• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=glitchvid;52029085]Not "All of it", a significant portion of it was articles, press releases, and other totally fair-game data for public archival. More specifically what's not "Ok" about this is how Valve has gone about it. Valve is totally in the legal clear to take down that stuff; But they'd also have a legitimate suite against SteamDB for trademark infringement and possible brand-harm, an easy case made with how many people mistake the @SteamDB account for Steam or its support, [I]but does that make it "Ok"?[/I] These leaks (Sans the Junction-Point part, because that is tied up in another studio) don't hurt Valve in any monetary sense, just because a group of people have the VMFs for HL2:EP2 doesn't mean HL2:EP2 isn't going to sell as much; this shit is pretty niche and basically only effects this small community, and whoever at Valve made the asset. Valve of old used at least be consistently ~Meh ok~ about copyright, I mean hell look at the TF2 "Meet The Team" titlecards, [URL="https://wiki.teamfortress.com/w/images/7/75/PyroVidSplash.png"]copyright LOLOLOL[/URL]; but this aggressiveness is new, especially for such a tired IP.[/QUOTE] Valve has always been secretive about work-in-progress content, it's not a matter of monetary sense at all to them, and that's pretty clear. It's not like in recent years Valve has cracked down on people leaking their dev content, they've always been against it, and it's been happening since before HL2 released. Valve has their own reasons for keeping this stuff private, doesn't matter if you find it illogical because it doesn't make sense money wise, others should respect their wishes. They trusted a select amount of people with incredibly secret content and a [I]huge[/I] amount of content was leaked. I'd be angry if I was Valve. It seems like they just wanted everything down because the amount that was leaked was so large. I don't blame them for reacting that way when they just want the content gone asap. Next time don't host perfectly fine files right next to clearly unallowed ones
[QUOTE=t h e;52029794]Valve has always been secretive about work-in-progress content, it's not a matter of monetary sense at all to them, and that's pretty clear. It's not like in recent years Valve has cracked down on people leaking their dev content, they've always been against it, and it's been happening since before HL2 released. Valve has their own reasons for keeping this stuff private, doesn't matter if you find it illogical because it doesn't make sense money wise, others should respect their wishes. They trusted a select amount of people with incredibly secret content and a [I]huge[/I] amount of content was leaked. I'd be angry if I was Valve. It seems like they just wanted everything down because the amount that was leaked was so large. I don't blame them for reacting that way when they just want the content gone asap. Next time don't host perfectly fine files right next to clearly unallowed ones[/QUOTE] The fact they're illogical about what and when things are "perfectly fine" and not is the Crux of the problem, on one hand they didn't do anything about the HL2 leak for years, but God forbid some portal shit gets out. Valve used to be a company that had a lot of good will and respect from the community, they went to them when the HL2 leak happened, and many people both helped and pledged to not play the beta before the game came out. But with recent actions, the deafening silence, and outright disdain they treat the HL series with has eroded that. I don't trust Valve anymore, especially after they basically have a broken goldsrc repo they just CBA to unfuck, let alone open-source it. It's up to us to ensure that Valve's history isn't erased or forgotten. [editline]29th March 2017[/editline] Oh BTW it's a good bet with all that's happening​ at least a few people from Valve are reading this thread.
[QUOTE=Dindex;52029527]There's more than one valve employee that were aware with the valve archive actually. I've talked to David spayer about the whole situation, he did said that they were communicating with jackathan about the archive.[/QUOTE] I said that Liam was the one that asked. I didn't say that he was the only one that knew about it.
[QUOTE=glitchvid;52029876]Oh BTW it's a good bet with all that's happening​ at least a few people from Valve are reading this thread.[/QUOTE] hey valve i still love you guys pls hire
Dunno if these are well known, but L4D2 beta contains a bunch of dev maps (+ some more styleguides :v:): [quote] motionprimingtest motionprimingtest_rev navigationtest_a styleguide_semiurban_01 styleguide_swamp01 styleguide_swamp_cheapwater01 styleguide_urban_01 test_box2 test_macguffin test_mall test_scavenge zoo_carnivalgames zoo_infected2 zoo_jukebox zoo_swamp_foliage_01 zoo_trafficsigns zoo_urban_foliage_01 [/quote] Sadly most of them are missing textures/models that neither L4D2 or the beta have... Managed to find a few from other games but there's still a lot missing. I've packaged the maps with whatever textures/models I could find, also includes a list of the missing deps, and a txt file describing the problems with each map: [url]https://mega.nz/#!fNkAjaBC!tgkNfYysGQbR956cByKdjgGlU-09v4vGmGcVp2Kh5oI[/url] (now with the actual texture files, thanks HGrunt!) Also test_box2 and test_mall don't want to load for some reason, gives me this weird error that I have no idea how to fix, maybe someone here knows about it? [quote] String Table dictionary for downloadables should be rebuilt, only found 29 of 42 strings in dictionary String Table dictionary for modelprecache should be rebuilt, only found 173 of 289 strings in dictionary String Table dictionary for soundprecache should be rebuilt, only found 4569 of 16334 strings in dictionary String Table dictionary for ParticleEffectNames should be rebuilt, only found 409 of 503 strings in dictionary String Table dictionary for Scenes should be rebuilt, only found 2647 of 13180 strings in dictionary Host_Error: Overflow error writing string table baseline Scenes [/quote]
Your L4D2 archive seems to contain only the vmt files and no actual textures.
[QUOTE=HGrunt;52031790]Your L4D2 archive seems to contain only the vmt files and no actual textures.[/QUOTE] Oh crap, I'm using a custom app to scan for the deps and guess I forgot to copy the vtfs with them :x will fix it asap. EDIT: fixed, thanks for letting me know.
You guys might want to consider -- maybe the new VMF's sparked this conclusion, perhaps JPS had an issue with the assets they [I]probably[/I] worked on to be released and since, it's technically Valve's IP, requested them to take down that section of the archive, as targeting the vmf's specifically might've raised some bounds, standards, legal things, basically things they want to avoid. Perhaps the maps leaked contained some in progress stuff that was just on hold or something. So they took down the entire section of the archive. Unless I'm mistaken and the vmf's had yet to be added to the archive, in which case it's their content, sure it sucks, but we can't really complain if they want to claim rights on their game.; :v:
Wait there was a L4d2 beta? I only recall the demo.
[QUOTE=Gurluas;52032455]Wait there was a L4d2 beta? I only recall the demo.[/QUOTE] I guess there is? Not really sure what it is but I apparently have it, and it's just been sitting in my uninstalled games list, I have no idea when it appeared or why. Maybe I should install it and look at it. It's probably not the same thing he's speaking of (or maybe it is, I have no idea).
valve made ""betas"" long post launch to test out features without affecting the main game. TF2 had one aswell. They're not really betas so I don't know why they call it as such. (not to mention these never actually ended up with anything worthwhile that deserved such branches)
[QUOTE=RaraKnight;52032551]I guess there is? Not really sure what it is but I apparently have it, and it's just been sitting in my uninstalled games list, I have no idea when it appeared or why. Maybe I should install it and look at it. It's probably not the same thing he's speaking of (or maybe it is, I have no idea).[/QUOTE] Yep that's the one, though I grabbed them from the earliest manifest # I could find, not sure if they're still in the latest one. There's also a L4D1 beta which is harder to access, needs you to use SteamCMD / DepotDownloader with an anonymous account, haven't checked it that much yet but there seems to be some leftovers in there. eg. here's all the prefabs listed in that portal 2 file list leak a while back, not sure if these have all leaked before: [url]https://mega.nz/#!CVFDyLxT!g2KOEtco2UPtilLtBXwAD4PSj5wY9ivzWXvfei7Zqek[/url] Also includes this neat file too (zooAssetsBuildMenuEp3?): [url]https://pastebin.com/AmXXs5wx[/url]
[QUOTE=Hell-met;52032604]valve made ""betas"" long post launch to test out features without affecting the main game. TF2 had one aswell. They're not really betas so I don't know why they call it as such. (not to mention these never actually ended up with anything worthwhile that deserved such branches)[/QUOTE] What do you mean? They are betas. Betas of the upcoming updates.
Here are some cut CS:GO Demolition maps. I know this is quite old, but I didn't see much about it and I thought it was really interesting. [url]https://www.reddit.com/r/GlobalOffensive/comments/2r509n/unreleasedcut_csgo_maps_images_and_information/[/url] Looks like they already had a ton of finished assets for Embassy and Vostok.
I've been compiling and fixing some episodic/ep2/lostcoast maps. surprisingly some maps don't correspond to neither ep1 or ep2 but hl2 and earlier than hl2, some maps are the same versions seen in the leak wcmappack; zoo_standards being the old testroom_standards. Lots of stuff to pull from the leak. some materials can be pulled from css. d2_lostcoast_camera is the oldest map, hdrtest being the newest. fresco materials i, r, s, t, u and v are referenced but missing. only one scene from the boatpuzzle exists in retail lostcoast. it all dates when lostcoast was ati_2004. someone please tell me what was showcased at ati 2004 and where it was, etc. I also tried to play the lostcoast dem that slipped with steampipe update. first, protocol 7 being a easy barrier. can't play the demo on 2005 lost coast (it also refuses to load anything else but lostcoast) because there's checks for episodic gamefolder meaning it's ep1 with modified binaries. it freezes/crashes 2006 ep1 and SPB.[CODE] COM_CheckGameDirectory: game directories don't match (lostcoast / episodic) Demo playback finished ( 1.6 seconds, 2 render frames, 1.26 fps). Netchannel: failed processing message svc_ServerInfo.[/CODE] [CODE] Playing demo from e3_lc_2005_smooth.dem. FCVAR_CHEAT cvars reverted to defaults. CDemoFile::ReadRawData: buffe overflow (66083). Host_EndGame: CL_ParseClassInfo: can't allocate -4516 C_ServerClassInfos. Demo playback finished ( 301.4 seconds, 64064 render frames, 212.53 fps).[/CODE] [T]http://i.imgur.com/hyJE3kZ.png[/T][T]http://i.imgur.com/RsQEYTp.png[/T][T]http://i.imgur.com/VuKMTXi.jpg[/T] ep2_trailer_03 has a funny glitch of the vort holding alyx. interestingly there's a message for when the vort requires our help with the antlions (references to ep2_outland_02) (actually it's present in more maps iirc) [T]http://i.imgur.com/O0l0lRr.jpg[/T][T]http://i.imgur.com/sXkShYY.jpg[/T][T]http://i.imgur.com/HDKFDfo.jpg[/T] ep2_demo_gman seems to be a isolated section in ep2_outland_07 (hidden visgroups) and apparently it's a early draft of the outland_02 scenes which are used in the trailers (a part of this is seen in the official trailer, from different angles, patched up the logic_auto to not having to do manual commands) [T]http://i.imgur.com/gaQEyu9.jpg[/T][T]http://i.imgur.com/JhLbN9v.jpg[/T][video=youtube;7OaKKv9ZCgg]https://www.youtube.com/watch?v=7OaKKv9ZCgg[/video] same with silo_nexus, video of silo_nexus; missing strider animation, early dogvsstrider which apparently the strider doesnt have anims forgive the ammo issue with the strider, that's due to the mod binaries i were using [video=youtube;FiJFYjnORA0]https://www.youtube.com/watch?v=FiJFYjnORA0[/video] silo_nexus "easter egg" (outland maps numbers) [T]http://i.imgur.com/ARDB4Pr.jpg[/T] manually spawned and renamed alyx for the scripts to work [video=youtube;mEhCfn7YtJA]https://www.youtube.com/watch?v=mEhCfn7YtJA[/video] All the ep2_trailer_ and ep2_demo_ maps are used in the trailers/gameplay showcases/media. ps: a bit late but well... :)
Got to play styleguide_vista and while I mostly prefer retail, I strongly prefer the method they introduce you to the mines. I also was unreasonably pleased with the little physics puzzle with the overhead cart, I wish they kept that.
[DEL]when trying to compile montage_antlions with a more visible potion of the map this is stopping me... Compile log:[CODE]Bad surface extents point: -4032.000000 -9984.000000 -4.000000 Bad surface extents point: -4544.000000 -9984.000000 -4.000000 Bad surface extents point: -4544.000000 -9600.000000 -4.000000 Bad surface extents point: -4032.000000 -9600.000000 -4.000000 Bad surface extents - surface is too big to have a lightmap material NATURE/BLENDDIRTROCK_MINE01A around point (-4288.0 -9792.0 -4.0) (dimension: 0, 128>126)[/CODE] [T]https://cdn.discordapp.com/attachments/154306073522601984/297205411264724992/unknown.png[/T] should i remove the displacement?[/DEL] EDIT: Problem solved: was the lightmap scale being 5, setting to 6 fixed it. in the meantime i've been playing the compiled "original" map [video]https://youtu.be/Qd4znx20a7s[/video] also [video]https://youtu.be/erDElIcsiSo[/video][video]https://youtu.be/FGYFI7qIyB0[/video] [video=youtube;cI-obSLLVWI]https://www.youtube.com/watch?v=cI-obSLLVWI[/video] how is everyone compiling on source sdk 2006? i mean i tried ep1 but i cant get the tools to work... well at least hammer is crashing... weird part is that orangebox hammer works and i've set the steam environment variables
Looking through the file combine_soldier_anims.qc, I found out that Combine Soldiers should have been armed with AR1(AK-47). P.S Maybe everyone knows this, and I'm the one idiot who did not know this. Sorry for the bad English, I'm sitting with an interpreter for the teapots. [IMG]https://pp.userapi.com/c836536/v836536692/32b89/Z8j8mmWrxoI.jpg[/IMG]
Freeman "easter egg" fun at Valve apparently [T]http://i.imgur.com/nyOWHeq.jpg[/T] Interestingly montage_antlions reveals it's a clone of ep2_outland_03 (changelevel leading to 02) console output after fighting a couple antlions that unburrow:[CODE]No caption found for 'npc_vortigaunt.vort_forbearfm' Failed to load sound "*vo\npc\vortigaunt\vort_forbearfm.wav", file probably missing from disk/repository CSceneEntity vort :"!target1" unable to find gesture "p_leanLeft" Failed to load sound "*vo\npc\vortigaunt\recsilence.wav", file probably missing from disk/repository scenes\npc\vortigaunt\forbearfm-recsilence.vcd repositioned tag: apex : 0.238 -> 0.154 (scenes\npc\vortigaunt\forbearfm-recsilence.vcd:!target1:g_palm_both) scenes\npc\vortigaunt\forbearfm-recsilence.vcd repositioned tag: loop : 0.548 -> 0.449 (scenes\npc\vortigaunt\forbearfm-recsilence.vcd:!target1:g_palm_both) scenes\npc\vortigaunt\forbearfm-recsilence.vcd repositioned tag: end : 0.667 -> 0.769 (scenes\npc\vortigaunt\forbearfm-recsilence.vcd:!target1:g_palm_both) [/CODE]first trigger: CC: "That sound." [CODE]Failed to load sound "*vo\npc\vortigaunt\thatsound.wav", file probably missing from disk/repository[/CODE] CC: "There!" [CODE]Failed to load sound "*vo\npc\vortigaunt\there.wav", file probably missing from disk/repository[/CODE] Odd Antlion AI (sorry for the lack of light) [T]http://i.imgur.com/aEPt0E9.jpg[/T] Since we can bring back ammo and everything with mod binaries (and there's some remnants of npcs and some weapons). anyone yet completed or begun to bring all beta weapons to current sdk?
We may be able to find some of the sound files for the Gman and maybe more. When the Episode 1 preload was available, there were a lot of files that got removed at release. Some of these files survived in non-English versions, at least the sound files. [url]http://hlfallout.net/topic/56261-translation-of-french-soundbytes/[/url] In any case, the English version MAY be in an Episode 1 retail disc, otherwise we'd have to hope someone has the preload data for Episode 1 before the release patch that removed all those files. I suspect scene files and more may have been there too.
Extra note: intro.bsp closed captions seem to be available only on ep1 onwards. (perhaps some earlier hl2 update?) Those sound files seem familiar... isn't that some form of half-life 1 ending or half life 2 ending? now that i think, i recall them being referenced in some map i dont remember... hl2leak perhaps? Anyway... package date of the retail disc: may 3 2006 engine version: Exe build: 21:19:55 May 2 2006 (2733) The sounds you're looking for are indeed in there![CODE] 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_05.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_12b.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_12c.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_12d.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_12d02.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_comebacknow.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_getbackhere.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_inhale.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_laugh01.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_notforlong.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_notthistime.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_snarl01.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_wellseeaboutthat.wav 2006EP1\episodic\sound\vo\episode_1\npc\gman\gman_wellsh.wav[/CODE] it's also wrongly translated at that site: closecaption_english.txt [CODE] "ep_01.gman_comebacknow" "Oh no, Freeman. Come back. Come back here now." "ep_01.gman_getbackhere" "Get back here..." "ep_01.gman_laugh01" "[Creepy laugh]" "ep_01.gman_notforlong" "Not for long...." "ep_01.gman_notthistime" "Not this time...." "ep_01.gman_snarl01" "[Ominous snarl] " "ep_01.gman_wellseeaboutthat" "We'll see about that." "ep_01.gman_wellsh" " " "ep_01.gman_05" "So nice to have you with us, Mister Freeman." "ep_01.gman_12b" "Get back where you belong and forget about all this. Until" "ep_01.gman_12c" "we meet" "ep_01.gman_12d" "again... "[/CODE] gman_wellsh is untranslated and sounds like some kind of weird noisy snarl or something like that (gman abducted?) followed by "well, sh***" the first part somewhat resembles welsh? (i don't know the language but might make sense) Where is this referenced in? About additional scenes I only found this in source sdk 2013 singleplayer source files (and bundled in steampipe ep1 scenes.image maybe) [T]http://i.imgur.com/5b1pIYe.png[/T]
[QUOTE=betalker;52036298] for the teapots. [/QUOTE] Before anyone gets confused: this is a Russian idiom meaning "for the inexperienced"
map:ep2_outland_07_barn [video]https://youtu.be/IontJGGj6QQ[/video]
Lmao, the definition of awkward @ 2:03 min.
psst: also check out my previous posts, it [U]may[/U] have updated. Heh, the same awkwardness more or less happens in my video of ep2_demo_barn too... This is actually repeated in many maps, many of the demo, trailer maps, etc are copies of the earlier outland maps with visgroups tweaking and isolating. montage_antlions is a earlier ep2_outland_03 for example. shorts_slotcanyons appears to be a section of the d2_coast skynames of the lostcoast maps are most sky_ati, d2_monastery_hdr_camera might be actually the latest or not since it uses sky_lostcoast_hdr (retail skybox), shorts_saintolga_interior: sky_wasteland02 and hdrtest: sky_hdr_05 Interestingly the lost coast maps only compile properly under lostcoast gameconfig hammer paths and corresponding vproject. also the lostcoast binaries provide, the fisherman harpoon handling, otherwise when the fisherman drops it it just spawns abruptly, and the hanging lamps. Oh and the hack of replacing the combine gunship with the combine helicopter model, keeping it's AI. the siggraph06 page for hdr that shows the lost coast monastery definitely seems to come from d2_monastrey_hdr_camera but a later revision, since it almost has the camera angles and the renaming window is misplaced. [T]http://i.imgur.com/Ol3ZX1z.jpg[/T] Shorts_SaintOlga_interior has a secret passage and spiral stairs badly placed and hidden. [T]http://i.imgur.com/ZvZLByd.png[/T] Also worth noting that they used another textures, and they're still in the game also differently textured models. there was also a monastery vol light ceiling model. and pipe.mdl for the fisherman to sit, in place of the wood cabin near the gate. [T]http://i.imgur.com/e8jmD4N.png[/T] it's important to note that this latest ep1+ep2 leak are not [I]just the episodes[/I], it also includes half-life 2 and lost coast maps. most zoo_ maps date from earlier than the game release and can be found in the hl2leakwc vmfcollection. some of those maps have a identical revision. Some hl2 maps are updated for ep1 engine. As soon I noticed this, I eventually began to mount the other games in gameinfo then separated the content between each game's mapsrc. having ep2 mounted before episodic in ep1 is a good reason. Most maps were left with some carving. on some required to adjust to prevent entity leaks without building additional brushes. Remaining videos coming soon!
[QUOTE=Juesto;52034770]it all dates when lostcoast was ati_2004. someone please tell me what was showcased at ati 2004 and where it was, etc.)[/QUOTE] Lost Coast was initially conceived in late 2004 as the first in a series of short, standalone HL2 missions which would require a high-end graphics card, presumably as part of the partnership with ATI. From the "The Scanner Gets It" section of The Final Hours of HL2: [QUOTE]On that note, one cabal has already started work on what Newell refers to as the "ATI levels," a series of single-player levels that will require a super-high-end graphics card to run. Valve hopes to release those over Steam later this year.[/QUOTE]
[QUOTE=.Vic;52037345]Lost Coast was initially conceived in late 2004 as the first in a series of short, standalone HL2 missions which would require a high-end graphics card, presumably as part of the partnership with ATI.[/QUOTE] Right. [QUOTE=oasiz at #MissingInfo (IRC);52037345]I think that was to announce the game basically and the partnership with 9xxx card bundles. and antlion demo on the rooftops[/QUOTE] Lost Coast Demos: [video]https://youtu.be/-blyIyRmJFE[/video] [video]https://youtu.be/zTRhM_ADNZg[/video]
[QUOTE=betalker;52036841]map:ep2_outland_07_barn [video]https://youtu.be/IontJGGj6QQ[/video][/QUOTE] I find that makeshift health bar pretty funny for some reason. Also, how are you supposed to dodge his attacks?
[QUOTE=PikaCommando;52037791]I find that makeshift health bar pretty funny for some reason. Also, how are you supposed to dodge his attacks?[/QUOTE] You don't. You kill it before it kills you.
[QUOTE=Gamer#1;52037961]You don't. You kill it before it kills you.[/QUOTE] Haven't played the map (not sure if I have it) but judging from this video and others the attacks seem LOS based. You get the interface-fucking regardless, but only seem to take health damage if it can see you. Note how much health he has at the end of the video, compared to another I watched where the guy never tried to hide and was almost dead by the end.
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