VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
Jesus, as cool as the layout and settings are for these CS:GO maps, they are completely desaturated. Everything is a gray mess.
[QUOTE=DONOTWANT;52184470]I'd just be happy to see a picture of the sacktick from a different angle than just that one concept art pic.[/QUOTE]
Here:
[IMG]https://i.imgur.com/2dDuLqc.png[/IMG]
[QUOTE=SFArial;52184675]Jesus, as cool as the layout and settings are for these CS:GO maps, they are completely desaturated. Everything is a gray mess.[/QUOTE]
That was the game's style in the beginning, take a look at pre-HD Nuke and Train, they're just like that, arguably making them look less appealing compared to their CS:S versions. Most of the other day 1 (and slightly later) maps also feature obvious desaturation and pale lighting. It was only around the release of Overpass when they started implementing a far more colorful and less noisy artstyle.
I know, had the game since it was available. It's just so strange in hindsight.
Makes you wonder what the train of thought was initially.
[QUOTE=gk99;52184192]Tbh I'd say just spend the time to learn how to do it himself because bothering with that model is so not worth the time[/QUOTE]
The whole Odessa citizen thing in my PelPix post was a joke, hence the emoticon. Although I could just learn if I had the avaliable time.
[QUOTE=Gamer#1;52184564]ValveTime has released 2 new screenshots from an unpublished CS:GO map named, Depot:
[IMG]https://pbs-h2.twimg.com/media/C-9toMXXkAAoR77.jpg[/IMG]
Source: [url]https://twitter.com/ValveTime/status/860026686489997312[/url][/QUOTE]Man, I've been waiting so long to see these maps. I hope they have screenshots of de_alleyway. I want to see if it was just a copy/paste of No Mercy.
[QUOTE=simzboy;52185208]Man, I've been waiting so long to see these maps. I hope they have screenshots of de_alleyway. I want to see if it was just a copy/paste of No Mercy.[/QUOTE]
If it's anything like the other demolition maps based on the L4D series, it'll have lots of layout similarities but probably enough unique content to distinguish itself from No Mercy.
If I ever get the chance to visit Valve, I'd like to ask a CS:GO dev about these maps and try to get a little more insight into their creation and abandonment.
Pure speculation, but I think parts of the CS:GO Depot map might be recycled from the HL2's Depot, namely the Gunship Bays.
[QUOTE=FreakMan2001;52179526]Hate to shift topics here, but could anyone provide some sort of link to HGrunt's Vertigo fix? I've been trying to find a download for quite some time, and frankly, it's becoming aggravating.[/QUOTE]
[DEL]it's on hl2beta.ru iirc[/DEL] [B]WAS[/B]
[QUOTE=FreakMan2001;52179526]Hate to shift topics here, but could anyone provide some sort of link to HGrunt's Vertigo fix? I've been trying to find a download for quite some time, and frankly, it's becoming aggravating.[/QUOTE]
[url]http://www.moddb.com/games/half-life-2/addons/hl2-beta-demo-vertigo-chapter[/url]
[QUOTE=Juesto;52187824]it's on hl2beta.ru iirc[/QUOTE]
I do not even know why you do not use a search engine, such as a Google. There on the second line it gives this link: [url]https://www.google.com/?gfe_rd=cr&ei=Nv4LWdTJEYGDsAHGgJTIBQ&gws_rd=ssl#newwindow=1&q=hl2-beta.ru+h-grunt+vertigo+fix[/url]
In the half life alpha, the pit that the tentacle comes out of seems to have some sort of complex architecture, but its all black, so I can't make out what it is. is there any sort of wireframe command or some way to make the brushes not use the pitch black texture in the alpha?
[QUOTE=A Sock Accnt;52191341]In the half life alpha, the pit that the tentacle comes out of seems to have some sort of complex architecture, but its all black, so I can't make out what it is. is there any sort of wireframe command or some way to make the brushes not use the pitch black texture in the alpha?[/QUOTE]
If I could rate you "Late", then I sure as hell would. I am kind of surprised that you never knew this, considering it has been covered in the previous beta thread. Oh well.
The pit is this:
[IMG]http://combineoverwiki.net/images/9/90/Silodemo_02.jpg[/IMG]
And I do not think there is a wireframe command. Though I would love to know how that screenshot was taken... (I am assuming BSPViewer)
Fun fact: it is the same room as [URL="http://combineoverwiki.net/images/0/0a/Houndeyes_under.jpg"]this early screenshot.[/URL]
Here it is isolated and in Source (screenshot from 2015 :d)
[t]https://cdn.discordapp.com/attachments/155492297490825216/310231818118889473/unknown.png[/t]
[t]https://cdn.discordapp.com/attachments/155492297490825216/310231878546358273/unknown.png[/t]
And Zed was right, it's this (super early!) area from these screenshots.
[t]https://cdn.discordapp.com/attachments/155492297490825216/310231958909091841/unknown.png[/t]
[t]https://cdn.discordapp.com/attachments/155492297490825216/310231986197495818/unknown.png[/t]
Super-duper fun fact: The image with the Houndeyes was the second image of Half-Life ever released, around E3 1997 in a Sierra press pack.
The very first press preview of Half-Life (on gameslice.com) featured it.
[t]http://i.imgur.com/iaY0IeL.png[/t]
Let's not be confused that at first there were more than a dozen screenshots, after the announcement [B]MAY'97[/B] and up to [B]E3'97[/B]
1. [URL="http://web.archive.org/web/19980214123917/http://sierra.com:80/info/press/0056.html"]Sierra On-Line Secures Rights for Half-Life. (27-May-1997)[/URL]
2. [URL="http://web.archive.org/web/19980214123917/http://sierra.com:80/info/press/0059.html"]Half-Life ready to radiate at E3!(12-June-1997)[/URL]
Some of them can be found here ([B]PRE-E3'97[/B]): [url]https://www.bluesnews.com/guide/halflife.htm[/url] , [url]http://www.gameaholic.com/games/halflife/[/url]
[B]E3'97[/B]:
[t]http://i.imgur.com/0p2CVGY.jpg[/t][t]http://i.imgur.com/caM8V28.jpg[/t][t]http://i.imgur.com/mK1Fe61.jpg[/t][t]http://i.imgur.com/twTqidt.jpg[/t][t]http://i.imgur.com/0XB2WKL.jpg[/t][t]http://i.imgur.com/XjouChK.jpg[/t][t]http://i.imgur.com/uW2QJFf.jpg[/t][t]http://i.imgur.com/hCKIlnd.jpg[/t]
[video=youtube;Lm5JPsBkCRs]https://www.youtube.com/watch?v=Lm5JPsBkCRs[/video][video=youtube;7H0akRFwFWs]https://www.youtube.com/watch?v=7H0akRFwFWs[/video]
hmm..
[img]http://i.imgur.com/PzPbdhl.png[/img]
[editline]6th May 2017[/editline]
if you wanna read the full text of this, i'm hosting it here
[url]http://valvearchive.com/web_archive/gameslice.com/preview/half/[/url]
[QUOTE=Jackathan;52193623]hmm..
[img]http://i.imgur.com/PzPbdhl.png[/img]
[editline]6th May 2017[/editline]
if you wanna read the full text of this, i'm hosting it here
[url]http://valvearchive.com/web_archive/gameslice.com/preview/half/[/url][/QUOTE]
Though the density of the legal documents makes for arduous reading, they yield many fascinating nuggets of information. For example, the first [B]Half-Life[/B], which went on to win numerous awards and reap huge profits for both developer and publisher, was delivered to [B]Sierra[/B] after an almost laughably meager [B]$800,000[/B] advance--the initial payment was a mere [B]$30,000[/B] when [B]Newell[/B] and [B]Sierra On-line[/B] reps signed their first software publishing agreement on [B]April 27, 1997[/B].
Somehow this is due to the cancellation "E3 2002":
[url]http://web.archive.org/web/20040922002048/www.gamespot.com/news/2004/09/20/news_6107712.html[/url]
[QUOTE]"In 1997, Valve and Sierra entered into two agreements whereby Valve undertook to develop certain computer games and Sierra undertook to manufacture, market, and distribute the games. Among other benefits, these 1997 agreements granted Sierra intellectual property rights in the games.
"Beginning in 1999, following the success of its first game, Valve began to threaten Sierra that it would halt or slow development of the remaining games it was obligated to develop unless Sierra relinquished certain rights under the 1997 agreements. Sierra eventually capitulated to these demands and, relying on misrepresentations by Valve, entered into a new software publishing agreement (SPA) with Valve in 2001.
"Among other concessions, Sierra agreed to relinquish intellectual property rights and to allow Valve certain rights to the online distribution of games. Valve did not disclose during the negotiations over the 2001 SPA that it was in the process of developing a new technology called Steam that would allow consumers who would normally purchase games from Sierra/VUG at retail to purchase those products online directly from Valve.
"It was not until March 2002, nearly a year after the 2001 SPA was signed, that Valve announced the new Steam technology in a Game Developers' Conference in San Jose. Production of the source code in native, electronic, compliable format will allow Sierra/VUG to analyze the timing of Valve's development of Steam and the relevant Valve games.
"The timing of Valve's development of the source code for Valve games, the Valve source engine, and Steam are critical to the development of several of Sierra/VUG's counterclaims, including Sierra/VUG's promissory fraud claim based on Valve's false promises that it would continuously develop games to completion; Sierra/VUG's fraud claim and claim for breach of the covenant of good faith and fair dealing based on Valve's concealment of Steam and its strategically delayed development of the Valve games to coincide with the commercial release of Steam; Sierra/VUG's unilateral mistake claim based on its mistaken belief regarding the status of development of the Valve games upon signing the 2001 SPA; Sierra/VUG's breach of contract claim based on Valve's failure to use diligent efforts to continuously develop the Valve games to completion; and Sierra/VUG's claim for declaratory relief regarding its right to reversion of the Half-Life intellectual property based on Valve's failure to continuously develop the Valve games."[/QUOTE]
[QUOTE=OfficialPCF;52176549]Also, does anyone know what happened to cvoxalury and how his mod Dark Interval's going? I think he said he planned to release it spring.
(Sorry for the repost)[/QUOTE]
I'm still working on it. The spring thing came before we (yeah it's a "we" operation now) decided to expand on the maps and include a normal prologue (i.e. arrival), so you don't just spawn in the Industrial, and also fix any problems and shortcomings with the already released maps (anything from actual bugs to features met with controversy, such as the "fade2black/teleport" doors). This isn't just limited to mapping but also new gameplay features and a couple new tricks the player would learn, so some things on Industrial and later, would make more sense.
Spring is technically not over yet, and although it is not very likely I'll finish everything that I planned before May 31st, I will get done with it as soon as I can.
A question: Does anyone have a tutorial on how I can add phong reflections to the materials of a model that doesnt have them?
Im looking into working with textures and models, and bringing them up to a certain quality.
[QUOTE=95Navigator;52197616]A question: Does anyone have a tutorial on how I can add phong reflections to the materials of a model that doesnt have them?
Im looking into working with textures and models, and bringing them up to a certain quality.[/QUOTE]
it's not a tutorial but it'l give you info on phong reflections [url]https://developer.valvesoftware.com/wiki/Phong_materials[/url]
[QUOTE=95Navigator;52197616]A question: Does anyone have a tutorial on how I can add phong reflections to the materials of a model that doesnt have them?
Im looking into working with textures and models, and bringing them up to a certain quality.[/QUOTE]
If you give me an add on Steam, I can take you through the basics.
Lads, I'm at a crossroads with these HD Beta weapons. My friend who did a majority of the coding for this pack can no longer work on it because of life events. Alone, I could complete about half of them. (Getting them to a polished state where i'd feel good about releasing them) Here's a refresher of a weapon from the pack.
[thumb]http://i.imgur.com/HVHQnAW.jpg[/thumb]
Since I don't know where to find another good lua coder, and ive forgotten mostly everything about lua coding, I dont know what to do.
Since voting worked decently well before, lets do it again.
Vote "Agree" for me to release what I have, but overwrite my previous Beta weapons pack - so the HD pack becomes the only beta weapons pack, but its easier, and anyone who has the mod already installed gets instantly updated.
Vote "Disagree" for me to release what I have into a separate "HD Beta Weapons Pack" And try to update it when/ if I finish more weapons.
Vote "Funny" for me to release what I have into individual packs - each weapon having its own upload so people can pick and choose what weapon they want to download
What should I do.
Also side note - If ANYONE can find a decent OICW model, send it my way.
Oh, I'm currently on working on Lua ports of the HL2Beta weapons! I've finished all of them except the immolator, and I'd gladly include your models in my release.
[editline]8th May 2017[/editline]
Just to note, I'm currently using the models from the hl2-ru download and been reexporing them with Crowbar.
Ok, I may be late in this, sure, but after all this time working on Industrial maps, it got to my head...
... how does one enter in a Sensor Gate?
Yeah I know it closes as soon as the player approaches, but the thing doesnt even seem capable of opening at all.
[QUOTE=Battlepope98;52201129]
[thumb]http://i.imgur.com/HVHQnAW.jpg[/thumb]
[/QUOTE]
Oh boy, i need those models please.
For use with the actual weapon code.
[QUOTE=code_gs;52201778]Oh, I'm currently on working on Lua ports of the HL2Beta weapons! I've finished all of them except the immolator, and I'd gladly include your models in my release.
[editline]8th May 2017[/editline]
Just to note, I'm currently using the models from the hl2-ru download and been reexporing them with Crowbar.[/QUOTE]
I'll add you on steam
[QUOTE=95Navigator;52202382]Ok, I may be late in this, sure, but after all this time working on Industrial maps, it got to my head...
... how does one enter in a Sensor Gate?
Yeah I know it closes as soon as the player approaches, but the thing doesnt even seem capable of opening at all.[/QUOTE]
Blah blah blah... Half-Life, blah blah blah... Combine.
[QUOTE=95Navigator;52202382]Ok, I may be late in this, sure, but after all this time working on Industrial maps, it got to my head...
... how does one enter in a Sensor Gate?
Yeah I know it closes as soon as the player approaches, but the thing doesnt even seem capable of opening at all.[/QUOTE]
You mean the blue force-field?
It seems that Citizens just flash their ID cards at the camera and it lets them pass through freely, I don't think it 'closes'.
[QUOTE=bw1119;52204525]Blah blah blah... Half-Life, blah blah blah... Combine.[/QUOTE]
10/10 for effort
[QUOTE=ZeMysticalTac;52204610]You mean the blue force-field?
It seems that Citizens just flash their ID cards at the camera and it lets them pass through freely, I don't think it 'closes'.[/QUOTE]
No, the thing in the beginning of e3_industrial.
[url]https://youtu.be/rkjg6ck5sro?t=11[/url]
This one.
I miss the weirder combine machinery concepts that got cut, and little things like the machine part that they kicked out the wall for.
[QUOTE=95Navigator;52205236]
No, the thing in the beginning of e3_industrial.
[url]https://youtu.be/rkjg6ck5sro?t=11[/url]
This one.[/QUOTE]
I always thought it behaves like old castle doors. If it's friend - they open all the way down.
If enemy - they close.
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