it would retreat back to it's hole. Bug Warrior would run up to the player and explode, none of these NPCs will mess with you if you don't mess with them, or if you get close to the Bug holes. The bugs spawn from a Bug Hole NPC, which spawns both the builders and the warrior Bugs.
In other news, there's a harpoon weapon. I don't know who would've had it, but you could poke people with it and you could fire it, get the harpoon stuck to enemies, pull the harpoon back with the enemies, and then yank the harpoon and use a different weapon to kill the enemy you pulled back toward you. I was told it was from Lost Coast, but I'm pretty sure this wasn't in Lost Coast.
There's also a weapon that's basically the opposite of the Medigun/Repair Gun. It's called the Drainbeam. It rips health from enemies and converts it to energy, I'm not sure what the energy would be used for. It might've just been Resources, but the code calls whatever the health is "converted to" as energy. But basically, you could charge the Drainbeam to send an EMP to the enemy you were draining, and then after the EMP was sent, the Drainbeam would add a little health back to the player. The code calls it: "The Sapper's Draining beam," and according to the code Robin removed the ability for it to lock onto enemies. Thanks Robin.
A smaller thing that I found out, was when a team had enough resources to unlock technologies, the team had to vote for what technology they wanted. Whatever technology got enough votes would be added to the team.[/QUOTE]
It certainly blows my mind the sheer complexity and amount of stuff the TF2 team was playing around at that time. It really seems lots and lots of ideas were just being thrown at the wall to see what stuck, and as a result the game just looks so amazingly dense and complex.
If all of it was balanced though... thats another discussion.
I'm not sure if this is common knowledge, but it appears that Portal's levels were in a different order while "lab_lvl3a" was the ending, as suggested by the names of entities in the vmfs.
For instance, test chamber 16 is labeled "lab3" which leads me to believe it was part of the escape, and the second to last level.
[IMG]https://i.imgur.com/eH1rMnq.png[/IMG]
Screenshots of the level from around that time seem to fit with this theory, as it has offices very similar to lab3a: [url]https://i.imgur.com/Wb4rKFx.jpg[/url]
I've done this with all the maps, and have come up with this list:
[CODE]Chamber 00 rm1
Chamber 02 rm2
Chamber 03 rm2a
Chamber 04 rm3
Chamber 05 rm3
Chamber 08 rm5
Chamber 09 rm5-a
Chamber 10 rm5a
Chamber 06 rm6
Chamber 11 rm6
Chamber 13 rm7
Chamber 14 rm7a
Chamber 15 P2 rm7b
Chamber 15 rm8
Chamber 19 lab2
Chamber 16 lab3
Chamber 18 lab4
Escape 00 lab4a
Chamber 17 lab5[/CODE]
A side note, most of the levels labeled "lab#" have a distinctive winding hallway layout, which is different than the rest of the game's more open layout.
Please note that this is not 100% correct, but we can't know for sure unless we get more information about this time period.
[video]https://youtu.be/J_FSilLylqY[/video]
BIG find, you guys know how everybody thought the recon was basically unarmed with no guns?
[IMG]https://cdn.discordapp.com/attachments/404300102467977247/410422688243384325/Screenshot_2018-02-06_at_8.12.51_AM.png[/IMG]
Turns out it has dual pistols, with the secondary fire being the sticky grenade I mentioned previously. Sad news is that somebody disabled it, guessing Robin is to blame. Planning to compile with sticky grenades enabled, and I'm guessing the reason it crashes the recon is because the pistols weapon is missing it's model and maybe the vars for the jetpack aren't present in a config file for the game, but it could be for other reasons.
[QUOTE=BasedEymane;53112141][/QUOTE]
Nice Citizen 17 model, when did you make it?
[QUOTE=Nextwizard;53112211]BIG find, you guys know how everybody thought the recon was basically unarmed with no guns?
[IMG]https://cdn.discordapp.com/attachments/404300102467977247/410422688243384325/Screenshot_2018-02-06_at_8.12.51_AM.png[/IMG]
Turns out it has dual pistols, with the secondary fire being the sticky grenade I mentioned previously. Sad news is that somebody disabled it, guessing Robin is to blame. Planning to compile with sticky grenades enabled, and I'm guessing the reason it crashes the recon is because the pistols weapon is missing it's model and maybe the vars for the jetpack aren't present in a config file for the game, but it could be for other reasons.[/QUOTE]
I firmly believe we really need a total port of the game up to the Source SDK 2013 MP branch. That would mean ditching the whole Leak engine and focusing on porting gamerules, weapons, items, buildables, etc. Call me crazy but I think it would solve 80% of the issues right from the start.
[QUOTE=95Navigator;53112360]I firmly believe we really need a total port of the game up to the Source SDK 2013 MP branch. That would mean ditching the whole Leak engine and focusing on porting gamerules, weapons, items, buildables, etc. Call me crazy but I think it would solve 80% of the issues right from the start.[/QUOTE]
Actually, TalonBrave ported the leaked 2007 Invasion code over to 2013, and I'm working on a project that's trying to finish his port.
EDIT: Found a gun called the "Laser Designator", it makes limpet mines explode and sentries disable temporarily on contact. Basically laser sapper. Also, the infiltrator's weapon could gag people so they couldn't talk.
And this:
[IMG]https://media.discordapp.net/attachments/404300102467977247/410468294932430848/Screenshot_2018-02-06_at_11.13.43_AM.png[/IMG]
[IMG]https://media.discordapp.net/attachments/404300102467977247/410468312649170964/Screenshot_2018-02-06_at_11.13.47_AM.png[/IMG]
Now that's pretty interesting
[QUOTE=Nextwizard;53112409]Actually, TalonBrave ported the leaked 2007 Invasion code over to 2013, and I'm working on a project that's trying to finish his port.
EDIT: Found a gun called the "Laser Designator", it makes limpet mines explode and sentries disable temporarily on contact. Basically laser sapper. Also, the infiltrator's weapon could gag people so they couldn't talk.
And this:
[IMG]https://media.discordapp.net/attachments/404300102467977247/410468294932430848/Screenshot_2018-02-06_at_11.13.43_AM.png[/IMG]
[IMG]https://media.discordapp.net/attachments/404300102467977247/410468312649170964/Screenshot_2018-02-06_at_11.13.47_AM.png[/IMG]
Now that's pretty interesting[/QUOTE]
Where's that piece of code from? Was this before Valve made the global_actors.txt define the gender of models?
[QUOTE=PikaCommando;53112303]Nice Citizen 17 model, when did you make it?[/QUOTE]
Made it back in August of 2017, it's being used in Megapatch 4
[IMG]https://i.imgur.com/VDUoIMD.jpg[/IMG]
[QUOTE=BenjaminTennison;53112671]Where's that piece of code from? Was this before Valve made the global_actors.txt define the gender of models?[/QUOTE]
That's from the 2003 leaked Invasion source code.
[QUOTE=Nextwizard;53112757]That's from the 2003 leaked Invasion source code.[/QUOTE]
The specific location?
[QUOTE=BasedEymane;53112735]Made it back in August of 2017, it's being used in Megapatch 4[/QUOTE]
This is now the new best one yet for being accurate to the screenshots and almost to Valve standards.
I hope you'll do something like the Combine Super Soldier next.
[QUOTE=BenjaminTennison;53112765]The specific location?[/QUOTE]
tf_player.cpp
[QUOTE=PikaCommando;53112831]This is now the new best one yet for being accurate to the screenshots and almost to Valve standards.
I hope you'll do something like the Combine Super Soldier next.[/QUOTE]
Are you referring to the one that is a human sized strider?
Male_cheaple was always in touch with fashion
[IMG]https://i.imgur.com/nuQFW94.jpg[/IMG]
[IMG]https://i.imgur.com/hu1GKis.jpg[/IMG]
[QUOTE=BasedEymane;53112942]Are you referring to the one that is a human sized strider?[/QUOTE]
Yeah, this guy
[IMG]http://combineoverwiki.net/images/a/a8/Combine_Super_Soldier.jpg[/IMG]
Or you can try doing the Wasteland Zombie too.
We know how the Super Soldier model look like thanks to that thumbnail image, but there's no textures for him. We have textures for the Wasteland Zombie in materials/models/zombie, but no idea how his model look like outside of this
[IMG]http://combineoverwiki.net/images/b/bb/Ravenholm_concept2.jpg[/IMG]
[QUOTE=PikaCommando;53113185]Yeah, this guy
[IMG]http://combineoverwiki.net/images/a/a8/Combine_Super_Soldier.jpg[/IMG]
Or you can try doing the Wasteland Zombie too.[/QUOTE]
[IMG]https://media.discordapp.net/attachments/410358068421853208/410656422183829504/1024x768.jpg?width=947&height=397[/IMG] :/
Just gonna.....post this here, see what your guys' interest is.
[url]http://www.strawpoll.me/15020626[/url]
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