• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[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] If you don't mind me asking, is there any way that the community could get involved? A lot of us are very interested in this, and have acquired knowledge, that if put together, could probably help the mod. I do not intend to come across as rude, and would be more than willing to wait until release. I wish you guys good luck, and can't wait to see what you have in store.
[QUOTE=PikaCommando;53116798]imo the model could look better, so I'd like to see someone else do a take on it.[/QUOTE] oof. [QUOTE=Milkyway M16;53115930]I can't dl the file right now, what has to be finished?[/QUOTE] [QUOTE=Gamer#1;53116808]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.[/QUOTE] I made that release as somewhat of a preview/release because I ran into the torso issue, and it seemed like no one else knew a solution either. It was decompiled with an old version of Crowbar, perhaps now many of the issues have been resolved. Regardless of that, I have been fixing him slowly, tweaking his rigging and such while I was working on a concept zombie. [t]https://i.imgur.com/qUQHIeq.png[/t] He is rigged but the rigging is still quiet early. Isn't exactly news but I have been silently working on both.
[QUOTE=Sgt.Headcrab;53122619]oof. I made that release as somewhat of a preview/release because I ran into the torso issue, and it seemed like no one else knew a solution either. It was decompiled with an old version of Crowbar, perhaps now many of the issues have been resolved. Regardless of that, I have been fixing him slowly, tweaking his rigging and such while I was working on a concept zombie. He is rigged but the rigging is still quiet early. Isn't exactly news but I have been silently working on both.[/QUOTE] Concept Zombie looks good, like it's out of a PS2 game (which in this case is a good thing). IMO skin color is a bit cartoonish, maybe you could try lowering the saturation? By the way, was your beta HL1 Zombie (the one that is an updated version of the 1997 alpha one) ever finished?
[QUOTE=Sgt.Headcrab;53122619]oof. I made that release as somewhat of a preview/release because I ran into the torso issue, and it seemed like no one else knew a solution either. It was decompiled with an old version of Crowbar, perhaps now many of the issues have been resolved. Regardless of that, I have been fixing him slowly, tweaking his rigging and such while I was working on a concept zombie. [t]https://i.imgur.com/qUQHIeq.png[/t] He is rigged but the rigging is still quiet early. Isn't exactly news but I have been silently working on both.[/QUOTE] i know the model is from the concept art and the model is cool but is not called a headcrab for no reason
[QUOTE=notbarnik;53121834]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.[/QUOTE] No offense taken! We're actually the military one youre talking about. I'm just trying to get a feel for what interests people going forward (though we know what we want to do) and i appreciate your candidness.
[QUOTE=Akis_02;53122824]i know the model is from the concept art and the model is cool but is not called a headcrab for no reason[/QUOTE] This one's called a Next-To-Headcrab.
[QUOTE=Snood_1990;53122921]This one's called a Next-To-Headcrab.[/QUOTE] Or alternatively a Hickey Crab
[QUOTE=Gentleman Cat;53123034]Or alternatively a Hickey Crab[/QUOTE] If this wasn't a joke somewhere in Valve when the art was made I'll be surprised
-snip
It appears testchamber 16 fits nicely on lab_lvl3a, which, along with the map calling itself "lab3", would seem to support my hypothesis about map order. [IMG]https://cdn.discordapp.com/attachments/219965261225132035/412088982848012288/unknown.png[/IMG] I'm sure this is just a coincidence.
[QUOTE=Creeper4414;53122396]If you don't mind me asking, is there any way that the community could get involved? A lot of us are very interested in this, and have acquired knowledge, that if put together, could probably help the mod. I do not intend to come across as rude, and would be more than willing to wait until release. I wish you guys good luck, and can't wait to see what you have in store.[/QUOTE] I don't call the shots on that, that's ultimately up to Pelpix. I really wouldn't expect a favorable answer unless you have some serious skills though. Pelpix is really the one who can contribute most to this type of mod as she holds the most knowledge and access to troves of raw archives. All the community really succeeded in doing was leaking the mod and having a massive flame war over it here.
[QUOTE=game hacker;53123194]I don't call the shots on that, that's ultimately up to Pelpix. I really wouldn't expect a favorable answer unless you have some serious skills though. Pelpix is really the one who can contribute most to this type of mod as she holds the most knowledge and access to troves of raw archives. All the community really succeeded in doing was leaking the mod and having a massive flame war over it here.[/QUOTE] Yeah, fair enough. I expected as such. From the screenshots, this looks like it's going to be good. To be fair, the only thing that I have that remotely resembles a skill is being able to find information in vmf files, such as past level names. You guy probably know all the stuff that I'll ever find, though.
I've been meaning to make this image for a while now: [IMG]https://cdn.discordapp.com/attachments/351860515263348736/412227516032483328/crematorfactorywm.png[/IMG]
*cremator head factory
Seen the new vnn video? I scanned the new fb cover photo in the "photoshop detector" and it seems real: [url]http://fotoforensics.com/analysis.php?id=6427f50ca63d7babca3a63a84d894308cad394b3.20368[/url]
[QUOTE=epicplayer;53124232]Seen the new vnn video? I scanned the new fb cover photo in the "photoshop detector" and it seems real: [url]http://fotoforensics.com/analysis.php?id=6427f50ca63d7babca3a63a84d894308cad394b3.20368[/url][/QUOTE] Except it's fake. [url]https://twitter.com/SteamDB/status/962760990340403200[/url]
[QUOTE=ProZak;53124385]Except it's fake. As usual VNN doesn't check shit before posting. [url]https://twitter.com/SteamDB/status/962760990340403200[/url][/QUOTE] Except VNN is skeptical of the validity and believes that it is just a hijacking and not anything of substance. But, hey, so much for "checking shit", amirite?
[QUOTE=Solomon;53122831]No offense taken! We're actually the military one youre talking about. I'm just trying to get a feel for what interests people going forward (though we know what we want to do) and i appreciate your candidness.[/QUOTE] Oohh, dat shade tho. Love it. [editline]11th February 2018[/editline] [QUOTE=standards;53124502]Oohh, dat shade tho. Love it.[/QUOTE] Everybody's so sassy today, is it the weather?
I wouldn't be surprised if l4d3 were to be announced, it seems like it'd be the easiest series of valve's to expand upon
I've been doing more searching, and I think I've pretty much finalized the list. The major change to the list was sparked by VNN when he said this on discord: [IMG]https://i.imgur.com/6DwaHHV.png[/IMG] This explained why there are more "lab#" maps. Here's the finalized list: [IMG]https://i.imgur.com/KZp1Px3.png[/IMG] A more detailed rundown is available on the [URL="http://vcc.wikia.com/wiki/Portal_Alternate_Map_Names"]VCC wiki[/URL] Please note that these are just educated guesses, and clearly a lot of maps were cut, leaving these weird gaps in the map order. Up until now, I assumed that I was probably not the first to work this out, but apparently even Valve can't remember this: [IMG]https://i.imgur.com/Err5WWy.png[/IMG] So I guess that's kind of interesting. We can't know for certain that this is correct, as we don't have any content from 2005 to check it against.
[QUOTE=Coyoteze;53124406]Except VNN is skeptical of the validity and believes that it is just a hijacking and not anything of substance. But, hey, so much for "checking shit", amirite?[/QUOTE] Good job quoting the non-edited post. Keep it up.
[QUOTE=ProZak;53125439]Good job quoting the non-edited post. Keep it up.[/QUOTE] When I replied to you, that's what was in the quote. Good job doing your research AFTER the fact you made a dumb bandwagon-y statement? Do you like, want a pat on the back?
[QUOTE] [B]Borrowed/Shared:[/B] models/weapons/w_grenade.mdl sprites/lgtning.spr sprites/physbeam.vmt effects/blood_gore effects/blood_drop effects/blood_puff sprites/laserbeam.vmt blueflare1.vmt physbeam.vmt redglow1.vmt particle_noisesphere sprites/env_particles effects/redflare sprites/blueflare2 [B]Reused in later games:[/B] particle/SmokeStack [B]Unique to Invasion:[/B] GrenadeEMP.Bounce sprites/chargeball GrenadeRocket.FlyLoop w_harpoon.mdl Harpoon.Impact Harpoon.Impale Harpoon.HitFlesh Harpoon.HitMetal Harpoon.Yank FlameThrower.Sound GasolineBlob.FlameSound particle/guidedplasmaprojectile models/props/common/meteorites/meteor05.mdl models/props/common/meteorites/meteor04.mdl effects/human_object_glow.vmt ObjectSentrygun.Idle ResourceSpawner.Puff ResourceSpawner.BigPuff BasePlasmaProjectile.ShieldBlock effects/human_tracers/human_sparksprite_A1 effects/human_tracers/human_sparktracer_A_ effects/alien_tracers/alien_pbsprite_A1 effects/alien_tracers/alien_pbtracer_A_ models/objects/obj_respawn_station.mdl models/objects/obj_resupply.mdl models/objects/alien_obj_resupply.mdl models/objects/obj_resupply_ground.mdl models/objects/human_obj_resupply_ground.mdl ObjectSentrygun.ResupplyAmmo ObjectSentrygun.Idle ObjectSentrygun.FoundTarget ObjectSentrygun.Turtle ObjectSentrygun.UnTurtle ObjectSentrygun.Fire ObjectSentrygunRocketlauncher.Fire models/objects/obj_selfheal.mdl models/objects/obj_sandbag_bunker.mdl models/objects/obj_tower_ladder.mdl models/objects/obj_tower.mdl ObjectTunnelTrigger.TeleportSound ObjectTunnelTrigger.DisabledSound models/objects/obj_resourcepump.mdl models/objects/alien_obj_resourcepump.mdl ObjectResourcePump.UpgradeFailed models/objects/human_obj_powerpack_build.mdl models/objects/human_obj_powerpack.mdl models/objects/obj_mortar.mdl models/objects/vehicle_teleport_station.mdl odels/objects/vehicle_tank.mdl VehicleTank.FireSound models/objects/vehicle_motorcycle.mdl models/objects/vehicle_mortar.mdl models/objects/obj_flatbed.mdl models/objects/vehicle_battering_ram.mdl VehicleBatteringRam.BashSound models/player/alien_escort.mdl models/player/sniper.mdl models/objects/human_obj_dragonsteeth.mdl models/objects/human_obj_dragonsteeth_build.mdl models/objects/alien_obj_buffstation.mdl models/objects/alien_obj_buffstation_build.mdl models/objects/human_obj_buffstation_build.mdl models/objects/human_obj_buffstation.mdl WeaponCombatShield.TakeBash SPECIAL2 SPECIAL1 SINGLE sprites/chargeball_team1 sprites/chargeball_team2 WeaponRepairGun.NoTarget WeaponRepairGun.Healing chargeball models/weapons/w_missile.mdl models/player/recon.mdl models/player/medic.mdl models/player/technician.mdl models/player/alien_support.mdl models/player/human_defender.mdl models/player/defender.mdl models/player/spy.mdl models/player/human_medic.mdl WeaponMortar.EMPed [/QUOTE] List of all assets mentioned within Invasion's source code I could find. Organized by if they are unique to Invasion, shared between games, or used later.
Since I'm the guy to notify you folks about new VCC Wiki stuff, there's also now a transcribed version of Oasiz's map documentation up - [url]http://vcc.wikia.com/wiki/Oasiz%27s_Map_Documentation[/url] Be cautious with it, though - apparently, it isn't exactly perfect.
I decided to test how the old fizzler looks in a testchamber, and ended up recreating Testchamber 09 [video=youtube;6vIhV0IKyDI]https://www.youtube.com/watch?v=6vIhV0IKyDI&feature=youtu.be[/video] I still need to work on finer details. A Gallery of screenshots: [URL="https://imgur.com/gallery/CsVOZ"]https://imgur.com/gallery/CsVOZ[/URL]
Alright, been working on this for a couple of days now, and while it's got a fair amount of rigging and vta fixes needed, the model itself is ready to show off. [T]https://i.imgur.com/LJ1e41I.png[/T] (Ignore the weird shading, that's just milkshape) I never noticed someone try this other than a reskin, so it was exciting to try it out.
I always thought she's wearing a purple and slightly different version of the Borealis worker suit. I know it's not skintight because the collar is noticably thick.
more portal beta goodies [video=youtube;VHppZeZzz7s]https://www.youtube.com/watch?v=VHppZeZzz7s[/video] [video=youtube;HTjTVTT7b3w]https://www.youtube.com/watch?v=HTjTVTT7b3w[/video]
Beta is good and beta recreations are also good.
Anyone got any ideas why the Alien Assassin's tripwire sounds different from the hopwire (hopwire is also called tripwire in the files, so I assume they are one and the same)? My guess is that it functions differently from the hopwire (as is the case with the Combine Guard and the player version of his gun), in that in only zaps the player for walking into the lines instead of exploding and that it activates in midair upon throwing instead of having to hit the ground first.
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