• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=Sonador;52052546][img]http://2.bp.blogspot.com/-2fpELnwj13c/U3vETzIdpbI/AAAAAAAAA50/98Z96ZpLeIg/s1600/Mr+Clipboard.gif[/img][/QUOTE] [video]https://youtu.be/07FBl5V5Yxw[/video]
ken_resource_gathering is a test map. the counters do not work at all, progression is impossible. from what i could see, it seems to be a scrapped concept. judging from dog_resource_gathering it was going to be part of the "D0G puzzle series" can anyone please confirm if those resource gathering maps work correctly in SPB?
[QUOTE=CW3D;52051827]Uh, isn't that ƒlechette's Beta Antlion Worker? [editline]3rd April 2017[/editline] It defiantly needs more work done on the texture's colour. Look, here's a side by side comparison on them [IMG]https://cdn.discordapp.com/attachments/225273783974494209/298337635343007745/antlion.png[/IMG] The one on the left is the recreation and the right one is valve's one[/QUOTE] Yes and no. It's Flechette's remake, but with a different texture.
So ValveTime.Net have examined the maps in the leaked EP1/EP2 mappack and made a list with descriptions for every one of them. Part 1: [url]http://www.valvetime.net/threads/the-leaked-maps-of-the-half-life-2-episodes-part-1.257758/[/url] Part 2: [url]http://www.valvetime.net/threads/the-leaked-maps-of-the-half-life-2-episodes-part-2.257761/[/url]
[QUOTE=Juesto;52052748]ken_resource_gathering is a test map. the counters do not work at all, progression is impossible. from what i could see, it seems to be a scrapped concept. judging from dog_resource_gathering it was going to be part of the "D0G puzzle series" can anyone please confirm if those resource gathering maps work correctly in SPB?[/QUOTE] The ken map logic works and you can progress. The displays just don't update because the input doesn't exist anymore. The other map is broken however, likely as a result of too many entities breaking triggers. [editline]3rd April 2017[/editline] I'd love to see if someone can fix the second resource gathering map though
Apparently only damage is what makes it drop resources, a instant kill does not. for reference: ep2_intro can't be seen in hammer because of: Too many verts for a dynamic vertex buffer (30966>24576) Tell a programmer to up VERTEX_BUFFER_SIZE. dog_resource_gathering problem is: AllocTouchLink: failed to allocate touchlink_t. and crashes with the same error with the guard ken_resource_gathering has this after picking up a resource: Math Counter healthconvert_bio_counter ignoring SETVALUE because it is disabled enabling it doesn't help much things can be found hidden in the visggroups: a friendly useless headcrab a explosion trigger and a magnet mode for dog (on and off) [url]http://imgur.com/a/KYO0d[/url] I came to the conclusion that one of the causes of AllocTouchLink: failed to allocate touchlink_t. is due to a massive amount of resources. maybe there's too much npcs holding resources. Supposedly when you reach a certain point you can regenerate health with the earned resources, correct? seems that pelpix has included not just ep1 and ep2 maps but more orangebox stuff, for example the binarycube test map is from a tf2 developer. (and is the author of the half-life 2, episode 1, episode 2 and portal vmf leaks) along with some half life 2 maps. (i am NOT trying to cause drama) and styleguide_ravenholm_01 is a cancelled half-life addon.
[QUOTE=Gamer#1;52049074]Found another EP2 Beta Antlion Acid Worker that is in-development! It's actually almost done! All that's left is the leg that needs to be fixed[/QUOTE] Hello everybody, who's interested... The model is already fixed, and yes its infact ƒlechette's remake... However i kinda co-work on it now... And i will try to tweak it a little bit. But I'm happy that it uses an antlion model with it's own texture path. That means that the first half is done, now onto the texture half. For anybody, who think's its easy it isn't. It's not a normal colored texture, it uses an .vmt which indicates the lights and all proper settings the .vtf is just a grey texture file in which there is a bit of a "shading" on some of the body parts... However I'll try to update it. Stay posted. [IMG]https://steamuserimages-a.akamaihd.net/ugc/88225551836428765/B4EC0D1542A68683E7D3AC9B698E85463941E58F/[/IMG]
Okay the resource gathering excessive allocation issue ends up crashing with this: [IMG]http://i.imgur.com/EYFycAR.png[/IMG] I also managed to get low fps in it and survived those excessive issues once or twice. I am also unable to get the actual 2D skybox to work (toolsskybox missing during compile) on particle_zoo. I've tried with ep1 and source2007 tools and SPB vrad but both produce the same issue. I am trying to use pre steampipe source sdk in a gcfless enviorment [T]http://i.imgur.com/DpPW2UO.jpg[/T]
For those who missed them, we finally got some images of a test TF2 comic from 2006 that was made by Julien Renoult: [IMG]https://pbs.twimg.com/media/C8m3_CqXYAE7-hz.jpg[/IMG] [IMG]https://pbs.twimg.com/media/C8m3_GvXsAA7zCq.jpg[/IMG] [IMG]https://pbs.twimg.com/media/C8m3_FfWsAMTBEU.jpg[/IMG] [IMG]https://pbs.twimg.com/media/C8m3_G7WAAAT1F3.jpg[/IMG] Julien was commissioned by HL2 Art Director, Viktor Antonov to work on a test TF2 comic. This included 6-8 pages along with a short script, which Valve never published. And special thanks to Harry101UK as now we also got the reference models for Cave Johnson (Bill Fletcher) and Caroline (Laura Dubuk): [IMG]https://pbs.twimg.com/media/C8YDBmrW0AAdykU.jpg:large[/IMG] [url]https://www.reddit.com/r/Portal/comments/62wh9l/reference_models_for_cave_and_caroline/[/url] ...nice shirt! [IMG]https://images.discordapp.net/eyJ1cmwiOiJodHRwczovL2Rpc2NvcmQuc3RvcmFnZS5nb29nbGVhcGlzLmNvbS9hdHRhY2htZW50cy8yNTM1OTY3NjQ5NzQ3NDM1NTQvMjk5MDExMzcyMTE1ODIwNTQ0L0VQMlNoaXJ0LkpQRyJ9.aukNYkI75Hsz08fw1f2I6K3tz3A[/IMG] Sources: 1. [url]https://twitter.com/ValveTime/status/849412763336286208[/url] 2. [url]https://twitter.com/ValveTime/status/848371673862742017[/url]
:snip:
[QUOTE=Gamer#1;52060672]For those who missed them, we finally got some images of a test TF2 comic from 2006 that was made by Julien Renoult: [T]https://pbs.twimg.com/media/C8m3_CqXYAE7-hz.jpg[/T] [T]https://pbs.twimg.com/media/C8m3_GvXsAA7zCq.jpg[/T] [T]https://pbs.twimg.com/media/C8m3_FfWsAMTBEU.jpg[/T] [T]https://pbs.twimg.com/media/C8m3_G7WAAAT1F3.jpg[/T] Julien was commissioned by HL2 Art Director, Viktor Antonov to work on a test TF2 comic. This included 6-8 pages along with a short script, which Valve never published.[/QUOTE] Stop. It means before "2004-2006" they still planned to add realistic weapons, soldiers, vehicles like in Team Fortress 2: Brotherhood Of Arms? [I]Noticed[/I]: - [B]RPG-7[/B] (Rocket Launcher) - [B]M134 Minigun[/B] (Multi-Barrel Miniguns) - [B]Remington 700[/B] (Sniper Rifle) - [B]Unknown Automatic Rifle[/B] (Machine Gun) - [B]Mossberg 500[/B] (Shotgun Without Stock) - [B]M26 Hand Grenade[/B] (Frag Grenade) - [B]Sapper Shovel[/B] (Melee) - [B]Hatchet[/B] (Melee) - [B]Pitchfork[/B] (Melee) - [B]Knife[/B] (Melee) - [B]M3 "Stuart" Light Tank[/B] (Vehicle) - [B]Green Team[/B] (Blu Team) - [B]Red Team[/B] (Red Team) - [B]Red Right Arm Band[/B] (Spy Skin) - [B]Syringe Blue Color[/B] (Medic Skin) - [B]Stadium With Trailer[/B] (Level)
I almost get the feeling it was supposed to be the "explanation" for TF2 moving away from BoA to what we got at release.
Feels like there was going to be some kind of DoD+TF And pretty much some stuff of this are in TF2 Classic mod remember the tf2 we know has been developer since goldsrc days so... it makes sense. the unknown automatic rifle might be the predecesor of the sniper smg Some of this was put in MVM. other is familiar from DoD:S the second comic is meet the medic, definitely. third and second comic should be inverted for the correct comic order
[QUOTE=SageJFox;52061026]I almost get the feeling it was supposed to be the "explanation" for TF2 moving away from BoA to what we got at release.[/QUOTE] You're forgetting the sci-fi-based Invasion phase of development. [QUOTE]Stop. It means before "2004-2006" they still planned to add realistic weapons, soldiers, vehicles like in Team Fortress 2: Brotherhood Of Arms?[/QUOTE] Well, there was an "in-between" phase that was made in that period of time (late 2004-early 2006). It had slightly realistic content. The TF2 developer commentary talks about this as after the Invasion phase, the team took a completely different direction when they began making the next build; instead of trying to make a large, RTS-like FPS game, they went back and streamlined the Classic Team Fortress games for a new generation of gamers, then added a unique art style.
[QUOTE=QWERTERBERY;52060953]Stop. It means before "2004-2006" they still planned to add realistic weapons, soldiers, vehicles like in Team Fortress 2: Brotherhood Of Arms? [I]Noticed[/I]: - [B]RPG-7[/B] (Rocket Launcher) - [B]M134 Minigun[/B] (Multi-Barrel Miniguns) - [B]Remington 700[/B] (Sniper Rifle) - [B]Unknown Automatic Rifle[/B] (Machine Gun) - [B]Mossberg 500[/B] (Shotgun Without Stock) - [B]M26 Hand Grenade[/B] (Frag Grenade) - [B]Sapper Shovel[/B] (Melee) - [B]Hatchet[/B] (Melee) - [B]Pitchfork[/B] (Melee) - [B]Knife[/B] (Melee) - [B]M3 "Stuart" Light Tank[/B] (Vehicle) - [B]Green Team[/B] (Blu Team) - [B]Red Team[/B] (Red Team) - [B]Red Right Arm Band[/B] (Spy Skin) - [B]Syringe Blue Color[/B] (Medic Skin) - [B]Stadium With Trailer[/B] (Level)[/QUOTE] Maybe it's the canon explanation for why TF2 doesn't have a green team, it's because the Heavy killed them all :v:
So Team Fortress 2 killed the Brotherhood of Arms just like how they killed Team Fortress Classic, eh. I wish we knew what they were saying.
[QUOTE=QWERTERBERY;52060953]Stop. It means before "2004-2006" they still planned to add realistic weapons, soldiers, vehicles like in Team Fortress 2: Brotherhood Of Arms? [I]Noticed[/I]: - [B]RPG-7[/B] (Rocket Launcher) - [B]M134 Minigun[/B] (Multi-Barrel Miniguns) - [B]Remington 700[/B] (Sniper Rifle) - [B]Unknown Automatic Rifle[/B] (Machine Gun) - [B]Mossberg 500[/B] (Shotgun Without Stock) - [B]M26 Hand Grenade[/B] (Frag Grenade) - [B]Sapper Shovel[/B] (Melee) - [B]Hatchet[/B] (Melee) - [B]Pitchfork[/B] (Melee) - [B]Knife[/B] (Melee) - [B]M3 "Stuart" Light Tank[/B] (Vehicle) - [B]Green Team[/B] (Blu Team) - [B]Red Team[/B] (Red Team) - [B]Red Right Arm Band[/B] (Spy Skin) - [B]Syringe Blue Color[/B] (Medic Skin) - [B]Stadium With Trailer[/B] (Level)[/QUOTE] Or perhaps the artist just felt like drawing whatever guns they felt like and it had no bearing on any plans for the game at all
[QUOTE=Sergeant Stacker;52061381]Maybe it's the canon explanation for why TF2 doesn't have a green team, it's because the Heavy killed them all :v:[/QUOTE] And that includes the Yellow team, [I]and[/I] the Civilian because Sniper assassinated him... in his place we get Payload.
The style feels really weird, very in-your-face to me. Nothing like the comic "friendliness" of the current TF2.
[QUOTE=95Navigator;52061679]The style feels really weird, very in-your-face to me. Nothing like the comic "friendliness" of the current TF2.[/QUOTE] It's extremely violent. TF2 was comically violent, that sort of tone and style would be better suited for L4D.
[QUOTE=Mech Bgum;52061961]I love how it is visually in line with the concept arts and game graphics, it's gorgeous. Current comics look amateur in comparison.[/QUOTE] Don't want to disrespect Makani, but she IS an amateur
[QUOTE=Mech Bgum;52061961]I love how it is visually in line with the concept arts and game graphics, it's gorgeous. Current comics look amateur in comparison.[/QUOTE] It's more about the style, and being honest I much prefer what we have now.
[QUOTE=Juesto;52057850]Apparently only damage is what makes it drop resources, a instant kill does not. for reference: ep2_intro can't be seen in hammer because of: Too many verts for a dynamic vertex buffer (30966>24576) Tell a programmer to up VERTEX_BUFFER_SIZE. dog_resource_gathering problem is: AllocTouchLink: failed to allocate touchlink_t. and crashes with the same error with the guard ken_resource_gathering has this after picking up a resource: Math Counter healthconvert_bio_counter ignoring SETVALUE because it is disabled enabling it doesn't help much things can be found hidden in the visggroups: a friendly useless headcrab a explosion trigger and a magnet mode for dog (on and off) [url]http://imgur.com/a/KYO0d[/url] I came to the conclusion that one of the causes of AllocTouchLink: failed to allocate touchlink_t. is due to a massive amount of resources. maybe there's too much npcs holding resources. Supposedly when you reach a certain point you can regenerate health with the earned resources, correct? seems that pelpix has included not just ep1 and ep2 maps but more orangebox stuff, for example the binarycube test map is from a tf2 developer. (and is the author of the half-life 2, episode 1, episode 2 and portal vmf leaks) along with some half life 2 maps. (i am NOT trying to cause drama) and styleguide_ravenholm_01 is a cancelled half-life addon.[/QUOTE] The issue with the Ken resource gathering map is not the one you mentioned. The counter being set there is working as intended (it gets enabled on getting a certain upgrade). The issue is that the counters on the HUD no longer have the input used to set them. Internally, the counters still increment and you can buy things and open gates with the resources but you can't see how many resources you have. The alloctouchlink errors in dog_resource_gathering are caused by the map having too many entities I believe.
I need this t-shirt please. [IMG]https://images.discordapp.net/eyJ1cmwiOiJodHRwczovL2Rpc2NvcmQuc3RvcmFnZS5nb29nbGVhcGlzLmNvbS9hdHRhY2htZW50cy8yNTM1OTY3NjQ5NzQ3NDM1NTQvMjk5MDExMzcyMTE1ODIwNTQ0L0VQMlNoaXJ0LkpQRyJ9.aukNYkI75Hsz08fw1f2I6K3tz3A[/IMG]
Hello again, so i took time today and did a small update on the Beta Antlion Worker. The head and wings are almost accurate only the color is overflashing it... So it needs to be tuned down a bit. Then the wings may be seen more but the texture under the flash is almost accurate if you look closely! :) [IMG]https://steamuserimages-a.akamaihd.net/ugc/88225551844360839/09A3657A900F25A077C7706FC4EBDE9D39D8252C/[/IMG]
[URL="https://cdn.discordapp.com/attachments/187105259762614272/299222610217009153/Shitpost.png"]Have a shitpost involving that TF2 comic[/URL]
For those who also missed it, this is an unpublished Team Fortress 2 Pass Time mode intro sequence that was made by Jimmy Lewis: [video=youtube;1dXnQ0_VXNY]https://www.youtube.com/watch?v=1dXnQ0_VXNY[/video] Source: [url]https://twitter.com/ValveTime/status/849691418490810373[/url]
Whatever happened to that Portal beta mod?
[QUOTE=ComboOfWombo;52064492]Whatever happened to that Portal beta mod?[/QUOTE] [url]http://www.moddb.com/mods/portal-beta[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/portal-beta1[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/portal-project-beta[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/httpwwwmoddbcommodsjma[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/portal-2006-alpha-28145[/url] ([B]Released[/B]) [url]http://www.moddb.com/mods/portal-prospekt[/url] ([B]Released[/B]) [url]http://www.moddb.com/mods/portal-project-beta1[/url] ([B]Released[/B])
[QUOTE=QWERTERBERY;52064744][url]http://www.moddb.com/mods/portal-beta[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/portal-beta1[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/portal-project-beta[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/httpwwwmoddbcommodsjma[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/portal-2006-alpha-28145[/url] ([B]Released[/B]) [url]http://www.moddb.com/mods/portal-prospekt[/url] ([B]Released[/B]) [url]http://www.moddb.com/mods/portal-project-beta1[/url] ([B]Released[/B])[/QUOTE] All of those mods, except for Project-Beta are trash mods created by 13 year olds with low level aspergers armed with a Photoshop crack and VMEX
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