VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
uhh i bet this one was posted like a basingallion times but i haven't seen proper demonstration of it
i also wanted to see how it works with various physics objects, apparently resized props make it crash
sonar is kinda boring
[video=youtube;6iQw1Qqd4ow]https://www.youtube.com/watch?v=6iQw1Qqd4ow[/video]
also i cant find that combine shielder npc from the same leak anywhere
[QUOTE=Mattscreab;51579034]uhh i bet this one was posted like a basingallion times but i haven't seen proper demonstration of it
i also wanted to see how it works with various physics objects, apparently resized props make it crash
sonar is kinda boring
[video=youtube;6iQw1Qqd4ow]https://www.youtube.com/watch?v=6iQw1Qqd4ow[/video]
also i cant find that combine shielder npc from the same leak anywhere[/QUOTE]
If you are looking in the 2007 leak its in the episode3 folder with the scanner*
[QUOTE=Mattscreab;51579034]uhh i bet this one was posted like a basingallion times but i haven't seen proper demonstration of it
i also wanted to see how it works with various physics objects, apparently resized props make it crash
sonar is kinda boring
also i cant find that combine shielder npc from the same leak anywhere[/QUOTE]
The sonar works with manhacks and scanners I believe by putting a triangle on their location.
I was messing around in Gmod Sandbox. And in the Half-Life 2: Episode Two props, I found the train platform that Alyx was to fall from in the trailer. HOW THE FUCK DID WE MISS THIS?![IMG]http://images.akamai.steamusercontent.com/ugc/112986234420089338/0A899B2068C4C1EF06A4CD21A12F9ABCF4971CF2/[/IMG]
[QUOTE=Gamer#1;51580460]HOW THE FUCK DID WE MISS THIS?![/QUOTE]
How did you?
[QUOTE=Gamer#1;51580460]I was messing around in Gmod Sandbox. And in the Half-Life 2: Episode Two props, I found the train platform that Alyx was to fall from in the trailer. HOW THE FUCK DID WE MISS THIS?![/QUOTE]
You're later than Half-Life 3
[QUOTE=Gamer#1;51580460]I was messing around in Gmod Sandbox. And in the Half-Life 2: Episode Two props, I found the train platform that Alyx was to fall from in the trailer. HOW THE FUCK DID WE MISS THIS?![/QUOTE]
I guess I can give you a clap and a half for knowing where the prop goes. Eh.
[QUOTE]Preview images from a lost "Valve Visit" video, presumably showing much preview footage of Half-Life and other footage from behind Valve's closed doors.
Sources:
[url]http://web.archive.org/web/20000815065639/http://www.halflife.org/files/multimedia/[/url]
> valvevisit.avi
> valve2.zip
[T]http://i.imgur.com/KoX4BKX.jpg[/T]
[T]http://i.imgur.com/pF5K1Me.jpg[/T]
[T]http://i.imgur.com/Rf1ftuW.jpg[/T][/QUOTE]
[URL="https://valvearchive.btr.pm/archive/Game%20Media%20Archive/Half-Life/Videos/Valve%20Visit/"]https://valvearchive.btr.pm/archive/Game%20Media%20Archive/Half-Life/Videos/Valve%20Visit/[/URL]
[QUOTE]VX Visits Valve ([B]??-??-1998[/B])[/QUOTE]
[QUOTE][B]Broken Links[/B][/QUOTE]
[url]http://web.archive.org/web/*/http://download.gamestats.com:80/half-life/files/multimedia/valve2.zip[/url]
[url]http://web.archive.org/web/*/http://download.gamestats.com:80/half-life/files/multimedia/valvevisit.avi[/url]
[url]http://web.archive.org/web/*/http://download.gamestats.com:80/half-life/files/valve2.avi[/url]
[QUOTE]Interview with Gabe Newell about Valve Software ([B]05-02-2000[/B]) ([B]The Catacombs[/B])[/QUOTE]
[url]http://web.archive.org/web/20010210225357/http://www.planetfortress.com/catacombs/interview_gabenewell.shtml[/url]
[QUOTE]Kastro: Our message board has floated with talks about taking out hand held concs for medics/scouts, removing a rocket and two grenades from the soldier, and making the HWGuy faster. What are the changes in the next TFC patch gonna see for all of the classes?
[B]Gabe Newell: We've decreased the distance a concussion grenade throws you. It's still possible to do some impressive conc jumps, but you can't jump from one battlement to the other in 2fort. We've reduced the starting number of grenades for all classes, and the maximum grenade carrying amounts for a couple of classes.[/B][/QUOTE]
[QUOTE]Kastro: You worked for Microsoft for 13 years. How was that like? (you know, ordinary stuff, like the tall cash you made, etc.. :O)
[B]Gabe Newell: Well, when I was first at the company it was a huge amount of fun. Microsoft was the third largest software developer on the eastside of Lake Washington. We were the good guys, and we were going to change the world. IBM was the evil empire, and Bill came over to the apartment I shared with a couple of other Microsoft employees to play poker.[/B][/QUOTE]
[QUOTE]Kastro: When is TF2 expected to go into beta testing? Some details on that would be splendid.
[B]Gabe Newell: Mr. Newell made no comment on this topic. Notice the clever use of the word splendid![/B][/QUOTE]
[QUOTE]Kastro: You do know that Dhabih Eng is my idol? (for those who don't know, Dhabih Eng works for Valve now and is a great artist, his site is located at [url]www.sijun.com[/url])
[B]Gabe Newell: Hmm. I think you'll be pretty happy to see what he's been working on, then.[/B][/QUOTE]
[QUOTE]Kastro: People say that if you do some of the stuff that is rumored about being done to TFC (removing things, etc...) you will lose a big audience which will go to Q3F and other FPS games. Are you worried about this?
[B]Gabe Newell: We're worried about making the game better. We spend a lot of time playing it, a lot of time watching people play, and a lot of time talking to external testers to make sure it gets better. So long as we do that, I think we will be keeping people happy.[/B][/QUOTE]
[QUOTE]Kastro: Will TFC be updated to TFC2? TF2 is a different kind of game than TFC, so will you cease work on TFC and focus everything over to TF2 or work on a TFC2 also?
[B]Gabe Newell: TFC and TF2 are very different games to play. I expect TFC will have a long life ahead of it.[/B][/QUOTE]
[QUOTE]Kastro: How are things going with CounterStike since the merge with them? Will Gearbox be involved in lending the CS team a hand?
[B]Gabe Newell: Gearbox has a bunch of things they are working on, and the Counter-Strike guys are working with us directly. It's great.[/B][/QUOTE]
[QUOTE]Kastro: More rumors have it that there will be new teams in upcoming TFC patches. Is there any plans for a Russian team? An Arab team?
[B]Gabe Newell: I think a female team is our highest priority.[/B][/QUOTE]
[QUOTE]Kastro: Will valve be adding any new maps to future patches?
[B]Gabe Newell: Yes.[/B][/QUOTE]
[QUOTE]Kastro: Are you worried about losing a large amount of the TFC audience after all these changes are going to be made?
[B]Gabe Newell: We worry about the game. I'm more worried that we aren't spending enough time improving it than I'm worried that we need to freeze it in place.[/B][/QUOTE]
[QUOTE]Kastro: What do you think of the whole TFC clan scene?
[B]Gabe Newell: I wish I had enough time to start my own.[/B][/QUOTE]
[QUOTE]Kastro: Who, on the Valve staff, is the TFC frag master?
[B]Gabe Newell: Robin Walker. Right now Robin is probably our best overall game player at just about everything, much to our annoyance. Harry Teasley beat Robin once at Soul Caliber and spent the rest of the day telling everyone.[/B][/QUOTE]
[QUOTE]Kastro: When TF2 will be released, will you be making a sequel for the mod CounterStrike?
[B]Gabe Newell: Counter-Strike has a long future ahead of it. Minh's got tons of things he wants to do.[/B][/QUOTE]
[QUOTE]Kastro: We know that all of you have been very busy as of late, but are there any plans of Half-Life 2 being sketched out yet?
[B]Gabe Newell: I think we've got a lot of things to put to bed before we start talking about any sequels.[/B][/QUOTE]
[QUOTE]Kastro: The short add on for Half-Life (Opposing Force) was a great add-on, does Gearbox plan to realease any others any time soon?
[B]Gabe Newell: Gearbox is working on the Dreamcast version of Half-Life, and part of it will be a new episode of the events at Black Mesa.[/B][/QUOTE]
[QUOTE]Kastro: Do you prefer to bunk on top or bottom?
[B]Gabe Newell: I suppose that depends upon who's in the other bunk.[/B][/QUOTE]
[QUOTE]Kastro: Did you meet Bill Gates personally when you worked for MS? What kind of person is he?
[B]Gabe Newell: No answer once again.[/B] Not sure if he simply skipped this one or he just hates Bill Gates that much :O) (J/K)[/QUOTE]
[QUOTE]Kastro: Thank you for your time Mr. Newell. Say hello to the whole Valve staff from The Catacombs staff if you may :O)
[B]Gabe Newell: Sure.[/B][/QUOTE]
[QUOTE=1/4 Life;51580691]How did you?[/QUOTE]
I found this in the Half-Life 2: Episode Two props folder in the spawnmenu through the props_outland file. It can be found alongside with a pumpkin that was found in the V2 thread.
[editline]25th December 2016[/editline]
[QUOTE=Exploders;51580885]You're later than Half-Life 3[/QUOTE]
I prefer to think of it as being delayed...
Did anyone save a copy of the original day of defeat source alpha? Where they basically ported the original dod into source.
[QUOTE=Gamer#1;51582428]I found this in the Half-Life 2: Episode Two props folder in the spawnmenu through the props_outland file. It can be found alongside with a pumpkin that was found in the V2 thread.
[editline]25th December 2016[/editline]
I prefer to think of it as being delayed...[/QUOTE]
1/4 was asking how you missed it. Because everyone else knew already
[QUOTE=Tuskin;51582898]1/4 was asking how you missed it. Because everyone else knew already[/QUOTE]
I was most probably not yet in this thread series by the time you guys discovered it. I joined near the end of Summer.
[QUOTE=Gamer#1;51583618]I was most probably not yet in this thread series by the time you guys discovered it. I joined near the end of Summer.[/QUOTE]
I think it was also rhetorical
[QUOTE]Valve Trip: Day 2 - New TFC Models Preview ([B]02-23-2001[/B]) ([B]PlanetFortress[/B])[/QUOTE]
[QUOTE]Today we are proud to present our article of the new TFC Models to be released in the next patch (due "soon"). in this article we answer a few of the most common questions, and have a screenshot of each of the new models. I think you'll really be pleased with how they look (I know I am). However, if you don't like them, just add "tfc_newmodels 0" to your config (without quotes) and you'll have the old model set.[/QUOTE]
[QUOTE][B]Just like the title says, our preview of the TFC Models Valve will be rolling out in the new [U]1.1.0.6 patch[/U], we got a hands on view and will provide shots of them all with some comments. [/B][/QUOTE]
[url]http://web.archive.org/web/20010224061703/http://www.planetfortress.com/schtick/valvetrip/newmodels.shtml[/url]
[QUOTE]The new models were simply awesome. The option is in there for everyone to switch back for personal preference or performance issues. And while the new models do use a higher poly count and such, the overall load of the new models and halflife is nothing compared to Quake 3. So if for whatever reason you want to keep the old way you can, myself, I'll be using the new ones.
There are a couple new weapon models. Chuck Jones has been working on them as a personal mission. He originally did the models without really having the full view of the classes and their role. I.e. he didn't realize what a combat class the medic was, so the new models reflect the classes roles better now.
The demoman has a new pipebomb launcher model, but actually it's been around since the initial version, but just never got in the installer and lost.. He found it, so it's now in. If he has time he'll work on a new railgun and other things. The models are a pet project after this main release and we'll see new ones in a patch every now and then until they are happy with them all. He'd also like to redo the sentry model..
Robin showed off each class to us and they all look sweet. Lets just say that you'll recognize the HWGuy when you see him -- which is also now Robin's favorite model. He is beastly.
The models now sit lower. - Rather, it appears that way, there is no change for hitboxes or anything. But you do notice the difference as they are 6 to 8 “game inches” lower. [/QUOTE]
[QUOTE][B]Scout[/B][/QUOTE]
[T]http://i.imgur.com/b2NUJOV.jpg[/T]
[QUOTE]No longer does the scout look like a school boy running from the town bully. He now struts around in a full cameo (looks to be a Russian cut jacket style) and has a backpack to boot!
Looking close you will notice the scout also has a drop down mike and a slick looking visor.[/QUOTE]
[QUOTE][B]Sniper[/B][/QUOTE]
[T]http://i.imgur.com/Rffx4WD.jpg[/T]
[QUOTE]There was a sale at the local [I]Sniper's Surplus[/I], so the sniper went shopping. Turning in his hat, the sniper picked up some new gear. Looking at the sniper he sports a ghillie suit which helps him blend into the environment. The detail level on the gun has increased as well; the scope has night-vision green lens.[/QUOTE]
[QUOTE][B]Soldier[/B][/QUOTE]
[T]http://i.imgur.com/OZEfyeh.jpg[/T]
[QUOTE]Like most of the models the soldier is now a little bigger and a little more intimidating. Like the scout the soldier also has a backpack for his gear. You'll note that he has a new 3rd person rocket launcher model, just another visual enhancement (like the chaingun and pipebomb launcher). Finally, the soldier has a zebra stripped face paint, and new brain bucket.[/QUOTE]
[QUOTE][B]Demoman[/B][/QUOTE]
[T]http://i.imgur.com/hq7z9ke.jpg[/T]
[QUOTE]The demoman looks like a good cop gone bad. Vest, visor, helmet, you can blow up stuff in style. The 3rd person pipe bomb model was originally suppose to been package with the first launch, but it slipped through the cracks and was lost (so it's now in). Either way the demoman looks great.[/QUOTE]
[QUOTE][B]Medic[/B][/QUOTE]
[T]http://i.imgur.com/pm4gAAD.jpg[/T]
[QUOTE]The old TFC medic never really fit into the game. He looked like he should have been in ER. The new medic is sporting some new rags, but still keeps the gas-mask and other tell tale items, but keeps the medic with the feel of the combat class that he can be.[/QUOTE]
[QUOTE][B]Heavy Weapons Guy[/B][/QUOTE]
[T]http://i.imgur.com/nOKpmxx.jpg[/T]
[QUOTE]"You'll know him when you see him." Whenever anyone who has seen this guy was asked what he looks like, that's the response given with a big grin. The HWGuy sports a new player model, a new 3rd person chain gun model and a new rip-roarrin' .wav to instill fear of any who cross it's path!
Robin had this to say, "The HWGuy definitely has to be my favorite model right now. Everyone want's to do a chaingun now, so we had to go back and beef ours up."
The chaingun model wouldn't be half as impressive without the rotating barrel animation, courtesy of Pink (of [URL="http://web.archive.org/web/20010331213740/http://www.frontlineforce.com/"]Frontline Force[/URL]) -- I had to make mention of that because I owed Pink a favor since he let me use his computer and took one with no sound during the play test at Valve. Thanks man. [g][/QUOTE]
[QUOTE][B]Pyromaniac[/B][/QUOTE]
[T]http://i.imgur.com/diSQCjo.jpg[/T]
[QUOTE]Check out the visor! One thing you can really see is the way the visor adjust to the lighting. Demo and Scout have the same effect, but the visor on the pyro really shines. Like the other classes the pyro has the camo showing with the blue showing his team colors.
I suspect a lot more people will be playing pyro now with this new look, the beffier weapon he was given in the last patch, plus if they learn he can take a HWGuy down faster than -any- other class. Here's to some warm fights![/QUOTE]
[QUOTE][B]Spy[/B][/QUOTE]
[T]http://i.imgur.com/tNfURD6.jpg[/T]
[QUOTE]They Spy continues with the look he originally got in TFC. I know a few people were rooting for him to return to the James Bond look he had back in QTF, but when your playing in game, I think you'll agree he fits better with the rest of the classes with this look. Plus his gadgets (i.e. the wicked eyepice) make him look sweet. -- I really dig the knife on his back, that also sells this model for me.
You'll notice that he looks rather scrawny in this pic, and well he is. Just compare him to the engineer. But the Spy is all about agility anyway, so it's all good.[/QUOTE]
[QUOTE][B]Engineer[/B][/QUOTE]
[T]http://i.imgur.com/1YJ6R9t.jpg[/T]
[QUOTE]The engineer still has the same basic design and still smokes the cigar (which is now beffier, and if were lucky will have a smoke sprite by the time of release). The model was cleaned up from the former design, the hard hat and overall still remain, but he has hit the weights to beef up, gotten a tan and is to be one bad ass engineer.[/QUOTE]
[QUOTE][B]The Prez?[/B][/QUOTE]
[QUOTE]What about two-ton-Tessy's Lover?
[B]Valve: The prez remains the same (this time, anyway).[/B][/QUOTE]
[QUOTE=QWERTERBERY;51583919]"Lot's of images that should be thumbnails."[/QUOTE]
Please, use [t] instead of [IMG] when you have a post with lots of large pictures.
[QUOTE]Valve Trip: Day 4 - Doug Lombardi & Erik Johnson Interviews ([B]02-24-2001[/B]) ([B]PlanetFortress[/B])[/QUOTE]
[QUOTE]Today we present two short interviews with Doug Lombardi and Erik Johnson. The goal of these interviews were to help show the personality of these two guys as they are very involved with the community.. It's not quite the same as Robin's Interview, but I do hope that you'll find these to be entertaining. Here's a snip:[/QUOTE]
[QUOTE][B]Sometimes good captions are hard to come by, but you’ll like these interviews much more. Included today’s article is an exclusive on Doug’s Heavy weapon guy tactics! [/B][/QUOTE]
[url]http://web.archive.org/web/20010228173345/http://www.planetfortress.com/schtick/valvetrip/ed_interview.shtml[/url]
[QUOTE]Straight up, these interviews have no monumental information in them, our goal was simply to get a little humor and background in with a couple members of Valve who are the people who operate with the community. Enjoy the quick Q & A Sessions with Erik Johnson and Doug Lombardi:[/QUOTE]
[QUOTE][B]Erik Johnson[/B][/QUOTE]
[QUOTE]PlanetFortress: How did you end up at Valve?
[B]Erik Johnson: I worked at Sierra for a few years before coming over to Valve to help with testing and shipping Half-Life. After spending about 7 months working on getting Half-Life out the door, I stayed here at Valve. [/B][/QUOTE]
[QUOTE]PlanetFortress: What is your main role at the office?
[B]Erik Johnson: For the most part I work on making sure everything is working smoothly to get projects completed and out the door. What this means is that I spend most of my time trying to think of how to murder Robin's new inflatable kangaroo. [/B][/QUOTE]
[QUOTE]PlanetFortress: What is the best part of your day?
[B]Erik Johnson: Right now the play tests we are having daily is definitely the most rewarding. We're about ready to release a bunch of new content that is all coming together at once, and it's great watching it all come together. Getting ten to fifteen people together in a room and talking through the events, problems, and opinions of the previous hour's play is how we make our games better. [/B][/QUOTE]
[QUOTE]PlanetFortress: What are two things you'd like to change about the TF Community?
[B]Erik Johnson: I'd love to see more user (non-Valve) maps running on TFC servers, since there are some excellent user maps that aren't getting the coverage they deserve. Hopefully we will be able to solve this distribution problem some time in the future. [/B][/QUOTE]
[QUOTE]PlanetFortress: How do you get even with Robin after he thrashes everyone at Soul Caliber?
[B]Erik Johnson: Please refer to the second question. I'm working on it. [/B][/QUOTE]
[QUOTE]PlanetFortress: Do you approve of Doug Lombardi's "duck and to the right" move? Does it bother you when he randomly does it in the office?
[B]Erik Johnson: I can't say that I approve of it, but he's got a very consistent strategy. [/B]
The last one was more of an inside joke about Doug Lombardi's Hw Combat strategy -- though roumer has it this maneuver extends beyond the office setting. -- yeah, I'll just leave that one alone. [/QUOTE]
[QUOTE][B]Doug Lombardi[/B][/QUOTE]
[QUOTE]PlanetFortress: How did you end up at Valve?
[B]Doug Lombardi: In 1977, my uncle Nick gave the kids in my family an Odyssey 2000 for Christmas. Then, in 1978...(laughs).
OK, let's try the shorter version of the story. After a short career in the music industry, I made the transition to editorial work covering games and technology. After a stint at Imagine and then CNET, I found myself at Sierra as the senior product manager on Valve's account, among other things. After a few years there, a few other companies started approaching me and that got me thinking about what was next. I sat down to discuss this with Gabe, and he convinced me to join Valve. [/B][/QUOTE]
[QUOTE]PlanetFortress: And you do all the PR work?
[B]Doug Lombardi: The moniker these days is Director of Marketing and 3rd Party Relations. On a day-to-day basis, that means taking care of anything from managing relationships with outside groups such as Gearbox, working on PR items, coordinating the creation of box and ad art, etc. [/B][/QUOTE]
[QUOTE]PlanetFortress: What is the favorite part of your day?
[B]Doug Lombardi: Getting the email from Robin saying he won't be in today. Seriously, there are so many cool things about working at Valve that it's hard to pick just one thing as my favorite. For example, someone will grab me in the hallway and say, "Hey, look at what we are doing here," and then show you some amazing new bit they've just got up and running. Then there is the email that says, "The play test server is up!" Recently, I've been getting calls from all kinds of major media outlets wanting to write about CS and other HL mods. After years of working with the mod teams, those calls are really satisfying. [/B][/QUOTE]
[QUOTE]PlanetFortress: Is there anything you would like to change about your daily dealings?
[B]Doug Lombardi: I would like to clone myself. [/B][/QUOTE]
[editline]26th December 2016[/editline]
[QUOTE]Valve Trip: Day 5 - Upcoming TFC Goodies ([B]02-25-2001[/B]) ([B]PlanetFortress[/B])[/QUOTE]
[QUOTE][B]Robin was able to tell us some of the cool things in store for TFC. Voice Communication, The currently dubbed “Commander Bot” and a new stats program to help Valve learn about TFC. [/B][/QUOTE]
[url]http://web.archive.org/web/20010228173909/http://www.planetfortress.com/schtick/valvetrip/tfcgoodies.shtml[/url]
[QUOTE]In chatting with Robin and others at Valve, we have been able to put together a nice article that lays out the current status of all the features for TFC that we have been waiting for that are not going to be released in the upcoming 1.1.0.6 patch. I hope this answers any questions you had about what happened to these features and if/when we will see them, enjoy![/QUOTE]
[QUOTE]PlanetFortress: What is the story on the 'commander class' that was talked about a while ago? Is that still in development?
[B]Robin: We haven't got a fancy name for it right now, but we're calling it the "commander bot."
We wanted to create an automatic system that would take care of the simple stuff that happens over and over. Even if we do introduce a full commander class to the game, it won't be much fun if their role is limited to relaying simple stuff like "Incoming Scout" and stuff like that. So, we are attempting to automate that with the commander bot.
Initially, it would be sort of a "coach" and help you understand what sort of things you need to do. So, let's say you've never played TF before and jump on a server, and decide to play as the scout. The commander bot will tell you things like, "Go and get the enemy flag." If someone else on your team grabs the flag, it will tell you to go support him or her.
Now, we also want to take the bot further so he is useful to hardcore players. For example, it'll be able to tell you about the enemy incoming, and important info about your team. Hopefully, it will not only make TFC a little easier to understand, it will also remove the need for clans to have elaborate bind systems. It should also teach us a bunch of useful information about what people want from their commander. "I like these messages from my commander, but this wasn't useful."[/B][/QUOTE]
[T]http://i.imgur.com/TUHZ52i.jpg[/T]
[QUOTE]PlanetFortress: So what's the status of the Voice Communication?
[B]Robin: Were testing it still. Were trying to find out more about how it's going to affect the game. [/B]
- That was the official question/answer that we got on tape. But when we were talking with Robin about random things, the Voice Communication came up, and we found a couple more interesting tid-bits:
- Those of you who are concerned about Joe the 12 year old screaming and swearing for no reason have nothing to worry about. We were assured that those will be the least of your problems as ignore functions and the like will be fully enabled. -- Which is very comforting to know.
- Valve really wants to know about what happens when you join a server that you know everyone on it has the ability to speak to you, and you to speak back. The question is, "What will happen?" Will everyone immediately assign themselves a role? Will people fight for leadership? Will all the servers simply become a 32 person phone chat? Will people not use it? Will a hierarchy develop? -- Valve has all kinds of questions like these that they want to get answered before this feature goes public in TFC
- Beta tests are just about ready to start to explore what actually happens when all the players on the sever can talk. There is no clue on how long this process will be, it all depends on what is found in the tests. Lets hope for the best [g]![/QUOTE]
[video=youtube;KMugq37YR2I]https://www.youtube.com/watch?v=KMugq37YR2I[/video]
Wait what, what were the old TFC models?
[QUOTE=Spor;51584654]Wait what, what were the old TFC models?[/QUOTE]Team Fortress Classic was originally inhabited by these handsome boys on release:
[img]http://i.imgur.com/skLwC5l.jpg[/img]
But wait! We can go even older:
[t]http://i.imgur.com/sRcucJu.jpg[/t]
And for no reason in particular, here's the very first screenshot of TFC ever unveiled to the public:
[img]http://i.imgur.com/W7uKGgX.jpg[/img]
[QUOTE=Marphy Black;51584717]Team Fortress Classic was originally inhabited by these handsome boys on release:
[img]http://i.imgur.com/skLwC5l.jpg[/img]
But wait! We can go even older:
[t]http://i.imgur.com/sRcucJu.jpg[/t]
And for no reason in particular, here's the very first screenshot of TFC ever unveiled to the public:
[img]http://i.imgur.com/W7uKGgX.jpg[/img][/QUOTE]
I wonder why valve made them uninteresting and same-y for some reason. Also they have never been good with reveal screenshots.
[img]http://i.imgur.com/Cd2o0So.png[/img]
[url=http://web.archive.org/web/19991013191122/http://www.gamespot.com/features/halflife_final/part34.html]Source[/url]
They just don't care.
Steam HL2 screenshots still have beta zombies on them (with alpha torso zombies, too)
[QUOTE=DoktorAkcel;51584947]They just don't care.
Steam HL2 screenshots still have beta zombies on them (with alpha torso zombies, too)[/QUOTE]
My original dvd copy of hl2 has like e3 traptown screenshots on it and the older white coated citizens holding mp5ks.
[QUOTE=Snood_1990;51585083]My original dvd copy of hl2 has like e3 traptown screenshots on it and the older white coated citizens holding mp5ks.[/QUOTE]
Found my Orange Box DVD.
Everything is in order... except TF2. Alpha screenshot.
can anyone retell me the story behind demo_arctic.bsp
it's valve made? somebody fixed it up? what was it for?
[QUOTE=Hell-met;51586108]can anyone retell me the story behind demo_arctic.bsp
it's valve made? somebody fixed it up? what was it for?[/QUOTE]
If I remember correctly, it was one of the earlier ideas for the start of Half Life 2, where you advance across an arctic area with various human structures towards a giant Borealis in the distance.
[QUOTE=livelong;51586112]If I remember correctly, it was one of the earlier ideas for the start of Half Life 2, where you advance across an arctic area with various human structures towards a giant Borealis in the distance.[/QUOTE]
Nooooo. It's not early enough a map for that. That idea is wrongly described anyway.
[QUOTE=livelong;51586112]If I remember correctly, it was one of the earlier ideas for the start of Half Life 2, where you advance across an arctic area with various human structures towards a giant Borealis in the distance.[/QUOTE]
No, it wasn't.
[QUOTE=bw1119;51586184]It's not early enough a map for that.[/QUOTE]
Why? demo_arctic could be a slightly modified leftover from a prototype they made for that intro.
It fits the description Marc gave for this intro pretty well:
[QUOTE]You would start in the fog, on the ice, hearing a ship bell tolling, and make your way forward until it appeared from the mist and you’d clamber in through a hole in the hull and explore from there. Eventually you’d get into a submersible that would be lowered through the ice and down to Kraken Base, an undersea research lab where you’d meet Dr. Mossman.[/QUOTE]
shadertest/lightmappedbasealphamaskedenvmappedtexture is the old glasswindow020a (circa ~2000-2001), based on the old envmap mask for glasswindow020a in the leak.
[B]glass/glasswindow020a_mask (leak):[/B]
[IMG]https://i.imgur.com/iSMWzHi.png[/IMG]
[B]shadertest/lightmappedbasealphamaskedenvmappedtexture:[/B]
[IMG]https://i.imgur.com/ZAStdYm.png[/IMG]
[editline]26th December 2016[/editline]
[QUOTE=BuTou;51588258]Why? demo_arctic could be a slightly modified leftover from a prototype they made for that intro.[/QUOTE]
Hmm, it's definitely possible.
The yellow powder residue on that window reminds me of the map "proto_airexchange001"
[t]http://combineoverwiki.net/images/8/8a/Proto_airexchange001_s1.jpg[/t]
Note the specific powder-covered pipe textures. I still wonder if there's any significance to that.
[QUOTE=HGrunt;51588387]The yellow powder residue on that window reminds me of the map "proto_airexchange001"
[t]http://combineoverwiki.net/images/8/8a/Proto_airexchange001_s1.jpg[/t]
Note the specific powder-covered pipe textures. I still wonder if there's any significance to that.[/QUOTE]
It's possible the texture used to look different. Even probable.
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