• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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I love how popular and loved the Cremator is. It's almost a constant that anyone interested in the HL2 Beta really likes the Cremator.
[QUOTE=Killer monkey;52068366]I love how popular and loved the Cremator is. It's almost a constant that anyone interested in the HL2 Beta really likes the Cremator.[/QUOTE]Thankfully we have a finished model for him, unlike the gasmask citizen :cry:
I asked this in an edit of my last post but no one really noticed, so I'll ask again. Does anyone have the animation fix for the grav-gun style portal gun? Without it, the gun has giant light sprites floating around the player and the animations are kinda buggy. Thanks!
[QUOTE=Killer monkey;52068366]I love how popular and loved the Cremator is. It's almost a constant that anyone interested in the HL2 Beta really likes the Cremator.[/QUOTE] He is our weird janitor friend
[QUOTE=Nicknine;52067817]So I'm currently working on a tool that would convert V37 models to V48. Hopefully, this would once and for all solve the problem with beta models since this would allow for converting beta models for Source 2007/2013 while preserving all data such as model movement keys, flexes, etc that would normally be lost by decompilers and avoiding other related butchering... as long as animations aren't broken. So far, I'm done with MDL and VVD format and currently tackling VTX. MDL appears to be converted fine... mostly, animations have fucked up rotations on some bones, will look into that later. But hey, model movement is actually preserved.[/QUOTE] Dude, yes, please.
[QUOTE=Killer monkey;52068366]I love how popular and loved the Cremator is. It's almost a constant that anyone interested in the HL2 Beta really likes the Cremator.[/QUOTE] By contrast, it saddens me how little love the Snapbug has gotten over the years.
[QUOTE=Killer monkey;52068366]I love how popular and loved the Cremator is. It's almost a constant that anyone interested in the HL2 Beta really likes the Cremator.[/QUOTE] he would have fit in perfectly with the setting of the game. it's a shame he never made it. he died too young tbh
THE OTHER CANCELLED PORTS OF HALF-LIFE - [B]Lorenzo's Mac port[/B] - [B]PyroTechnix's Sega Dreamcast port[/B] - [B]Gearbox's Nintendo GameCube port[/B] Sources: [url]http://www.valvetime.net/threads/the-other-cancelled-ports-of-half-life.257771/[/url]
Hate to stray from the current topic, but is there any reliable source that would allow me to download any "Valve-related" promotional content? (Demos, showcases, etc...)
[QUOTE=Killer monkey;52068366]I love how popular and loved the Cremator is. It's almost a constant that anyone interested in the HL2 Beta really likes the Cremator.[/QUOTE] Well the Cremator is canon, Alyx brought Eli one of their heads! They're also extremely illusive since even Eli doesn't recognize the object and just refers to it as "the strangest thing". I'm thinking the best use of Cremators might be in a Ravenholm-style horror level. Not only are there zombies, but these [I]things[/I] are shuffling around the town, vaporizing zombies with globs of acid. And if they see you, well you're no different than a zombie in their strange little mind...
[QUOTE=Mr. Someguy;52070134]Well the Cremator is canon, Alyx brought Eli one of their heads! They're also extremely illusive since even Eli doesn't recognize the object and just refers to it as "the strangest thing". [B]I'm thinking the best use of Cremators might be in a Ravenholm-style horror level. Not only are there zombies, but these [I]things[/I] are shuffling around the town, vaporizing zombies with globs of acid. And if they see you, well you're no different than a zombie in their strange little mind...[/B][/QUOTE] I really, really, really like this idea. And in the context of a mod, on top of your idea their origin could be very ambiguous. Maybe they're combine affiliated, maybe they're from a different dimension similar to Xen, etc.
Matt Wood's binarycube_work_02 uses this weird set of textures called binary_noise_01_[r/g/b] that is there in Episode Two files (though the map is in the episodic folder, but modified in Hammer from June 8th, 2006). I wonder what could this string mean? [IMG]http://i.imgur.com/pHa21vV.png[/IMG] 11001000111001001001001000 00100011100100100100100010 111100100011100100100100100 100111111001000111001001001 100101001001101011101010100 011011011010010100100110101 Lines 1-4 combined form 10011111100100011100100100100100010. Video of this weird thing [URL="https://facepunch.com/showthread.php?t=1544804&p=52006755&viewfull=1#post52006755"]from x8BitRain[/URL] (A translucent surface sorting test? Or WTF?): [URL="https://gfycat.com/LavishPerfumedArmadillo"]https://gfycat.com/LavishPerfumedArmadillo[/URL]
Maybe it's Gordon hallucinating, like that one place in Retail HL2 they set to not function in the very last minute. That would be cool if it's like in the background and you see a whole bunch of buildings crashing into each-other and getting destroyed and what's left is clipping, while this binary math stuff is just around it being physics-y. Kind of like the Citadel exploding, but all cool and stuff.
[QUOTE=Sergeant Stacker;52070332]I really, really, really like this idea. And in the context of a mod, on top of your idea their origin could be very ambiguous. Maybe they're combine affiliated, maybe they're from a different dimension similar to Xen, etc.[/QUOTE] The Cremator being used for mild horror elements would really be perfect. It already has sound design that's perfect for it, with the weird labored breathing noises you hear from afar, plus the way you see them walk around slowly in some of the beta maps. It's a bit of a shame nobody's really attempted to resurrect the concept in a mod or something. And yeah, not directly telling the player if the Cremators even are aligned with Combine would just amp up the tension since you might think it'll attack any enemy for you as long as you stay out of its way, but then be caught totally off-guard when it doesn't do anything to soldiers and instead goes after you. It's just a cool NPC that could be used for a lot more than it ever was in the beta maps.
My goodness. Launch Steam today, this is what I see in my library. [img]https://pp.userapi.com/c639818/v639818812/10d6f/CgFjnPUgf7A.jpg[/img] IT SWITCHED ITSELF TO *gasp* [I]BETA[/I]
[QUOTE=Cvoxalury;52070762]My goodness. Launch Steam today, this is what I see in my library. [img]https://pp.userapi.com/c639818/v639818812/10d6f/CgFjnPUgf7A.jpg[/img] IT SWITCHED ITSELF TO *gasp* [I]BETA[/I][/QUOTE] If only.
[QUOTE=Sergeant Stacker;52070332]I really, really, really like this idea. And in the context of a mod, on top of your idea their origin could be very ambiguous. Maybe they're combine affiliated, maybe they're from a different dimension similar to Xen, etc.[/QUOTE] I for one Im not very... convinced. To me the Cremator as an enemy always felt lacking in fun and impact. Am I the only one who thinks the Cremator should only be reserved for "show"? A few scripted sequences in the City and be done with it. Also the issue of context. How did they got there? What is their purpose?
[QUOTE=Sergeant Stacker;52070332]I really, really, really like this idea. And in the context of a mod, on top of your idea their origin could be very ambiguous. Maybe they're combine affiliated, maybe they're from a different dimension similar to Xen, etc.[/QUOTE] It does sound really cool. Maybe in this level it isn't about mowing down the enemy to progress, but rather a stealthy like level, trying to hide from the cremators and make your way around or passed them without making loud noises. They would be abit of a pain to kill, and if one sees you, it alerts the others around and they try to corner you and put you in a tight position, something like what the Hunters do. I reckon, a good song to play during the stealthy parts of the level would be Ep2's track Crawl Yard.
-snip-
[QUOTE=BillnTedison;52070608][B]that one place in Retail HL2 they set to not function in the very last minute.[/B][/QUOTE] What section was this?
[QUOTE=CW3D;52071103]It does sound really cool. Maybe in this level it isn't about mowing down the enemy to progress, but rather a stealthy like level, trying to hide from the cremators and make your way around or passed them without making loud noises. They would be abit of a pain to kill, and if one sees you, it alerts the others around and they try to corner you and put you in a tight position, something like what the Hunters do. I reckon, a good song to play during the stealthy parts of the level would be Ep2's track Crawl Yard.[/QUOTE] The problem with that scenario would be their slow-as-hell movement speed... removes almost any kind of cornering danger.
[QUOTE=RenaFox;52071198]What section was this?[/QUOTE] I think one of the coast tunnels, on the Sandtraps chapter iirc
[QUOTE=95Navigator;52071199]The problem with that scenario would be their slow-as-hell movement speed... removes almost any kind of cornering danger.[/QUOTE] If you do it very subtly, you can make use of enemy teleporting to give that omnipresent feel. [editline]7th April 2017[/editline] [QUOTE=95Navigator;52070833]I for one Im not very... convinced. To me the Cremator as an enemy always felt lacking in fun and impact. Am I the only one who thinks the Cremator should only be reserved for "show"? A few scripted sequences in the City and be done with it. Also the issue of context. How did they got there? What is their purpose?[/QUOTE] Their implied purpose was that they're sent in to sweep towns that the Combine have shelled previously. Their tall stature and large unusual heads make them invulnerable to headcrabs. Their acid gun is meant to dissolve the town's former population and the headcrabs that killed them.
[video]https://youtu.be/DaczX5pkQyc[/video] Here's an admittedly quick and lazy test video of my take on the Cremator NPC. I might just get rid of the melee behavior since the model was giving the guy who was animating the melee for me a lot of trouble. I also made their range configurable through the console as sk_cremator_max_range. Once I'm 100% finished with it I'll upload the source & code files for anybody who wants them
Well, that was quite a success. I present you [U][B]Source Beta Model Converter[/B][/U] (still work-in-progress): [url]https://mega.nz/#!PUxRzboJ!RqqcUeNjX4g_bv_2_DiyZgnkfWjIS_1ewPG8aqxn9eQ[/url] Usage: 1. Put the executable into "bin" folder of any Source 2013 game (HL2, HL2:DM, TF2, CS:S, Source SDK Base 2013, ...). 2. Syntax is similar to other Source CMD tools: mdlconverter [-game <full_path_to_mod_dir>] filename (example: mdlconverter -game "C:\Program Files\Steam\steamapps\sourcemods\mod_hl2" "D\Beta Models\Blah.mdl") 3. It'll work similar to StudioMDL where it will put the resulting V48 model into the specified mod dir with a proper path. There are edit modes for activity names, animevent names and animevent options, use -actedit, -eventedit and -eventoptionedit switches respectively to enable them. You can use these to fix up the models so they work with retail NPC code (this is something that has to be done either way, you'll have to check the game code to know what to fix, e.g. Combine Soldier needs to have ACT_COMBINE_STANDING_SMG1 changed to ACT_RANGE_ATTACK_SMG1, etc) Known issues: - V27 models are not supported. Proof that it works: [url]https://www.youtube.com/watch?v=ra60y4QZeEI[/url] [url]https://www.youtube.com/watch?v=9JXP1BknqgY[/url] As you can see, all animations are correct and model movement is preserved. EDIT: Obligatory day 1 patch: Fixed IK rules being extracted incorrectly. EDIT 2: Fixed the program terminating if a PHY file is missing. EDIT 3: Fixed sequence auto layers being extracted incorrectly. EDIT 4: Fixed the remaining issues - added includemodel support, added edit modes (see above). EDIT 5: Added -addforwardattachment launch param. It takes "eyes" attachment (if found) and copies into a new "forward" attachment. This is required for head rotation to work on human models. EDIT 6: Merged the program into one executable, added support for V28-32 model versions. EDIT 7: Fixed animations extraction for V31 models.
I present you: Compiled 100% the leaked 2012 revision of Source 2007. Missing are licensed stuff but everything else is compiled. a part of it requires dx8 sdk. (one project) Steam.dll is optional. I've compiled a ep2 map successfully. Source SDK is more problematic; source2007 version of vbsp would crash when building physics collision data. [CODE] Protocol version 14 Exe version 1.0.1.0 (valve) Exe build: 23:39:50 Apr 6 2017 (6725)[/CODE] I can't compile shaders because i'm missing dependency_info_shadercompile.txt but the closest shaders that work is the one found in depot 216 of SDK Base 2007 [T]http://i.imgur.com/6AsiPCq.jpg[/T]
Nice work, would be nice to see if there is any extra or different features of that branch or not.
[QUOTE=Proj3ct_ZeRo;52073250]Nice work, would be nice to see if there is any extra or different features of that branch or not.[/QUOTE] Nope. it's basically a more complete sdk base 2007 pre-steampipe engine.. not too new not too old dev leftovers are disabled/removed from runtime such as weapon_proto1, weapon_hopwire, npc_blob, npc_ministrider, npc_surface [i]please contact me on steam/discord for a chat[/i]
More Half-Life SDK Findings! [IMG]http://i.imgur.com/HUmHFB9.png[/IMG]
[QUOTE=Triang3l;52070402]Matt Wood's binarycube_work_02 uses this weird set of textures called binary_noise_01_[r/g/b] that is there in Episode Two files (though the map is in the episodic folder, but modified in Hammer from June 8th, 2006). I wonder what could this string mean? [IMG]http://i.imgur.com/pHa21vV.png[/IMG] 11001000111001001001001000 00100011100100100100100010 111100100011100100100100100 100111111001000111001001001 100101001001101011101010100 011011011010010100100110101 Lines 1-4 combined form 10011111100100011100100100100100010. Video of this weird thing [URL="https://facepunch.com/showthread.php?t=1544804&p=52006755&viewfull=1#post52006755"]from x8BitRain[/URL] (A translucent surface sorting test? Or WTF?): [URL="https://gfycat.com/LavishPerfumedArmadillo"]https://gfycat.com/LavishPerfumedArmadillo[/URL][/QUOTE] This *might* be an ARG? Those files are present since release. There's a 2007 style mystery video on it [url]https://www.youtube.com/watch?v=K_lpm2fDcK4[/url] and a Steam thread about it [url]http://forums.steampowered.com/forums/showthread.php?t=1756367[/url] Yet nobody has gathered any real meaning from it so it might just be a test texture.
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