VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=Gamer#1;51914572]Cool HL2 logo concepts for anyone who missed them. Vivendi (HL2 Publisher) made these:
[IMG]https://pbs.twimg.com/media/C6GYqJWXEAAYYPz.jpg[/IMG][/QUOTE]the top left one looks okay
[QUOTE=Gamer#1;51914572]Cool HL2 logo concepts for anyone who missed them. Vivendi (HL2 Publisher) made these:
[IMG]https://pbs.twimg.com/media/C6GYqJWXEAAYYPz.jpg[/IMG][/QUOTE]
The first one alright, would fit a beta mod. The second one would suit some not good mod based on Cthulhu myths (I've seen such mods and none were good). The third one would suit some action mod from 2007 or so. The fourth one has nothing special about it.
[I]Yeah, I'm a professional certified expert on cut logos[/I]
[QUOTE=Nbc66;51888346]k[/QUOTE]
Not sure what i expected from such a high number of new posts.
So this is probably extremely late, but I was browsing through the textures in the half-life 0.52 files and found this:
[img]https://s8.postimg.org/bvc5ysek5/HL_alpha_ikea.jpg[/img]
Why the hell is there a sign for Ikea? Is it a placeholder/joke, or was there literally going to be a level where you fight through an Ikea store?
[QUOTE=Gamer#1;51914572]Cool HL2 logo concepts for anyone who missed them. Vivendi (HL2 Publisher) made these:
[IMG]https://pbs.twimg.com/media/C6GYqJWXEAAYYPz.jpg[/IMG][/QUOTE]
1st: Direct sequel to HL1 on goldsource, more closely related to quake
2nd: Gordon hopping between alien words
3rd: Spies & agents
4th: Half Life Z (Zombie mode, long before COD did it)
Another texture from the 0.52 alpha has a motto written in latin on it:
[img]https://s2.postimg.org/au0cohb7t/CHILLING_ACRONYM.jpg[/img]
SUPURBUS VIA INSCIENTIAE
Its either pseudo-latin gibberish or Google can't translate it, as Google translates it as "supurb way device."
Does anyone know what it actually means, if anything?
chilling acronym here
[QUOTE=En_Carlson;51915800]Another texture from the 0.52 alpha has a motto written in latin on it:
[img]https://s2.postimg.org/au0cohb7t/CHILLING_ACRONYM.jpg[/img]
SUPURBUS VIA INSCIENTIAE
Its either pseudo-latin gibberish or Google can't translate it, as Google translates it as "supurb way device."
Does anyone know what it actually means, if anything?[/QUOTE]
My Latin isn't great and I'm tending towards 'supurbus' possibly being gibberish but 'scientia' is 'knowledge' so 'via inscientiae' means 'by lack of knowledge' or 'by ignorance'. Presumably 'supurbus' is meant to mean 'superiority'.
[QUOTE=En_Carlson;51915800]Another texture from the 0.52 alpha has a motto written in latin on it:
[img]https://s2.postimg.org/au0cohb7t/CHILLING_ACRONYM.jpg[/img]
SUPURBUS VIA INSCIENTIAE
Its either pseudo-latin gibberish or Google can't translate it, as Google translates it as "supurb way device."
Does anyone know what it actually means, if anything?[/QUOTE]
Maybe it's referring to the portal from "The Portal Device"? As the portal device can transfer creatures from one world/dimension to the next. It would make sense...
EDIT: It might be something else after all as there are textures in the retail game as a carpet with the words displayed on it, so IDK.
UPDATE: I found an old ValveTime forum article from 2003 featuring answers to an FAQ with Valve. This is what it said:
"The motto of the Lambda Lab is 'Superbus Via Inscientiae' or 'The Proud Way of the Ignorant.' This confuses most people since inscientiae looks like science. Hmm..."
Did anyone ever create a decompiler or model viewer for the models in the 0.52 alpha?
[QUOTE=En_Carlson;51915939]Did anyone ever create a decompiler or model viewer for the models in the 0.52 alpha?[/QUOTE]
Decompiler/Model Viewer by GeckoN: [url]https://docs.google.com/file/d/0Bw73Q9G4RF1YVklQN09hdU1KT2M/edit[/url]
EDIT: Model Viewer (No decompiling!) also from GeckoN meant for the even earlier v4 models!: [url]http://geckons.com/data/public/half-life/tools/gsmv_mdlv4_v01a.zip[/url]
[QUOTE=Gamer#1;51915893]
"The motto of the Lambda Lab is 'Superbus Via Inscientiae' or 'The Proud Way of the Ignorant.' This confuses most people since inscientiae looks like science. Hmm..."[/QUOTE]
Makes sense, but bad grammar from whoever wrote it - it should be 'superba via inscientiae' or even more pedantically 'superba via inscientiarum'.
[QUOTE=En_Carlson;51915939]Did anyone ever create a decompiler or model viewer for the models in the 0.52 alpha?[/QUOTE]
GeckoN's: [url]https://steamcommunity.com/id/GeckoN[/url]
[B]v4 models list:[/B]
[QUOTE]bluedoc.mdl
desert.mdl
greendoc.mdl
hsarge.mdl
olive.mdl
panthereat.mdl
PLAYER.MDL
reddoc.mdl
scienceeat.mdl[/QUOTE]
[editline]5th March 2017[/editline]
[QUOTE=En_Carlson;51915800]Another texture from the 0.52 alpha has a motto written in latin on it:
[img]https://s2.postimg.org/au0cohb7t/CHILLING_ACRONYM.jpg[/img]
SUPURBUS VIA INSCIENTIAE
Its either pseudo-latin gibberish or Google can't translate it, as Google translates it as "supurb way device."
Does anyone know what it actually means, if anything?[/QUOTE]
Superbus Via Inscientia <-> Arrogance Through Ignorance
[QUOTE]Little explanation, they could not make a mistake with the letter [B]E[/B] and [B]U[/B], because they are very noticeable difference. But the letter [B]O[/B] and [B]U[/B] may be confused (mistaken printing) and they are very similar small pixelated picture, almost invisible without a magnifying glass. [/QUOTE]
[B]SUPORBUS VIA INSCIENTIA[/B]
Variants:
1. Luxuriant Road Ignorance
2. Magnificent Way Inexperience
Alright i think it's time to release the CSGO Beta build :)
Since i started working i couldn't find time to fix the only one big bug of the build but other than that it's fully playable.. If anyone can fix the issues below feel free to share the fixed build here but for now here's the CSGO Closed Beta 1.0.0.44 build 5163 (newer engine build). I've included readme file for launching the game/settings to play it with original beta settings. (Gameplay recoils and everything is untouched and are original)
[url]https://mega.nz/#!kl82hIjJ!XVQAScWAykZ-zrR1gTBE4NBB43wImbXe4ZeKgMboXVQ[/url]
Since the old beta running on newer engine so many things were bugged but i've managed to fix the most of it. Here's the remaining bugs (which also available in readme file);
Grenades won't fly when you throw them. (they literally fall in your feet)**** (i think it's caused by ct and t model bone structures or weapon bone structures)
No radio sounds***
No bot radio sounds**
Spectator mode is bugged purple background with black boxes you need to control bot asap to prevent crash**
Intro movie causes black main menu and a crash afterwards (if -novid command is not present)
[MAIN MENU>PLAY]Sometimes nomap error returns or when you choose a map it might load the other map. (It'll fix itself after 2-3 times)
[MAIN MENU>SETTINGS]Video and audio menu settings seems mixed with each other because of the old beta menu system running on new engine (video menu is actually audio, audio is unspecified menu)
Can't change resolution and advanced video options from the options menu, you need to change it manually from cfg folder.
Sometimes you might see loads of red X's when being shot at head while having KEVLAR HELMET or when you throw a decoy grenade
No CT Win! or T Win round end scenes. (it's only radio saying CT's Win or T's Win.)
HUD money is bugged but you can see how much money you have in Scoreboard or from Buy Menu.
C4 Planting numbers are out of the screen.
No sound when taking out the knife and changing glock's fire mode.
No knife stabbing animations
Here are some ingame pictures :)
[URL="http://imgur.com/a/HPpnT"]http://imgur.com/a/HPpnT[/URL]
More or less enjoy my beta build :)
So, does anyone know what happened to them Ep1 maps?
[img]https://pp.userapi.com/c639225/v639225812/c390/dbEliMb46g0.jpg[/img]
Why is there this gap in the enumeration?
[QUOTE=artDecor;51915109]the top left one looks okay[/QUOTE]Reminds me of the Quake 3 logo.
[QUOTE=nchardcore;51916318]
Sometimes you might see loads of red X's when being shot at head while having KEVLAR HELMET or when you throw a decoy grenade[/QUOTE]
I may be speaking from obsolete experience but in Src 2007-2013 this is caused by the particles not being precached. You can force precache by putting an "!" before the particle system file name in particles_manifest.txt, like this:
[CODE]particles_manifest
{
...
"file" "!particles/blood_impact.pcf"
...
}[/CODE]
So you have to find what file has those impact/decoy particles, and force precache on it. Assuming stuff still works like that in CSGO. Try it, anyway.
[QUOTE=Cvoxalury;51916427]I may be speaking from obsolete experience but in Src 2007-2013 this is caused by the particles not being precached. You can force precache by putting an "!" before the particle system file name in particles_manifest.txt, like this:
[CODE]particles_manifest
{
...
"file" "!particles/blood_impact.pcf"
...
}[/CODE]
So you have to find what file has those impact/decoy particles, and force precache on it. Assuming stuff still works like that in CSGO. Try it, anyway.[/QUOTE]
I'll give it a try later in the day thanks :)
--EDIT--
Tried, didn't work.. :(
[QUOTE=Gamer#1;51914572]Cool HL2 logo concepts for anyone who missed them. Vivendi (HL2 Publisher) made these:
[IMG]https://pbs.twimg.com/media/C6GYqJWXEAAYYPz.jpg[/IMG][/QUOTE]
Where were these first published?
[QUOTE=Cvoxalury;51916372]So, does anyone know what happened to them Ep1 maps?
[img]https://pp.userapi.com/c639225/v639225812/c390/dbEliMb46g0.jpg[/img]
Why is there this gap in the enumeration?[/QUOTE]
This is just speculation, but maybe Valve decided that there were too many City 17 levels and decided to scrap some of them?
[editline]5th March 2017[/editline]
[QUOTE=PikaCommando;51916471]Where were these first published?[/QUOTE]
What do you mean? Are you asking me where I found these?
[QUOTE=Gamer#1;51917476]This is just speculation, but maybe Valve decided that there were too many City 17 levels and decided to scrap some of them?
[/QUOTE]
Maybe it's just some renaming issue?
[quote]What do you mean? Are you asking me where I found these?[/quote]
Yeah, where these images were first posted online.
[QUOTE=PikaCommando;51917734]Maybe it's just some renaming issue?
Yeah, where these images were first posted online.[/QUOTE]
They were found on a recent tweet by ValveTime: [url]https://twitter.com/ValveTime/status/838118895802335238[/url]
For anyone wanting to get the Worldcraft map editor for the half-life 0.52 alpha working, here are some instructions:
1. Open the directx.zip in the Drivers and Tools/DirectX directory that comes with the alpha. Copy the DIRECTX/D3DRM.dll to the bin directory with worldcraft.
2. Make a folder called prospero in the same directory as the valve folder and make a folder called maps in the prospero folder. The compiling tools won't work unless you place your rmfs in a folder within the prospero directory.
3. Only use the halflife.wad. Multiple wads confuse the compiling tools for some reason.
4. When first starting the editor, set the 3d view to textured, and place a block in front of the camera (camera starts looking straight down about 2048 units above the origin). The 3d view will be glitched at first, looking like alternating stripes of black and colored pixels. Grab the center point between the four views and play around with the size/aspect ratio of the 3d view until the block appears properly.
5. When compiling, you need to use the advanced settings. Otherwise worldcraft will try to use bsp.exe (doesn't exist) instead of bsp2.exe, and will run qrad.exe before vis resulting in no lighting. Here is my setup:
[CODE]
COMMAND | PARAMS
qcsg.exe $path\$file.$ext
qbsp2.exe $path\$file.$ext
vis.exe $path\$file
qrad.exe $path\$file
[/CODE]
6. After compiling, you need to copy the .bsp from the directory where your .rmf is to the valve/maps folder.
As a side note, you can get the software render version to work by setting your screen to 16 bit color mode before launching it. It seems to be a lot more complete than the opengl render, which for example doesn't render the weapon selection menu or the bullet effects.
[QUOTE=Cvoxalury;51916372]So, does anyone know what happened to them Ep1 maps?
[img]https://pp.userapi.com/c639225/v639225812/c390/dbEliMb46g0.jpg[/img]
Why is there this gap in the enumeration?[/QUOTE]
Not only that, but c17_02a is the hospital and c17_02b is the Barney hideout preceding it.
[QUOTE=HGrunt;51920756]Not only that, but c17_02a is the hospital and c17_02b is the Barney hideout preceding it.[/QUOTE]
Hasn't ep1 always been considered the kinda... [I]special[/I] one of the hl2 series?
[QUOTE=HGrunt;51920756]Not only that, but c17_02a is the hospital and c17_02b is the Barney hideout preceding it.[/QUOTE]
Also, one Coast level is missing.
[QUOTE=BenjaminTennison;51921042]Also, one Coast level is missing.[/QUOTE]
It's present in the leak as "d2_coast_03", a very barebones map with a beach, antlions and a gunship. It was scrapped by the time of release and "d2_coast_02", aka the New Little Odessa camp, was renamed to 03 for whatever reason, creating the gap.
[QUOTE=Sonador;51920761]Hasn't ep1 always been considered the kinda... [I]special[/I] one of the hl2 series?[/QUOTE]
Yeah, it is known to have done poorly on sales. At least compared to EP2. Because of this, Valve bundled Half-Life 2: Deathmatch with it on Steam, but this has barely raised sales overall.
maybe ep1 would've been seen in a better light if the story arc it kicked off was ever finished
[QUOTE=HGrunt;51921367]It's present in the leak as "d2_coast_03", a very barebones map with a beach, antlions and a gunship. It was scrapped by the time of release and "d2_coast_02", aka the New Little Odessa camp, was renamed to 03 for whatever reason, creating the gap.[/QUOTE]
And the leak's d2_coast_02 is going backwards, you start from the opposite side and then pass the crane, instead of going under the bridge and then seeing the crane in the distance.
Or is it d2_coast_04? Probably is. Anyway!
Sorry, you need to Log In to post a reply to this thread.