• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
    4,608 replies, posted
episodic has a lot of secrets since it was the base for ep1, ep2 and lostcoast. it's from the times ep2 was in episodic, not in a separate folder. (wasn't considered a "mod" yet)
[QUOTE=x8BitRain;52074891]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.[/QUOTE] Suddenly it turns out the reason why ep3/hl3 was never released or shown is because nobody had yet solved this inconspicious image of binary, the greatest ARG to ever live, and once everyone solves it, HL3 gets a trailer, steampage, valve talks about everything and how proud they are the community managed to solve the secret, and how the game will come out by the end of the year on Source 2 [sp]/s[/sp]
Eh there is a thread on the steam forums about it... [url]http://forums.steampowered.com/forums/archive/index.php/t-1756367.html[/url]
[QUOTE=x8BitRain;52074891]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.[/QUOTE] Is it a test texture or does the string mean something?
[media]https://twitter.com/ValveTime/status/850490499525988356[/media] looks cool, what map is this in wc mappack?
[QUOTE=Cpt.MEEM;52076370] looks cool, what map is this in wc mappack?[/QUOTE] d1_town_02 in Justin's folder.
Since I finished my 2.0 Gas mask man model a couple months ago, I tried to port it over to the leak. I got the actual model in, but the $include doesn't seem to be working. Heres a picture: [IMG]https://i.imgur.com/PVdY9Ci.jpg[/IMG] This is the .QC: [url]https://pastebin.com/UHdDg9R6[/url] If anyone has any idea, please help.
Shared models don't work in this branch of the leak.
[B]Disclaimer[/B] - Does not include Game Files & Builds ValveArchive's been dead for awhile. The fallback methods made for obtaining it tend to be a bit tough on people without hard drive space or great internet. So, I felt the need to make a easier to use mirror for it than what's currently around. As stated above, it doesn't include Game Files & Builds (or Valve Movies), but the rest of the archive is completely there. [url]https://drive.google.com/drive/folders/0B6kw2T3yUhNHbE1VcGVWbHBYMVk?usp=sharing[/url]
[QUOTE=Cpt.MEEM;52076370] [/QUOTE] Damn, that's cool. Great to see some 2002-era skybox (even though it's just a shittier version of the one in the leak). I see some buildings there with different textures, maybe it'll be useful for bw1119's texture hunt? By the way. any ideas what that bar thing on the HUD beside the HEV count is? It wasn't there in the 2001-era OICW in Kleiner's Lab screenshot.
[QUOTE=PikaCommando;52077506]Damn, that's cool. Great to see some 2002-era skybox (even though it's just a shittier version of the one in the leak). I see some buildings there with different textures, maybe it'll be useful for bw1119's texture hunt? By the way. any ideas what that bar thing on the HUD beside the HEV count is? It wasn't there in the 2001-era OICW in Kleiner's Lab screenshot.[/QUOTE] Most likely the Aux bar
[QUOTE=gmadador;52078022]Most likely the Aux bar[/QUOTE] Barnz has speculated that it could be an early flashlight meter, but he's unsure. I mean, it could be possible that HL2 at one point had a standalone flashlight icon, but eventually, Valve decided to make the game more challenging, but this is just speculation.
[QUOTE=Gamer#1;52078157]Barnz has speculated that it could be an early flashlight meter, but he's unsure. I mean, it could be possible that HL2 at one point had a standalone flashlight icon, but eventually, Valve decided to make the game more challenging, but this is just speculation.[/QUOTE] That brings the question whatever EP2 flashlight wasn't a new idea/concept/implementation.
Didn't EP2 also update the crosshair with the meters on the both sides? [editline]9th April 2017[/editline] Wasn't that a re added feature?
Oh no. The beta thing was sued down, and hl2-beta.ru is also down. Are there any safe ways to beta now?
[QUOTE=BillnTedison;52078665]Oh no. The beta thing was sued down, and hl2-beta.ru is also down. Are there any safe ways to beta now?[/QUOTE] Through memes
[QUOTE=BillnTedison;52078665] hl2-beta.ru is also down[/QUOTE] Happens all the time
[QUOTE=Katatonic717;52079063]Happens all the time[/QUOTE] This time, Chrome is telling me that the IP address isn't safe...I'm pretty sure this hasn't happened before... EDIT: somehow, it's fine on my phone...wtf
[QUOTE=CW3D;52078414]Didn't EP2 also update the crosshair with the meters on the both sides? [editline]9th April 2017[/editline] Wasn't that a re added feature?[/QUOTE] No. That's HUD QuickInfo and it has been since hl2 beginnings, you can find it in 2003 leak too.
[QUOTE=Juesto;52080199]No. That's HUD QuickInfo and it has been since hl2 beginnings, you can find it in 2003 leak too.[/QUOTE] I think he meant the crosshair whenever you aim at an enemy with the crossbow.
[QUOTE=BlackSnow;52080244]I think he meant the crosshair whenever you aim at an enemy with the crossbow.[/QUOTE] About that, only in the leak you can maybe spot hl1 crosshair. but nope, on hl2/episodes the crosshair zoom doesn't affect hud at all AFAIK the meters on both sides [U]is quick info[/U] and ep2 only made the flashlight independent from auxiliary power In other news: I've compiled NPC_Blob in hl2 but apparently the entity works but the snarks do not move; below a proof of the entity being somewhere else while the snarks are there. perhaps i need ep2 headcrab model? [T]http://i.imgur.com/7Y7z1DG.png[/T]
[QUOTE=Juesto;52080618] ep2 only made the flashlight independent from auxiliary power [/QUOTE] Then why did the HL1 HUD have a standalone flashlight gauge?! With the leak, they could have transferred it over to HL2 in its beta state, because it was there in the first game!
[QUOTE=Gamer#1;52081025]Then why did the HL1 HUD have a standalone flashlight gauge?! With the leak, they could have transferred it over to HL2 in its beta state, because it was there in the first game![/QUOTE] because that's how was hl1 made! who knows why they didn't do it. they also did not want hl1 hud except for hls and hldms
[QUOTE=Nicknine;52072772]Well, that was quite a success. I present you [U][B]Source Model 37 Converter[/B][/U] (still work-in-progress): [url]https://mega.nz/#!zUgWXTzC!O9l5goIDJzUnNdXfCN_A5pSfyT3hl5GoQN9blrjL8bs[/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: mdl37converter [-game <full_path_to_mod_dir>] filename (example: mdl37converter -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. Known issues: - The game doesn't like some of beta ragdoll PHY files, they either crash the game or just don't work (possibly fixed?). - HL2 Beta uses old animevent system with indexes while retail HL2 has mostly moved over to using names which can cause issues with NPCs and such; I guess it can be solved by implementing some sort of animevent edit mode where you can assign animevent names - Retail NPC code may not work properly with old models - missing animations, missing animevents, etc; fixing this requires either editing the code or assigning proper activities to sequences and names to animevents - V37 handles includemodels very differently, need to figure it out. Thankfully, it's only used by Citizen models. 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.[/QUOTE] Updated this once more: - Added 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_SMG1_STANDING changed to ACT_RANGE_ATTACK_SMG1, etc ) - Can now convert v35 and v36 models (has to be a separate executable due to technical issues) - Added support for includemodels (means citizen models are converted properly now). Since V37 handles includemodels very differently all animations have to be shoved into the main model.
I've thought about creating an archive kind of thing for a while. I guess an alternative to hl2-beta.ru seeing how unreliable it seems at times. What would people be interested in?
[QUOTE=ProZak;52081472]I've thought about creating an archive kind of thing for a while. I guess an alternative to hl2-beta.ru seeing how unreliable it seems at times. What would people be interested in?[/QUOTE] Well... everything I think. If that project includes a wiki, I would gladly write it.
Worked on H.E.V. suit power indicator right now [T]http://i.imgur.com/JN4Nib6.png[/T][T]http://i.imgur.com/rnRxKfd.jpg[/T]
[QUOTE=VXP;52081770]Worked on H.E.V. suit power indicator right now -pictures-[/QUOTE] That's really cool man. Nice job
[QUOTE=Juesto;52080618]In other news: I've compiled NPC_Blob in hl2 but apparently the entity works but the snarks do not move; below a proof of the entity being somewhere else while the snarks are there. perhaps i need ep2 headcrab model? [T]http://i.imgur.com/7Y7z1DG.png[/T][/QUOTE] Did you try using w_squeak.mdl from HL1 Source too?
[QUOTE=Kyle v2;52082837]Did you try using w_squeak.mdl from HL1 Source too?[/QUOTE] that's actually the squeak from hls. the screenshot is not from particle benchmark. it's npc_blob.cpp found in sdk which works. there's also different models for it via a cvar: npc_blob_use_model 0 = skull gib 1 = watermelon 2 = snark 3 = baby headcrab 4 = crashed [T]http://i.imgur.com/WQmNa3r.jpg[/T] The problem here lies in the code i think. the "bunch" is not doing anything, just the model orientation should be horizontal not vertical. there's many comments from september 2003 on the source code also. Interesting.
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