VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
not really cut content as those places were used in meet the shorts but still cool
[thumb]http://www.sourceop.com/hell-met/TF2/sfm1.jpg[/thumb]
[thumb]http://www.sourceop.com/hell-met/TF2/sfm3.jpg[/thumb]
:v: I KNEW it would never get to 3...
[img]https://puu.sh/si63M/ed9c9ec276.png[/img]
[url]https://puu.sh/si66Q/f38fd6dc7f.zip[/url]
Here's the Skullbreaker again folks.
Is there a download section on the OP? You should add this to it for easy access.
We seriously named it V2+1.
WHAT HAPPENED TO CONSISTENCY.
[QUOTE=OfficialPCF;51509347]We seriously named it V2+1.
WHAT HAPPENED TO CONSISTENCY.[/QUOTE]
You tell me what number comes after 2, hotshot. Not even Valve has figured it out.
[QUOTE=UberMunchkin;51509184]
There was also an early version of 2Fort named devtest left in the SFM files, it was all whiteboxed and had a design reminiscent of TFC's 2fort. [URL="https://imgur.com/a/dbqup"]Here's how it looks when recompiled[/URL]. It also has some block/door entities where all the old spawn doors were.
[/QUOTE]
Can someone upload it? Don't want to download SFM for only one thing.
Ok we found something interesting with Jackathan today. Appearently, Garry's Mod has 2 early EP2 animations present in Alyxs model, but EP2 doesnt. They are: physblast_groundPose, physblast_recover.
What is even interesting is that if you load canyon_test into Garry's Mod, the map will actually use them, while EP2 wont since they are missing. Good job garry, you mixed repo stuff with retail stuff.
This is most definitely late (it was on r/HalfLife's front page, so I doubt that many people missed it), but I didn't see it anywhere in the last thread whilst catching up.
Some guy got ahold of old sample libraries and found a bunch of samples used in the Half-Life soundtracks. Not technically "cut content", but I still think it has a place here.
[video=youtube;odXWmLYHiWQ]https://www.youtube.com/watch?v=odXWmLYHiWQ[/video]
Again, I highly doubt everybody missed this. Feel free to mark me as late if I should stop shitposting and go back to sleep.
Making my mark here.
While I have not been able to post much lately, Ive been keeping in touch with this thread, visiting it regularly :) Keep up the good work folks!
[QUOTE=BlackSnow;51510115]Ok we found something interesting with Jackathan today. Appearently, Garry's Mod has 2 early EP2 animations present in Alyxs model, but EP2 doesnt. They are: physblast_groundPose, physblast_recover.
What is even interesting is that if you load canyon_test into Garry's Mod, the map will actually use them, while EP2 wont since they are missing. Good job garry, you mixed repo stuff with retail stuff.[/QUOTE]
It seems they're actually just animations from HL2 that are missing from the episode's model. I replaced it with the older model and the animations worked fine.
[QUOTE=BlackSnow;51510115]Ok we found something interesting with Jackathan today. Appearently, Garry's Mod has 2 early EP2 animations present in Alyxs model, but EP2 doesnt. They are: physblast_groundPose, physblast_recover.
What is even interesting is that if you load canyon_test into Garry's Mod, the map will actually use them, while EP2 wont since they are missing. Good job garry, you mixed repo stuff with retail stuff.[/QUOTE]
save em before garry finds out :v:
[QUOTE=BlackSnow;51508221][URL="https://cdn.discordapp.com/attachments/186526404081483777/257131959967416323/canyon_test.7z"]Hooray OddDoc did it again![/URL]
snip[/QUOTE]
I should note that this crashes with anything other than Garry's Mod.
[QUOTE=DankParrot;51511784]I should note that this crashes with anything other than Garry's Mod.[/QUOTE]
Not true.
Could someone upload the compiled version of canyon_test?
[QUOTE=PikaCommando;51511898]Could someone upload the compiled version of canyon_test?[/QUOTE]
If it doesnt compile - by that i mean just uses your CPU turn VIS into fast before compiling. If you are lazy just take this [url]https://mega.nz/#!ddNxha7C!9dy80Fkj8jkkJ9eFrURb6yh7DiLQIawW7YlGG8Szjnk[/url]
[QUOTE=BlackSnow;51512154]If it doesnt compile - by that i mean just uses your CPU turn VIS into fast before compiling. If you are lazy just take this [url]https://mega.nz/#!ddNxha7C!9dy80Fkj8jkkJ9eFrURb6yh7DiLQIawW7YlGG8Szjnk[/url][/QUOTE]
I've compiled this map with full vis and HDR/LDR rad
[url]https://mega.nz/#!xRwkWDgC!4mY8bpYUTJEUUsBYuhGEIB3dC3bBTLx35Jn-tyCH_jA[/url]
The only thing I cannot get to work - is cubemaps. For some reason engine cannot write them to the map
Rememeber these?
[T]http://i.imgur.com/bVzdEoL.png[/T]
Welp, we have the skins:
Desert Eagle - Bluewood
[T]http://i.imgur.com/pqUeYfd.jpg[/T]
Glock 18 - Tuxedo
[T]http://i.imgur.com/8siYg9N.jpg[/T]
M4A1 - Desert Camo
[T]http://i.imgur.com/HFKz98v.jpg[/T]
AK-47 - OdBlack
[T]http://i.imgur.com/grXfX0v.jpg[/T]
AWP - Flecktarn
[T]http://i.imgur.com/C3fdIj0.jpg[/T]
Credits, again, to Jackathan for finding these goodies.
EDIT: The M4A1 green skin was completely misplaced, but i found it:
M4A1 - OdBlack
[T]http://i.imgur.com/Fwpo0MY.jpg[/T]
Some non-HL stuff. Many have probably tried out the recently released, unfinished official campaign "Dam It" for L4D. Among the other things, what I found rather interesting is that we got an unfinished survival mode map, l4d_sv_highrise. While it appears to be somewhat random at a first glance, upon closer investigation many things fit together.
Basically "The Sacrifice" campaign was meant to have a completely different 3rd map. The survivors had to traverse a greenhouse before making their way up to evacuation point on the roof of Union Tech tower. There they were likely to be picked up by a helicopter (there's an unused particle system named "atrium_rotorwash", atrium being a common internal name for the building). Certain things suggest the survival map could be a downgraded version, with some unnecessarily detailed out-of-reach areas in the building, as well as some models not present in the map, for example escalators.
A survivor-drawn map of the campaign's second half still appears in retail, note the Union Tech tower as the designated checkpoint. It is also preceded by a "roof greenhouse", not present in any maps:
[t]http://i.imgur.com/Om5f6yh.png[/t]
as well as an unused graffiti decal "graffiti/graffiti_docks_01" naming it a "new military evac point".
The campaign's internal name used to be "Docks" before being changed to "River" later, as evidenced by multiple game files. Unused early skyboxes for the campaign are present among the retail content, "docks_hdr" and "highrise_hdr". Both feature darker sky compared to the final campaign, the latter texture intended specifically for the 3rd map and having a bluish tint.
Finally, copying the "highrise" map and pasting it directly in the 2nd map while preserving the coordinates results in it being placed really close to the final saferoom, roughly where the survivor-made map depicts it:
[t]http://i.imgur.com/NL4TPTm.png[/t]
I forgot which thread it was in, but does anyone remember that post where someone compared some HL1 alpha screenshots with parts of maps from OpFor and found some similarities or something? Do you guys still have those images?
Can someone give me a download for the leak Combine animations again? I've completely lost everything since my computer died.
[QUOTE=Kaleidescoop;51514525]Can someone give me a download for the leak Combine animations again? I've completely lost everything since my computer died.[/QUOTE]
[url=http://www.mediafire.com/file/55jkkh5h4rkmygv/combine_soldier.zip]Here you go.[/url]
[QUOTE=VXP;51512213]For some reason engine cannot write them to the map[/QUOTE]
Yeah, this is a weird bug with some versions of Source. You need to manually go into the .bsp file with a program like pakrat and delete all the pre-made cubemaps. You then reload the map and rebuild the cubemaps through the console in both LDR and HDR modes.
"A steam-pipe is provided for conveying the steam from the boiler to the cylinder, where it is to be used; it is made of copper 3/16 of an inch thick, and the part within the boiler is 5 inches diameter inside; it passes through the tube plate of the smoke box to the cylinders; they are turned on side in order to keep them clear of the tubes, so as to allow access to all the tubes, that they may be taken out, when necessary, through the smoke-box door.
Two cocks, one inch in diameter, are fixed one in each side of the firebox, close to the bottom, for the purpose of emptying the boiler; this is called blowing-off, as it is done just after the engine has left work, and the water is blown out with great force by the pressure of the steam. This blowing off serves to cleanse the boiler." - G.D Dempsey C.E., D. Kinnear Clark C.E.
Good analogy of the steam-pipe update.
[QUOTE=BlackSnow;51512224]*pics*[/QUOTE]
I remember seeing the green M4A1 and AK47 in this SFM pack:
[url]https://facepunch.com/showthread.php?t=1295651[/url]
Still some really great finds.
Imma post some old stuff to stop this the boredom. The old version of concretewall011b (~pre-2002?) could be [I]shadertest/basetimeslightmaptimesdetail[/I].
I made a gif to showcase their similarities:
[IMG]https://cdn.discordapp.com/attachments/228280693426225152/257793025479147521/output_XDvc10.gif[/IMG]
[editline]11th December 2016[/editline]
Pre-2002 textures like this texture have such a different tone than the textures we know today. They were darker and more American, much more interesting IMO.
[QUOTE=HGrunt;51513403]Some non-HL stuff. Many have probably tried out the recently released, unfinished official campaign "Dam It" for L4D. Among the other things, what I found rather interesting is that we got an unfinished survival mode map, l4d_sv_highrise. While it appears to be somewhat random at a first glance, upon closer investigation many things fit together.
Basically "The Sacrifice" campaign was meant to have a completely different 3rd map. The survivors had to traverse a greenhouse before making their way up to evacuation point on the roof of Union Tech tower. There they were likely to be picked up by a helicopter (there's an unused particle system named "atrium_rotorwash", atrium being a common internal name for the building). Certain things suggest the survival map could be a downgraded version, with some unnecessarily detailed out-of-reach areas in the building, as well as some models not present in the map, for example escalators.
A survivor-drawn map of the campaign's second half still appears in retail, note the Union Tech tower as the designated checkpoint. It is also preceded by a "roof greenhouse", not present in any maps:
[t]http://i.imgur.com/Om5f6yh.png[/t]
as well as an unused graffiti decal "graffiti/graffiti_docks_01" naming it a "new military evac point".
The campaign's internal name used to be "Docks" before being changed to "River" later, as evidenced by multiple game files. Unused early skyboxes for the campaign are present among the retail content, "docks_hdr" and "highrise_hdr". Both feature darker sky compared to the final campaign, the latter texture intended specifically for the 3rd map and having a bluish tint.
Finally, copying the "highrise" map and pasting it directly in the 2nd map while preserving the coordinates results in it being placed really close to the final saferoom, roughly where the survivor-made map depicts it:
[t]http://i.imgur.com/NL4TPTm.png[/t][/QUOTE]
Jesus, that's amazing! But that wouldn't make sense on The Passing, unless the ending cutscene showed them making it to the bridge somehow or it had a 4th map because the heli escape didn't worked out or something
But in the town it was well known that if you unlock the Extras Menu in Half Life on PS2 with Square, Left, Right, Circle, X, Up, Down and put an Official Sony Magazine Demo Disk 57th edition into your PS2, it would boot into the PS2 Port of Half Life Uplink. I got a guy named Ragnar from the EmuParadise forums to upload his copy of the Demo disk, so go try uplink on in an emulator or something!
[video=youtube;JvaTOMKqaXU]https://www.youtube.com/watch?v=JvaTOMKqaXU[/video]
[url]https://valvearchive.btr.pm/archive/Game%20Files%20and%20Builds/Half-Life%20PS2/OPM%2057.ISO[/url]
There's culling issues with the models in widescreen mode, so 4:3 works best.
I think it only works on a US copy of HL, haven't tested any European versions.
You have to be quick when swapping the disc in PCSX2, make sure you're ready to select the OPM57.iso BEFORE you enter the "extras" menu, otherwise it will go back to the Main HL menu pretty quickly.
[QUOTE=KayoDuck;51517308]Jesus, that's amazing! But that wouldn't make sense on The Passing, unless the ending cutscene showed them making it to the bridge somehow or it had a 4th map because the heli escape didn't worked out or something[/QUOTE]
I think it's more likely Valve took an older campaign that was being in development some time earlier, possibly by Turtle Rock just like Dam It, and hastily repurposed the finale to tie in with The Passing, hence why the 2nd and the 3rd map don't connect properly layout-wise. The helicopter rescue is purely my speculation based on one particle system and a graffiti saying the evac point is on the roof of the Tech tower, the actual map features no rooftop area. But then again, it could be a result of heavily downgrading the map for survival mode.
[QUOTE=Gee-Boie;51508685][IMG]https://wiki.teamfortress.com/w/images/f/fa/Cp_cloak1.jpg?t=20140202003417[/IMG]
boom
beta everyone knows
everyone knows this why am i posting it[/QUOTE]
I'm pretty sure a lot of people who have never personally looked deep into the leaks or non-gaming Valve materials (SFM, SDK stuff) are reading this thread. I only played around with the leak back in 2005 or something.
So please, do post; also, explain the source, if you can, like this post, for example. Judging from the posts coming after it, I suppose it's something from SFM, but still, please do explain stuff like this, if it's not a bother.
[QUOTE=Hell-met;51508721]
old dustbowl tho
[thumb]http://www.sourceop.com/hell-met/TF2/sfm4.jpg[/thumb][/QUOTE]
More to satisfy everyone's thirst for beta!
You've probably all seen the old combine light:
[IMG]http://vignette4.wikia.nocookie.net/half-life/images/1/13/Combine_light_concept.jpg/revision/latest?cb=20091013111939&path-prefix=en[/IMG]
Well there was a model made out of it before the retail light we have today, and it appears in RTB:UC.
[IMG]https://i.imgur.com/p1b0o64.jpg[/IMG]
Might anyone here have the model in question?
Interesting! Never noticed that screenshot before though. What map might that be?
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