VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=BasedEymane;53114267]:/[/QUOTE]
That image was the last we ever heard about that guy's Wasteland Zombie remake, and it still isn't up for download.
[QUOTE=PikaCommando;53114482]That image was the last we ever heard about that guy's Wasteland Zombie remake, and it still isn't up for download.[/QUOTE]
somebody already posted a link for it but the model doesnt have anims
so yeah :P
[QUOTE=Solomon;53114437]Just gonna.....post this here, see what your guys' interest is.
[url]http://www.strawpoll.me/15020626[/url][/QUOTE]
I'd seen it in the Discord and voted. It could be pretty interesting, but like with anything it really depends on the execution. And maybe even a little bit on the art style. Would it be your ordinary GMod ragdoll pose comic, or handdrawn, or what? Would it be based more in the retail HL2 universe but with certain cut concepts reincorporated, or just flat out set [I]in[/I] that earlier universe with everything there?
[QUOTE=PikaCommando;53114482]That image was the last we ever heard about that guy's Wasteland Zombie remake, and it still isn't up for download.[/QUOTE]
It is, it's just unfinished: [url]https://cdn.discordapp.com/attachments/308783414104817665/338914632049885184/zobmo.zip[/url]
[QUOTE=Gamer#1;53115498]It is, it's just unfinished: [url]https://cdn.discordapp.com/attachments/308783414104817665/338914632049885184/zobmo.zip[/url][/QUOTE]
I can't dl the file right now, what has to be finished?
imo the model could look better, so I'd like to see someone else do a take on it.
[QUOTE=Milkyway M16;53115930]I can't dl the file right now, what has to be finished?[/QUOTE]
If the Zombie is split in two, the ragdoll of the torso spawns off to the side. There are also several other bugs, but that is the primary issue.
Found out something about Rallyflags in Invasion:
[IMG]https://media.discordapp.net/attachments/404300102467977247/411149066387324929/Screenshot_2018-02-08_at_8.10.56_AM.png[/IMG]
The Rally Flag actually emits Adrenalin, which boosts player speed and increases damage resistance all within a limited range only to teammates. The Commando's Bull Rush/Adrenalin Rush ability does the same too.
[QUOTE=PelPix123;53117362]now that the drama has calmed down and valve isn't angry, i'm starting on an actual functioning portal beta release. i'm starting over completely from scratch with everything i've learned and integrating all of the new content. the new release will probably have:
1. more levels for the different eras, maybe even a playable campaign for more than just 2006
2. corrected animations
3. accurate portal static behavior
4. proper clienteffects (for no portal surfaces and portal closing)
5. a more robust content swapping system
6. an actual release
possibilities:
1. portal hot-swapping based on level era. i did this in the old build but the prefetch memory was so high i disabled it. since the portal borders are effect textures, it has to preload them as soon as the vgui loads (stupid) so i'll probably have it disabled by a command line argument for people with low memory
2. multiplayer
goodies:
1. light through portals fixed and toggleable with a cvar
2. additional optional layers added to the portal plane so that you can skin the shit out of portals[/QUOTE]
sweet! i'm really intrigued by the possibility of multiplayer. from videos ive seen of it fixed up from the 2007 code it was kind of broken as shit though. is it even possible to get it stable and not horribley jittery when going through portals?
Are there any screenshots of the old placeholder TFC lv1 Sentry Gun? lv2 and lv3 were posted on this thread earlier, but I can't find a screenshot of the old lv1 sentry.
Well the other day I thought of an idea that I haven't really seen or heard about before (apologies if someone did do this idea before) but I wanted to see if I could retexture the Tau on the Buggy to be close to the cut view textures and actually it wasn't too hard, kinda pleased with how it turned out.
[T]https://files.gamebanana.com/img/ss/skins/5a7cd8a168878.jpg[/T]
[T]https://files.gamebanana.com/img/ss/skins/5a7cd89d7f001.jpg[/T]
[T]https://files.gamebanana.com/img/ss/skins/5a7cd8c3cd38e.jpg[/T]
[T]https://files.gamebanana.com/img/ss/skins/5a7cd89fafdc1.jpg[/T]
Any thoughts or suggestions on this idea? [url]https://gamebanana.com/skins/160578[/url]
[QUOTE=PelPix123;53117362]now that the drama has calmed down and valve isn't angry, i'm starting on an actual functioning portal beta release. i'm starting over completely from scratch with everything i've learned and integrating all of the new content. the new release will probably have:
1. more levels for the different eras, maybe even a playable campaign for more than just 2006
2. corrected animations
3. accurate portal static behavior
4. proper clienteffects (for no portal surfaces and portal closing)
5. a more robust content swapping system
6. an actual release
possibilities:
1. portal hot-swapping based on level era. i did this in the old build but the prefetch memory was so high i disabled it. since the portal borders are effect textures, it has to preload them as soon as the vgui loads (stupid) so i'll probably have it disabled by a command line argument for people with low memory
2. multiplayer
goodies:
1. light through portals fixed and toggleable with a cvar
2. additional optional layers added to the portal plane so that you can skin the shit out of portals[/QUOTE]
I honestly can't wait, particularly to see how accurate my estimation of the 2005 campaign was:
[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]
Let's just hope that this time we don't get the same annoying people as last time. (Not that I can say much, as I [I]was[/I] one of them :v: )
[QUOTE=PelPix123;53118520]probably not but to me that's 80% of the fun[/QUOTE]
go away you insane ugly giant foreheaded cunt
[highlight](User was permabanned for this post ("Alt" - Kiwi))[/highlight]
[QUOTE=R3ST3LL4RU5;53120638]go away you insane ugly giant foreheaded cunt[/QUOTE]
my dude, that wasnt very polite
[QUOTE=R3ST3LL4RU5;53120638]go away you insane ugly giant foreheaded cunt[/QUOTE]
that username
[t]https://cdn.discordapp.com/attachments/405108631533780993/410566650736410625/HMM.PNG[/t]
Oh god he's back
[QUOTE=R3ST3LL4RU5;53120638]go away you insane ugly giant foreheaded cunt[/QUOTE]
ah so you drop the cryptic bullshit when insulting someone? nice.
[QUOTE=PelPix123;53117362]now that the drama has calmed down and valve isn't angry, i'm starting on an actual functioning portal beta release. i'm starting over completely from scratch with everything i've learned and integrating all of the new content. the new release will probably have:
1. more levels for the different eras, maybe even a playable campaign for more than just 2006
2. corrected animations
3. accurate portal static behavior
4. proper clienteffects (for no portal surfaces and portal closing)
5. a more robust content swapping system
6. an actual release
possibilities:
1. portal hot-swapping based on level era. i did this in the old build but the prefetch memory was so high i disabled it. since the portal borders are effect textures, it has to preload them as soon as the vgui loads (stupid) so i'll probably have it disabled by a command line argument for people with low memory
2. multiplayer
goodies:
1. light through portals fixed and toggleable with a cvar
2. additional optional layers added to the portal plane so that you can skin the shit out of portals[/QUOTE]
if you're actually being serious, cool, i'm excited
[highlight](User was permabanned for this post ("Alt" - Kiwi))[/highlight]
Quarterberry most humans have foreheads. Also joking aside pelpix is rad and she does good work so please don't be rude to people.
Don't give this person attention. Just move on with the topic (I know this is ironic to say, but someone has to say it).
I don't think that's our pal Restell, his speaking style isn't like that. It's just some lousy impersonator.
Anyway, anyone know some official TFC screenshot galleries? The official TF2 wiki doesn't store much regarding TFC pre-release. I searched Valve Archive but no screenshots of old placeholder lv1 sentry there either, unless no such screenshots were publicly released.
[QUOTE=gmadador;53118503]sweet! i'm really intrigued by the possibility of multiplayer. from videos ive seen of it fixed up from the 2007 code it was kind of broken as shit though. is it even possible to get it stable and not horribley jittery when going through portals?[/QUOTE]
ExitE Alpha 3.0
[QUOTE=PikaCommando;53120782]
Anyway, anyone know some official TFC screenshot galleries? The official TF2 wiki doesn't store much regarding TFC pre-release. I searched Valve Archive but no screenshots of old placeholder lv1 sentry there either, unless no such screenshots were publicly released.[/QUOTE]
Official - not sure.
If you look at something like GameSpy or Atomic Half-Life or one of those old news sites in Web Archive you should probably find some screenshots and hopefully links to affiliate sites with similar content.
I found an old fizzler in a disabled visgroup:
[IMG]https://i.imgur.com/oRVJnub.png[/IMG]
Here's how it looks in-game:
[video=youtube;CZ_iUurSJ5I]https://www.youtube.com/watch?v=CZ_iUurSJ5I[/video]
[QUOTE=PelPix123;53117362]i did this in the old build but the prefetch memory was so high i disabled it. since the portal borders are effect textures, it has to preload them as soon as the vgui loads (stupid) so i'll probably have it disabled by a command line argument for people with low memory
[/QUOTE]
I would be willing to test performance on low-end systems, if you wanted.
EDIT:
[URL="https://cdn.discordapp.com/attachments/308783414104817665/411971188466909197/2005fizzler.vmf"]Here's a prefab version for those who want it.[/URL]
[QUOTE=PikaCommando;53120782]Anyway, anyone know some official TFC screenshot galleries? The official TF2 wiki doesn't store much regarding TFC pre-release. I searched Valve Archive but no screenshots of old placeholder lv1 sentry there either, unless no such screenshots were publicly released.[/QUOTE]
[url]http://assets2.ignimgs.com/1999/02/24/teamfort003-101854_1024w.jpg[/url]
[url]http://assets1.ignimgs.com/1999/02/24/teamfort004-101855_1024w.jpg[/url]
[url]http://assets2.ignimgs.com/1999/02/24/teamfort005-101856_1024w.jpg[/url]
[url]http://assets1.ignimgs.com/1999/02/24/teamfort006-101860_1024w.jpg[/url]
[url]http://assets2.ignimgs.com/1999/02/24/teamfort007-101861_1024w.jpg[/url]
[url]http://assets1.ignimgs.com/1999/02/24/teamfort008-101862_1024w.jpg[/url]
[url]http://assets1.ignimgs.com/1999/02/24/teamfort011-101865_1024w.jpg[/url]
[url]http://assets1.ignimgs.com/1999/02/24/teamfort012-101866_1024w.jpg[/url]
[url]http://assets1.ignimgs.com/1999/02/24/teamfort014-101868_1024w.jpg[/url]
[url]http://assets1.ignimgs.com/1999/02/24/teamfort017-101871_1024w.jpg[/url]
[url]http://assets1.ignimgs.com/1999/02/24/teamfort018-101872_1024w.jpg[/url]
[url]http://assets1.ignimgs.com/1999/02/24/teamfort019-101873_1024w.jpg[/url]
[url]http://assets2.ignimgs.com/1999/02/24/teamfort021-101875_1024w.jpg[/url]
[url]http://assets1.ignimgs.com/1999/02/24/teamfort022-101876_1024w.jpg[/url]
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[url]http://assets1.ignimgs.com/1999/02/24/teamfort027-101881_1024w.jpg[/url]
[url]http://assets2.ignimgs.com/1999/02/24/teamfort028-101882_1024w.jpg[/url]
[url]https://static.gamespot.com/uploads/original/mig/9/5/8/7/259587-screenshot_001.jpg[/url]
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[highlight](User was permabanned for this post ("Alt" - Kiwi))[/highlight]
[url]http://www.strawpoll.me/15041620[/url]
Hey guys, got another strawpoll for you. Thanks for all your help voting.
[QUOTE=Solomon;53121475][url]http://www.strawpoll.me/15041620[/url]
Hey guys, got another strawpoll for you. Thanks for all your help voting.[/QUOTE]
To be honest, I really don't care what style it is as long as it's good. I mean, you're the creator/director/whatever, you should have a vision in your head and you should go towards that vision. Don't ask the general opinion about every detail.
The only thing I care about is fanservice. There's 2 modern comics about Half Life that I know of (the one on Steam and another one from someone on FP) that I'm not interested in reading further than the first few pages just because even though they're in the HL universe, they don't show it. In one example it's just a bunch of hobo people in rural america and in the other it's generic military guys in a soviet city. I don't think they're bad, but [I]personally[/I] I'm just not interested in comics for the sake of comics. What I want is as much unique, recognisable half life shit that can fit on a page plus some new and unique ideas that still use that unique half-life style. Everything said above is just my personal opinion and no disrespect for anyone was intended.
As Pelpix said, we've restarted development on a more complete remake of Portal Beta.
Here's screenshots from remakes of Testchamber 11, 12, and both the Leipzig and Gameinformer remakes of Testchamber 18:
[url]https://imgur.com/a/Ba3r7[/url]
[QUOTE=game hacker;53121901]As Pelpix said, we've restarted development on a more complete remake of Portal Beta.
Here's screenshots from remakes of Testchamber 11, 12, and both the Leipzig and Gameinformer remakes of Testchamber 18:
[url]https://imgur.com/a/Ba3r7[/url][/QUOTE]
Speaking of which, here are some tips that I think would be useful to you guys:
-Don't let egos cloud your judgement. That is problem that I perceive has claimed many mods in the past.
-Make it voluntary. I am suggesting this because a number of mods have managed to see the light of day thanks to this, such as Black Mesa.
-Forget about trying to compete with next-gen and modern games. But that doesn't mean you can't make it look good, so strike a balance between visual quality and performance.
-Take criticism in stride, I don't want to see any drama just because on person can't handle it.
-Try to avoid feature creep, this is what killed C17: Ep1.
-Make sure you have a clear goal in front of you, set up a Trello to keep track of progress.
[QUOTE=jackfu;53122228]Speaking of which, here are some tips that I think would be useful to you guys:
-Don't let egos cloud your judgement. That is problem that I perceive has claimed many mods in the past.
-Make it voluntary. I am suggesting this because a number of mods have managed to see the light of day thanks to this, such as Black Mesa.
-Forget about trying to compete with next-gen and modern games. But that doesn't mean you can't make it look good, so strike a balance between visual quality and performance.
-Take criticism in stride, I don't want to see any drama just because on person can't handle it.
-Try to avoid feature creep, this is what killed C17: Ep1.
-Make sure you have a clear goal in front of you, set up a Trello to keep track of progress.[/QUOTE]
I don't think this is on the kind of scale where many of these points are relevant. Like, of course they're not trying to compete with modern games visually, they're not even trying to compete with 2007 portal visually, they're trying to authentically recreate an unfinished version of the game.
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