VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=BlackSnow;52015298]Question, was VIS set to normal or fast when you were compiling them?[/QUOTE]
I'm just using the default. I can't honestly remember what it was.
Are they not working? They worked for me.
If there ARE issues with it, then that's because I had to endtask Hammer several times, because some maps froze up compiling. It still made a BSP that worked for me, though.
[QUOTE=ChubbyDash;52015331]I'm just using the default. I can't honestly remember what it was.
Are they not working? They worked for me.
If there ARE issues with it, then that's because I had to endtask Hammer several times, because some maps froze up compiling. It still made a BSP that worked for me, though.[/QUOTE]
Well honestly it doesn't matter to me anymore. As long as they compiled everything is good. Thank you for sharing this!
So while digging around in my Half-Life maps, I just found a recreation of a early 1997-era map that I did months ago. Thought I might share a screenshot of it here.
[IMG]http://i.imgur.com/njZTEiU.jpg[/IMG]
The original screenshot for comparison:
[IMG]http://i.imgur.com/kNk6Z8C.jpg[/IMG]
I think I might build this into a DM or other map sometime in the near future. :/
Holy shit the brush design is pratically identical. Well done.
I always liked the early HL1 architecture, way more sci-fi-ish, futuristic and intricate.
[QUOTE=95Navigator;52015552]Holy shit the brush design is pratically identical. Well done.
I always liked the early HL1 architecture, way more sci-fi-ish, futuristic and intricate.[/QUOTE]
Yeah, even I was impressed with how accurate the map turned out to be :P
I also dig the old HL1 architecture/maps, a lot more Quake-like, especially around the time of the alpha. Especially considering Quake is one of my favorite retro FPSes ever.
The alpha maps do feel like Quake 1 with a sci-fi texture set right down to the scale of the maps, but that might have something to do with the maps in the alpha leak all being indoors.
I wonder how well they did outdoor areas in '97? There's a few screenshots and video clips, but it's not the same as playing through them.
[QUOTE=BlackPhoenix;52014279]An updated dataset, now includes Portal 1 VMF's and X-Box 360 HL2 retail VMF's, as well as few corrected maps from WC map pack (some of them were re-saved in my version and had wrong build number): [URL]http://pastebin.com/Ci8q2q4R[/URL]
And just for curiosity, here's the plot of all map versions against the map date (via editor build):
[img]http://i.imgur.com/wPenuO0.png[/img]
It more or less illustrates how much work was done and when[/QUOTE]
I just realized that there's a clear slope for some maps (many iterations of which are present in the leaks). The slope for ep2_outland_06.vmf and all of its copies has a very clear intersection around late 2003/early 2004 for example. Maybe there is a way to reach back into the past using the rate at which mapversions increment over time given several copies of the same map that represents same concept.
In other words, if editorbuild gives a more or less exact measure of when map was last edited, maybe it's possible to infer when it was initially [i]created[/i] from the sequence of the different variations of same map.
[img]http://puu.sh/uZr6M/ce8e37e7f9.png[/img]
Started doing a modelled redux version of the manhack arcade machines.
Looks a bit meh right now, dunno if I should continue it.
I want to eventually communicate a design that's less of a voluntary experience, and more a machine that a citizen has been strapped into against their will.
[QUOTE=95Navigator;52015552]I always liked the early HL1 architecture, way more sci-fi-ish, futuristic and intricate.[/QUOTE]Really? Even things in the retail version, like the giant fan in Blast Pit stuck me less "futuristic & "more goofy/dumb & just video-gamey.
[QUOTE=DONOTWANT;52016196]Really? Even things in the retail version, like the giant fan in Blast Pit stuck me less "futuristic & "more goofy/dumb & just video-gamey.[/QUOTE]
I was talking about the labs, mainly. The labs had really some cool, futuristic architecture in them.
[QUOTE=Snood_1990;52016169][img]http://puu.sh/uZr6M/ce8e37e7f9.png[/img]
Started doing a modelled redux version of the manhack arcade machines.
Looks a bit meh right now, dunno if I should continue it.
I want to eventually communicate a design that's less of a voluntary experience, and more a machine that a citizen has been strapped into against their will.[/QUOTE]
Honestly, a really great start. I think you should keep going, i'd be happy to watch =)
[QUOTE=Snood]Really Good and Nice Model and Contribution[/QUOTE]
*me in deep thought* oh boy i can just see it nao
[IMG]http://i1383.photobucket.com/albums/ah289/reggiethegiantemail/dameme_zps8veaw3bf.png[/IMG]
I'm so sorry.
[QUOTE=Snood_1990;52016169][img]http://puu.sh/uZr6M/ce8e37e7f9.png[/img]
Started doing a modelled redux version of the manhack arcade machines.
Looks a bit meh right now, dunno if I should continue it.
I want to eventually communicate a design that's less of a voluntary experience, and more a machine that a citizen has been strapped into against their will.[/QUOTE]
Ooh! That looks nice :goodjob:
Hey um, how was that Beta Antlion Worker coming along? Hope you haven't forgotten about it :cat:
[QUOTE=ChubbyDash;52015281][url]http://www.mediafire.com/file/d1z22vdd3uf3okd/HL2EP2EP1WCMAPPACKCOMPILED.zip[/url]
Compiled all the EP1/EP2 WC Mappack maps. Or, most of them... Two or three of them won't compile, but you're welcome to try yourself. Enjoy![/QUOTE]
For the SPB or for Retail?
[QUOTE=Gurluas;52018120]For the SPB or for Retail?[/QUOTE]
Retail
[QUOTE=Snood_1990;52016169][img]http://puu.sh/uZr6M/ce8e37e7f9.png[/img]
Started doing a modelled redux version of the manhack arcade machines.
Looks a bit meh right now, dunno if I should continue it.
I want to eventually communicate a design that's less of a voluntary experience, and more a machine that a citizen has been strapped into against their will.[/QUOTE]
Recently I found out there was a very early proto-quasi-virtual reality machine called the Sensorama, and its design reminded me of that Manhack tech a bit.
[img]https://upload.wikimedia.org/wikipedia/commons/d/dc/Sensorama-morton-heilig-virtual-reality-headset.jpg[/img]
And I think you should continue, totally!
Didn't see much mention of this, but there's an ep1_c17_03 map in the VMFs which isn't in the full game, though it's slightly corrupt for some reason but luckily easy to fix: open in notepad++, search for "env_speaker" and a couple lines down should be some lines that look like:
[code]
"rulescript" "scriptstalker
ags_alyx.txt"
[/code]
The compiler doesn't like this since the rulescript line doesn't have an end quote, somehow it's had an extra linebreak added to it, to fix it just change it to
[code]
"rulescript" "scripts/talker/nags_alyx.txt"
[/code]
Guess they had the path set to "scripts\talker\nags_alyx.txt" before with backwards slashes, and some parser must have accidentally turned the \n in the path into a new line, weird.
Anyway do the above for all the env_speaker matches you find and now it should load into hammer and compile fine :)
I've only had a small look through and it seems pretty bare, bunch of streets filled with zombies/antlions and some apartments with missing textures and weird doors, didn't really play through it properly though so I probably missed a lot, would be nice if someone made a walkthrough video of it.
All those early maps, folks, their info should go on The Cutting Room Floor for some good-ass measure.
If there was a medal for discovering resources (like these maps) from early development in unconventional ways, you'd need it.
[QUOTE=Cvoxalury;52018365]Recently I found out there was a very early proto-quasi-virtual reality machine called the Sensorama, and its design reminded me of that Manhack tech a bit.
And I think you should continue, totally![/QUOTE]
The earliest Manhack Arcade in c17_05_05 actually had a design like this for the game machines - rows of plain old arcades.
Maybe thats my retro-brain talking, but I really prefer a design like that than some Matrix-like shit where they strap you forcefully. Feels much more "real".
Regarding the Manhack arcades I had a bit of an idea lore wise.
Instead of entertainment purposes they're more of a job; you go to the arcades, slice up a few rogue citizens and then get some extra rations, all without the need to join up with civil protection.
Maybe justified along the lines of "I'm not a monster but I just need some extra food" (Possibly due to Combine reducing rations for their district due to anti-citizen behavior going on)
Of course there is the problem of being seen going in and out of "Breen's Citizen Carving Funland" but not so much for gasmask citizens.
Idk, just something that popped into my head.
Turns out there's a demo of HL2:EP2 for Xbox 360: [url]https://www.youtube.com/watch?v=aIE0gH1i35U[/url]
Although it ends at a different point compared to ep1_demo_01 so that's clearly a different map.
So it's impossible to share the archive with that builds folder anymore ? Wish i could download the whole archive before everything happened :/
[QUOTE=Nicknine;52018997]Turns out there's a demo of HL2:EP2 for Xbox 360: [url]https://www.youtube.com/watch?v=aIE0gH1i35U[/url]
Although it ends at a different point compared to ep1_demo_01 so that's clearly a different map.[/QUOTE]
The comments on that video gave me a degenerative disease.
[QUOTE=1/4 Life;52019144]The comments on that video gave me a degenerative disease.[/QUOTE]
[img]http://i.imgur.com/ED1nN9u.png[/img]
I want to die
Here is my progress on porting Half-Life 2: Episode One and Two assets to the Source Particle Benchmark.
[video=youtube;JGHKmZK3yHk]https://www.youtube.com/watch?v=JGHKmZK3yHk[/video]
[QUOTE=BlackSnow;52019259][IMG]http://i.imgur.com/ED1nN9u.png[/IMG]
I want to die[/QUOTE]
[IMG]http://i.imgur.com/sTXx3U1.png[/IMG]
It bassistly made me die
[QUOTE=1/4 Life;52019672]
It bassistly made me die[/QUOTE]
[img]http://i.imgur.com/8jyoSuH.png[/img]
[QUOTE=Tuskin;52019736][img]http://i.imgur.com/8jyoSuH.png[/img][/QUOTE]
[B][I]??????????????[/I][/B]
Even I can't make a single word of that, and I was one of the few that understood what our russian with the super broken english talked about.
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