• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=gmadador;52009542]Gman sources were released by Iñaki in the discord[/QUOTE] Gib link to discord pls
[QUOTE=Supp0WND;52010806]Gib link to discord pls[/QUOTE] It's in the OP: [url]https://discord.gg/3fqqaHh[/url]
I don't visit for 2 days, and this happens :v: So happy for the huge discovery of new material, but kinda sad for Valve cracking down on archives. I want to understand why they did this this after they state that they approve of the community's discovery of these things, and Gabe even said on the AmA that they may in the future give acess to modders to their archives. I tought the relationship between community and company would get better after that. I'm sure there is some reason, such as not encouraging future links, but i would really like to see an official statement about this.
Yeah, they're P.R team and figure head just said "yeah sure, do it". It really makes them look bad as a company. Actions speak louder than words and such.
I came on FP today and saw 100+ posts and thought. [I]"Wow, what happened this time?"[/I] I wasn't disappointed, good shit guys.
That has always been the good thing about this. I am guaranteeded to always come back and find something jaw-dropping like this.
How can we get hammer working with the particle benchmark? I need to figure out a way to compile maps so that we could get the ministrider working Aswell as the jalopy/jeep, we need to find a way to get that working or we just port ministrider entities to Retail which is impossible since we dont have the source code
[QUOTE=Maxx 5.0;52012108]How can we get hammer working with the particle benchmark? I need to figure out a way to compile maps so that we could get the ministrider working Aswell as the jalopy/jeep, we need to find a way to get that working or we just port ministrider entities to Retail which is impossible since we dont have the source code[/QUOTE] Use Source SDKs 2006 hammer to compile the maps to SPB. (Thanks to Theuaredead for telling me this.)
[QUOTE=BlackSnow;52012193]Use Source SDKs 2006 hammer to compile the maps to SPB. (Thanks to Theuaredead for telling me this.)[/QUOTE] I have tried this and it isnt working! maps still crash on load.
[QUOTE=Proj3ct_ZeRo;52012244]I have tried this and it isnt working! maps still crash on load.[/QUOTE] Strange, it worked for me somehow. If it doesn't work try changing the game exec and game directory in the Hammer Config menu to: [QUOTE]Game Exec: particlebench-pvn\particlebench\particle simulation benchmark\game Game Directory: particlebench-pvn\particlebench\particle simulation benchmark\game\ep2[/QUOTE]
[QUOTE=Proj3ct_ZeRo;52012244]I have tried this and it isnt working! maps still crash on load.[/QUOTE] [IMG]http://puu.sh/u09qE/df00ea9d8d.png[/IMG] [IMG]http://puu.sh/u0dKj/b01d679024.png[/IMG] [IMG]http://puu.sh/u2bKE/948653e985.png[/IMG] Try harder! [sp]not all maps work natively on SPB, EP2_Intro crashes due to models for some reason. There's also tons of missing files that can be found in HL2 and Episodes, but depending on the revision, it won't work in SPB due to being for Source 2007.[/sp]
[QUOTE=Theuaredead;52012276]proof it works.[/QUOTE] Alright would you mind showing me your configurations and exactly which hammer you are launching? I feel like ive exhausted every possible combination, the best I was able to do was a fullbright compile with all the clip texture and the like showing..
[QUOTE=Proj3ct_ZeRo;52012321]Alright would you mind showing me your configurations and exactly which hammer you are launching? I feel like ive exhausted every possible combination, the best I was able to do was a fullbright compile with all the clip texture and the like showing..[/QUOTE] Certain maps just flat out don't work on SPB (EP2_Demo_01, I'm looking at [B]YOU[/B]) I'm actually using the SourceSDK VBSP and VVis for compiling, and the VRad provided with SPB. However, I use batch compiling.
What batch compiler? im trying a basic map demo_blob that I KNOW should work.
[QUOTE=Proj3ct_ZeRo;52012365]What batch compiler? im trying a basic map demo_blob that I KNOW should work.[/QUOTE] Like, I've actually made .bats to tell VBSP, VVis, and VRad what I want it to do. bin/vbsp.exe -game "<directory to SPB>\ep2" "<directory to SPB>\ep2\maps\demo_blob.VMF" bin/vvis.exe -game "<directory to SPB>\ep2" "<directory to SPB>\ep2\maps\demo_blob.BSP" bin/vrad.exe -game "<directory to SPB>\ep2" "<directory to SPB>\ep2\maps\demo_blob.BSP" then have that batch in "SourceSDK\bin\EP1\" Unless you want to use SPB's VRad, then you want to split that part of the batch into a new batch and put it into the root of SPB (where the Bin folder is). That's just a super simple version of what I have setup, plus I haven't perfected my setup yet. [editline]25th March 2017[/editline] [IMG]http://puu.sh/uYqo8/5fbbc594b4.png[/IMG]
Ah right cool, I set up a bat file and its working except im getting "Can't find steam app user info." in CMD. Thoughts?
[QUOTE=Proj3ct_ZeRo;52012474]Ah right cool, I set up a bat file and its working except im getting "Can't find steam app user info." in CMD. Thoughts?[/QUOTE] Move the folder "config" from "SourceSDK" into "ep1/bin" That seemed to fix that error on my alt machine, in-which I am now currently running .bats with large numbers of maps. But my alt machine ran into an issue of the SDK not wanting to believe Steam was running or possibly even being installed. At that point, you're screwed since I was unable to get it running (but it runs fine on my primary machine?). I had to source out a legacy version of SourceSDK and use that. [editline]25th March 2017[/editline] [QUOTE=PelPix123;52012563]it's not the maps that are crashing the spb, it's model version [editline]25th March 2017[/editline] you need to batch decompile and batch recompile every model in the game with source 2007 version models and source 2006 version animations mixed together, and then it will work much better but not completely.[/QUOTE] I'd assume most models are what causes SPB to crash, but EP2_Demo360_01 works, and that's just a clone of EP2_Demo_01 (which doesn't work at all). Maybe the 360 version uses a model that's more compatible with SPB than the PC version. Haven't looked that far into it.
In my case its definitely not the props that is doing this, I attempted completely blank map compiles of demo_blob to no avail. Ill try the config thing now. EDIT: Alright new problem, now it is failing to create the "log" file and if I try running in admin it comes up the vvis/rad/bsp are not recognized commands.. EDIT AGAIN: Nevermind, got it :) thanks for the help.
[QUOTE=Alex_Kazuma;51604715]Alright been working on the manhack arcade street for most of the night, any suggestions or criticism? [IMG]https://cdn.discordapp.com/attachments/242761594331856896/264691505325670401/d1_c17_050000.jpg[/IMG][IMG]https://cdn.discordapp.com/attachments/242761594331856896/264691519573852160/d1_c17_050001.jpg[/IMG][IMG]https://cdn.discordapp.com/attachments/242761594331856896/264691534664957953/d1_c17_050002.jpg[/IMG][IMG]https://cdn.discordapp.com/attachments/242761594331856896/264691549806395392/d1_c17_050003.jpg[/IMG][/QUOTE] Absolutely fantastic.
Hate to shift topics here, but can anyone recommend any sort of good guide on patching UV errors within older .MDL folders? I would search for this sort of thing myself, believe me, I've tried; but results were scarce.
Damn, this is going to be a pretty good beta once its all compiled and working. [IMG]https://s4.postimg.org/9hp7b3caj/ep2beta.jpg[/IMG]
Wish we had those Hunter's/Ministrider's beta sounds, that would pretty much complete that ministrider :cat:
[QUOTE=PelPix123;52012764]did i start some sort of snark hunter tradition[/QUOTE] Still, you have a texture "C:\anon-hl2\hl2\materials\Models\Jetski\jetski001.vtf"? I'm freaking time looking at this gray textrue & waiting for an answer to my question? The main question that interested in beta and nothing more, a clear conscience can go on a well-deserved retirement (leave all the beta community). @Restellarous [t]http://i.imgur.com/9OtffIw.png[/t] If he does not know what is Jetski and the role played in HL2BETA: [url]http://combineoverwiki.net/wiki/Jetski[/url]
When I was younger I thought the Jetski was meant to be used in snowy environments. A bit silly I know, but I imagined it as a sort of snowmobile.
Because of the 'ski' part?
One really weird thing I noticed is that in this [URL="http://pastebin.com/NsgPqNQh"]list[/URL] is that there are a bunch of maps edited [I]after[/I] 2007. For some reason the year 2008 is completely skipped, but from 2009-2013, there are a total of 29 post-ep2 maps. These maps are: [CODE]ep1-ep2_vmfs\ep2\maps\testroom_areaportal.vmf,4485,3/02/2009,9 ep1-ep2_vmfs\ep2\maps\testroom_demo5.vmf,4500,18/02/2009,23 ep1-ep2_vmfs\ep2\maps\testroom_demo4.vmf,4500,18/02/2009,29 ep1-ep2_vmfs\ep2\maps\testroom_demo2.vmf,4502,20/02/2009,21 ep1-ep2_vmfs\ep2\maps\testroom_demo3.vmf,4502,20/02/2009,14 ep1-ep2_vmfs\ep2\maps\testroom_demo1.vmf,4502,20/02/2009,4 ep1-ep2_vmfs\ep2\maps\instances\outland_building_medium_02.vmf,5879,28/11/2012,5 ep1-ep2_vmfs\ep2\maps\experiments\instances\spawner_resupply_crate.vmf,5879,28/11/2012,2 ep1-ep2_vmfs\ep2\maps\experiments\instances\spawner_headcrabs_single.vmf,5879,28/11/2012,83 ep1-ep2_vmfs\ep2\maps\experiments\instances\spawner_combine_squads_radius.vmf,5879,28/11/2012,95 ep1-ep2_vmfs\ep2\maps\experiments\instances\spawner_combine_and_manhack_squads_radius.vmf,5879,28/11/2012,92 ep1-ep2_vmfs\ep2\maps\experiments\instances\door_spawn.vmf,5879,28/11/2012,55 ep1-ep2_vmfs\ep2\maps\experiments\instances\dead_slump_zombie.vmf,5879,28/11/2012,1 ep1-ep2_vmfs\ep2\maps\experiments\instances\crate_spawn.vmf,5879,28/11/2012,2 ep1-ep2_vmfs\ep2\maps\experiments\z_test_case_1.vmf,5879,28/11/2012,221 ep1-ep2_vmfs\ep2\maps\instances\outland_building_medium_01.vmf,5879,28/11/2012,3 ep1-ep2_vmfs\ep2\maps\experiments\ep2_outland_12_clean.vmf,5879,28/11/2012,5517 ep1-ep2_vmfs\ep2\maps\experiments\ep2_outland_10_remix_dark.vmf,5879,28/11/2012,8931 ep1-ep2_vmfs\ep2\maps\experiments\ep2_outland_10_clean.vmf,5879,28/11/2012,8507 ep1-ep2_vmfs\ep2\maps\experiments\ep2_outland_06a_clean.vmf,5879,28/11/2012,4873 ep1-ep2_vmfs\ep2\maps\experiments\instances\spawner_zombies_radius.vmf,5879,28/11/2012,80 ep1-ep2_vmfs\ep2\maps\experiments\dog_gates_hub.vmf,5879,28/11/2012,4610 ep1-ep2_vmfs\ep2\maps\experiments\dog_gates_canyon.vmf,5879,28/11/2012,3805 ep1-ep2_vmfs\ep2\maps\experiments\arena_1.vmf,5879,28/11/2012,624 ep1-ep2_vmfs\ep2\maps\instances\outland_building_large_01.vmf,5879,28/11/2012,34 ep1-ep2_vmfs\ep2\maps\experiments\instances\spawn_player_with_items.vmf,5879,28/11/2012,6 ep1-ep2_vmfs\ep2\maps\experiments\instances\spawn_zombie_slump_a.vmf,5879,28/11/2012,37 ep1-ep2_vmfs\ep2\maps\experiments\instances\spawn_zombie_slump_b.vmf,5879,28/11/2012,17 ep1-ep2_vmfs\ep2\maps\experiments\dog_resource_gathering.vmf,6083,20/06/2013,6443 ep1-ep2_vmfs\ep2\maps\experiments\ken_resource_gathering.vmf,6083,20/06/2013,3101[/CODE]
Ok, to anyone who is going to port all this leaks to SPB engine: [URL="https://mega.nz/#!7xhQVRAC!Ko4h-6Ifvb-uynyWFm8AgEKSkXqHGbjIlaPjKOZH3Os"]Here is[/URL] a link to custom SPB build with almost all ported ep1/ep2 assets. [QUOTE][IMG]https://pp.userapi.com/c836422/v836422690/5ba1a/Dnuk_Ecd3Ow.jpg[/IMG] [IMG]https://pp.userapi.com/c836422/v836422690/5ba24/3a0uigLeBDM.jpg[/IMG][/QUOTE] Also contains custom Jalopy, model of leaked early Hunter with fixed sequence events, early light-green texture for Antlion Guard and early version of Antlion Grubs. Some tips: 1. If you have problems with messed UV cords on your ported models - try to change their vtf version to 7.2 (not above!). 2. Don't try to copy compiled maps directly from newer versions of Source Engine - It will not work. Try to use compilers from Source SDK 2006. Same for [B]studiomdl[/B].
[QUOTE=PelPix123;52012916]a texture was never made for it[/QUOTE] Although somehow answered, now I have peace in my soul. If the texture is not present, then at all did not make ready builds for demonstration (circa 1999-2001). It is a pity that no one managed to recreate "Jet Ski". Because for me is the key factor of all this beta, like the Achilles' heel in all of these differences is constructed concept (old and new).
I've had a thought. The purpose of the old C17 maps was essentially to have the player walk from scripted event to scripted event in the longest route possible. But it seems like it would've made the player feel like it was wandering around doing nothing. What if someone did that but intentionally tried to draw those feelings of wasted time and this existential realization of "what am I doing", to a horror-like effect. I think if the anger and depression and tension a player would feel as if they wandered around a map doing nothing were exploited, it be more of a horrory atmosphere kind of. The only real problem with this is that people can be lazy and use this as an excuse when they're stuff is bad. But you would still be able to tell intentional "what am I supposed to do, this feels empty, I'm terrible" from "what am I supposed to do, this feels like shit, this thing is terrible" due to the way the game presents itself. Kind of like, "this is filled with emptyness" vs. "there's nothing here"
[QUOTE=BillnTedison;52013017]I've had a thought. The purpose of the old C17 maps was essentially to have the player walk from scripted event to scripted event in the longest route possible. But it seems like it would've made the player feel like it was wandering around doing nothing. What if someone did that but intentionally tried to draw those feelings of wasted time and this existential realization of "what am I doing", to a horror-like effect. I think if the anger and depression and tension a player would feel as if they wandered around a map doing nothing were exploited, it be more of a horrory atmosphere kind of. The only real problem with this is that people can be lazy and use this as an excuse when they're stuff is bad. But you would still be able to tell intentional "what am I supposed to do, this feels empty, I'm terrible" from "what am I supposed to do, this feels like shit, this thing is terrible" due to the way the game presents itself. Kind of like, "this is filled with emptyness" vs. "there's nothing here"[/QUOTE] Knowing most FPS players (such as my past self), people would be bored and bunnyhop around like a horny rabbit, waiting for the scripted sequences to finish while mentally blocking out what the NPCs are saying to get a gun as soon as possible.
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