VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
How i can report this [url=http://steamcommunity.com/sharedfiles/filedetails/?id=886188991]SНIT[/url]??
[QUOTE=lokkdokk;51988129]How i can report this [url=http://steamcommunity.com/sharedfiles/filedetails/?id=886188991]SНIT[/url]??[/QUOTE]
[t]http://i.imgur.com/St7g0IP.png[/t]
I dunno what you'd report it for, though, low effort isn't violating any of steam's policies.
[QUOTE=OfficialPCF;51987423]Well, I love DI, and I hope for the best! Good luck! (P.S.Will DI have voice acting?)[/QUOTE]
Voice acting is among the lowest priorities. It's really that when most of everything else is done, or at least when the critical mass is reached, that we will begin recording lines, etc. [I]But I may start experimenting with text-to-speech options as a placeholder[/I]. What I want to do now is to improve the way the text captions are handled, so instead of the fading text, you have a dialogue window (well, not dialogue in strict sense, you don't talk back, that's not something that Gordon Freeman ever does), which has the text presented in a nice, constant way, like how the STALKER series handled it. So it's the matter of VGUI coding and defining text in an optimal way to be parsed into the VGUI. I think most would agree that a semi-transparent window with text and a button is better than the fading running line.
[QUOTE=Cvoxalury;51988573]Voice acting is among the lowest priorities. It's really that when most of everything else is done, or at least when the critical mass is reached, that we will begin recording lines, etc. [I]But I may start experimenting with text-to-speech options as a placeholder[/I]. What I want to do now is to improve the way the text captions are handled, so instead of the fading text, you have a dialogue window (well, not dialogue in strict sense, you don't talk back, that's not something that Gordon Freeman ever does), which has the text presented in a nice, constant way, like how the STALKER series handled it. So it's the matter of VGUI coding and defining text in an optimal way to be parsed into the VGUI. I think most would agree that a semi-transparent window with text and a button is better than the fading running line.[/QUOTE]
I've honestly thought about this myself, closest I can up with is using the subtitles system, as janky as it may look.
Then again I'm not really knowledgeable about anything past "add texture to brush".
[QUOTE=Sonador;51988136][t]http://i.imgur.com/St7g0IP.png[/t]
I dunno what you'd report it for, though, low effort isn't violating any of steam's policies.[/QUOTE]
At least it uses stolen assets from non-Valve games (music from Postal 3 and VTMB for example) and...
[QUOTE=HGrunt;51982081]Their Palace map is also built on top of my decompiled fix. I can tell by the crate with a paint can on top which were new additions in that fix. Lazy![/QUOTE]
some kind of users content w/o any given permissions.
[QUOTE=OddDoc;51988809]some kind of users content w/o any given permissions.[/QUOTE]
With all due respect to HGrunt (which he deeply deserves) I think there's nothing actionable regarding the map because, if I remember right, Valve's policy re. BSP's built with hammer is "It belongs to us legally in case your map becomes a multi billion dollar profit overnight but otherwise you're allowed to do whatever with it"
If it does use stolen content from other games, you might want to tip off their studios about it given greenlight is for paid products? A single DMCA from them would torpedo this thing utterly
You're allowed to do whatever with it, as in, you, [i]the creator.[/i] Not random Joe off the streets, he needs permission from you to use your map.
The only sad thing with this mod is that those people actually sat and done it. We all love to shit on it but I haven't seen a single "good" beta mod that haven't died after a few media releases. And there have been dozens over the years.
[QUOTE=Spor;51990539]The only sad thing with this mod is that those people actually sat and done it. We all love to shit on it but I haven't seen a single "good" beta mod that haven't died after a few media releases. And there have been dozens over the years.[/QUOTE]
Depot had seen its final release. That's one. There are others that aren't dead, and they aren't new mods.
[B]cs_venice.bsp[/B] ([I]unreleased[/I]) ([B]2002[/B])
- Original post:
[url]https://web.archive.org/web/20021016194736/http://www.forumplanet.com/counterstrike/topic.asp?fid=4965&tid=745296[/url]
- Cliffe notices:
[url]https://web.archive.org/web/20021002224151/http://www.counter-strike.net/[/url]
- Little exclamations:
[url]http://totalgamingnetwork.com/showthread.php?29400-New-Ido-Magal-Textures-Released&[/url]
- Textures (RAW):
[url]https://www.fileplanet.com/110788/110000/fileinfo/venice_textures[/url]
[IMG]http://i.imgur.com/Zpetlm4.jpg[/IMG]
- Readme:
[QUOTE]These are textures I made for a CS Venice map I planned,
but never executed. So I'm sharing them, hoping
someone will make some good use of them.
So permission is hereby granted to use them
for any (and ONLY) Half-Life-based mod.
Don't be a putz; Give me a credit if you're
gonna use them.
Included:
WAD with smaller sized textures.
TGAs of smaller sized textures.
TGAs of original double-size textures.
This README.[/QUOTE]
Author: [url]https://np.reddit.com/user/ido_valve[/url]
[QUOTE=OddDoc;51988809]At least it uses stolen assets from non-Valve games (music from Postal 3 and VTMB for example) and...
[/QUOTE]
I think it is also using textures from Fakefactory's CM mod.
But I think FF stole them as well, probably.
[QUOTE=QWERTERBERY;51990672][B]cs_venice.bsp[/B] ([I]unreleased[/I]) ([B]2002[/B])
- Original post:
[url]https://web.archive.org/web/20021016194736/http://www.forumplanet.com/counterstrike/topic.asp?fid=4965&tid=745296[/url]
- Cliffe notices:
[url]https://web.archive.org/web/20021002224151/http://www.counter-strike.net/[/url]
- Little exclamations:
[url]http://totalgamingnetwork.com/showthread.php?29400-New-Ido-Magal-Textures-Released&[/url]
- Textures (RAW):
[url]https://www.fileplanet.com/110788/110000/fileinfo/venice_textures[/url]
[IMG]http://i.imgur.com/Zpetlm4.jpg[/IMG]
- Readme:
Author: [url]https://np.reddit.com/user/ido_valve[/url][/QUOTE]
At first I thought you wrote "Cliffe notes."
Maybe Canals is Ido's way of finally getting a Venice-style map done.
I was playing Synergy with my friend, and when I looked at a crane after chopper batlle this suddenly struck in my head.
[T]https://pp.userapi.com/c636620/v636620216/52ece/QnVYotM03mo.jpg[/T] [T]https://pp.userapi.com/c636620/v636620216/52ed8/YBNCvJla0to.jpg[/T]
[QUOTE=BuTou;51997232]I was playing Synergy with my friend, and when I looked at a crane after chopper batlle this suddenly struck in my head.
[T]https://pp.userapi.com/c636620/v636620216/52ece/QnVYotM03mo.jpg[/T] [T]https://pp.userapi.com/c636620/v636620216/52ed8/YBNCvJla0to.jpg[/T][/QUOTE]
It sorta looks like that physics elevator at the end of chapter Anticitizen One.
Also: what is the first map? I can see it uses leak APC brushwork but I don't recall seeing syn map like that.
[QUOTE=krassell;51998923]It sorta looks like that physics elevator at the end of chapter Anticitizen One.
Also: what is the first map? I can see it uses leak APC brushwork but I don't recall seeing syn map like that.[/QUOTE]
D1_Garage I think
You know how I'm terrible at making things look beta?
[IMG]http://i1383.photobucket.com/albums/ah289/reggiethegiantemail/beta%20thing_zpsn80t6ezm.png[/IMG]
How can I improve this
Lower the lightmap scale on the floor and add a ceiling light model. Also, this should probably go into "mapping wip/pimpage" thread
Found something interesting in Borealis_003 in the map pack
[IMG]https://i.imgur.com/mLm68de.png[/IMG]
It looks like Borealis_003(or at least part of it) is a later version of borealsfreezer001
They look like the same map
[QUOTE=Sally;52002690]They look like the same map[/QUOTE]
Very clearly if you clearly look on boxes and windows.
[QUOTE=Sally;52002690]They look like the same map[/QUOTE]
that's because they are.............
hey guys its christmas
[delet]
original link because bun is a nub: [url]http://www.mediafire.com/file/otpv0b626csv8tl/ep1_ep2_vmf.7z[/url]
[QUOTE=DankParrot;52005025]hey guys its christmas
[url]https://dankparrot.xyz/ur_buldge.7z[/url][/QUOTE]
[url]http://www.mediafire.com/file/otpv0b626csv8tl/ep1_ep2_vmf.7z[/url]
here's the original link btw (original name without some furry shit)
(EP1, EP2, Lost Coast and other stuff Mappack/Map sources)
[QUOTE=bw1119;52005029][url]http://www.mediafire.com/file/otpv0b626csv8tl/ep1_ep2_vmf.7z[/url]
here's the original link btw[/QUOTE]
oh
my
fucking
god
Looks like OddDoc's and a few others services are no longer needed as we have everything now.
I'm fucking tilted and ready to dig through these, but I have an essay due in 6 hours.
[B]FUCK[/B]
This consists of like 317 files or so, 90 MB total. The entire WC mappack was 160 MB, so this is pretty thicc. There are some interesting proto maps, along with all the trailer maps, and the actual main storyline maps too. Also lost coast is in there as well.
Pretty much
[QUOTE=DankParrot;52005065]This consists of like 317 files or so, 90 MB total. The entire WC mappack was 160 MB, so this is pretty thicc. There are some interesting proto maps, along with all the trailer maps, and the actual main storyline maps too. Also lost coast is in there as well.[/QUOTE]
[QUOTE=bw1119;52005070]stuph[/QUOTE]
Why would Lost Coast be in EP2? I thought it was meant to be in Half-Life 2?
[QUOTE=ChubbyDash;52005091]Why would Lost Coast be in EP2? I thought it was meant to be in Half-Life 2?[/QUOTE]
'Tis a mix of stuff. The Lost Coast maps aren't even a cut thing from HL2 ¯\_(ツ)_/¯
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