VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
For the last couple of days, I've been rebuilding Borealis' exterior, for own use.
[t]https://pp.userapi.com/c836630/v836630812/37e46/4sThFzUDIrw.jpg[/t]
All done from scratch, used the original as reference a couple times. Also incorporated parts of the Russian nuclear icebreakers, Yamal and Krasin (such as that "tower" in the middle (also present in the Ep2 "photo" of the ship), and lifeboat holders on the side (not shown in the pic)). Currently it's at 835 brushes/5.7k faces, and it's not done yet, I will clone that crane at least two times more, and it alone is composed of 41 brushes/399 faces. At this point I'm considering if I should turn it into a model but I dunno.
[QUOTE=UberMunchkin;52220261][t]https://my.mixtape.moe/yrhhlg.svg[/t]
It's nowhere near perfect but until someone with better vector skills comes along it should suffice. [URL="https://my.mixtape.moe/bdamly.png"]Here are the rough[/URL] [URL="https://my.mixtape.moe/ciushq.png"]clean recreations of the logo[/URL] I "quickly" made to work off of.[/QUOTE]
Nah, it is actually pretty good in my opinion. As spot on as it gets. If I could rate your post "Winner" then I sure as hell would.
[QUOTE=CaptainZed;52219416]Could someone please make a vector/SVG version of the 2 logos used for TF2 in it's 1999-2001 stages of development? Source/reference images below:
[IMG]https://wiki.teamfortress.com/w/images/7/74/Teamfortress_link.jpg?t=20110426084056[/IMG]
[IMG]https://wiki.teamfortress.com/w/images/6/66/TFB.jpg?t=20110509074107[/IMG][/QUOTE]
Done one for the [URL="https://my.mixtape.moe/bqlbdc.svg"]2nd logo[/URL], not sure about the first one though
[t]https://my.mixtape.moe/bqlbdc.svg[/t]
Edit: Might be able to do the "worn down" look of the first one using a clipping mask in Illustrator maybe?
[QUOTE=Cvoxalury;52220244]For the last couple of days, I've been rebuilding Borealis' exterior, for own use.
[t]https://pp.userapi.com/c836630/v836630812/37e46/4sThFzUDIrw.jpg[/t]
All done from scratch, used the original as reference a couple times. Also incorporated parts of the Russian nuclear icebreakers, Yamal and Krasin (such as that "tower" in the middle (also present in the Ep2 "photo" of the ship), and lifeboat holders on the side (not shown in the pic)). Currently it's at 835 brushes/5.7k faces, and it's not done yet, I will clone that crane at least two times more, and it alone is composed of 41 brushes/399 faces. At this point I'm considering if I should turn it into a model but I dunno.[/QUOTE]
Holy shit so nice I love it!
You can turn it into a model for far away vistas or even 3D Skybox vistas if you feel the need. But for the actual gameplay spaces, brushes are the way to go.
[QUOTE=Joshii;52220326]Done one for the [URL="https://my.mixtape.moe/bqlbdc.svg"]2nd logo[/URL], not sure about the first one though
[t]https://my.mixtape.moe/bqlbdc.svg[/t]
Edit: Might be able to do the "worn down" look of the first one using a clipping mask in Illustrator maybe?[/QUOTE]
Looking pretty damn spiffy there. Well done. And thanks, but I think I can do a "worn down" version of the first one myself.
And I want to give a shout-out to you and UberMunchkin for your recreations, they are pretty good.
[QUOTE=Jackathan;52207310]Sup my dudes
here's a list of every site/page I have archived on VA for public viewing (as of writing).
I have them organized by the game or thing they are related too.
...
[B]blah[/B]
If anyone has any saved webpages you'd like to submit, please message me on [URL="http://steamcommunity.com/id/Jackathantwo/"]Steam[/URL]!
I have some more pages in the works, some archived by me and some not.[/QUOTE]
Hello, I'm the developing valvearchive.org,
Check [url]http://valvearchive.com/web-archive[/url] for an up-to-date list of all web archive pages from now on.
Some pages may 404 due to index.html not being loaded correctly, but otherwise it should be good.
[QUOTE=CaptainZed;52219416]Could someone please make a vector/SVG version of the 2 logos used for TF2 in it's 1999-2001 stages of development? Source/reference images below:
[IMG]https://wiki.teamfortress.com/w/images/7/74/Teamfortress_link.jpg?t=20110426084056[/IMG]
[IMG]https://wiki.teamfortress.com/w/images/6/66/TFB.jpg?t=20110509074107[/IMG][/QUOTE]
Late as hell, but whatever
[t]http://i.imgur.com/IOAy7lF.png[/t]
transparent in case you wanna do shit with it
[QUOTE=UberMunchkin;52220261][t]https://my.mixtape.moe/yrhhlg.svg[/t]
It's nowhere near perfect but until someone with better vector skills comes along it should suffice. [URL="https://my.mixtape.moe/bdamly.png"]Here are the rough[/URL] [URL="https://my.mixtape.moe/ciushq.png"]clean recreations of the logo[/URL] I "quickly" made to work off of.[/QUOTE]
[QUOTE=Old Hermit;52223052]Late as hell, but whatever
[t]http://i.imgur.com/IOAy7lF.png[/t]
transparent in case you wanna do shit with it[/QUOTE]
Never done vector graphics so I may be spewing nonsense here, but: it was pointed out that the grunge bits will be hell to try and do, but, maybe you guys can add a dot pattern there on the side (know what I'm talking about? They were widely used in the 80s' design. I think) that would imitate and imply grunge?
[QUOTE=Gamer#1;52215966]Apparently in late 2007, Valve published maps showing where players died most in Half-Life 2: Episode Two. Forum members of HL2World, an HL2 fan community, decided to troll Valve by jumping down to their deaths from the cliff in the first map, thus resulting in a bright, red blip on the death map:
[IMG]https://pbs.twimg.com/media/C_i-j9LXYAAqyAB.jpg[/IMG]
[IMG]https://pbs.twimg.com/media/C_i-krbXsAAsvJ8.jpg[/IMG]
Source: [url]https://twitter.com/ValveTime/status/862649623357386753[/url][/QUOTE]
are you a rss bot for valvetime
[QUOTE=Gamer#1;52215966]Apparently in late 2007, Valve published maps showing where players died most in Half-Life 2: Episode Two. Forum members of HL2World, an HL2 fan community, decided to troll Valve by jumping down to their deaths from the cliff in the first map, thus resulting in a bright, red blip on the death map:
[IMG]https://pbs.twimg.com/media/C_i-j9LXYAAqyAB.jpg[/IMG]
Source: [url]https://twitter.com/ValveTime/status/862649623357386753[/url][/QUOTE]
I have the tool used to make these images, can't remember who gave it to me but I think it was Jackathan, not sure how it connects to the game, perhaps through the Steam achievements API or something.
DL: [url]https://drive.google.com/open?id=0BwnhBOoyMtQGM0JFSERxdWlZS0E[/url]
It connects to an SQL database where it dumps all the data then it sums up and averages all the data collected (almost like valve's own telemetry tool).
Here are the launch parameters, I haven't got it working myself but it might be a cool tool to use for mod makers.
ep2_deathmatch.exe
-game [ep2 | tf] { which game }
-bugs bugtestfile { special bug file culled from PVCSTracker report }
-imagedir imagedir { directory for mapinfo.res and image .bmps }
-deaths { build death images }
-fpsinmap { build fps in map images }
-fpsinmappow { specifies curve for fps contributions }
-scale imagescalefactor (default 1.0)
-h sqldbhost
-u sqluser
-p sqlpw
-db sqldb
-stress count { run stress testing for image creation }
-where 'additional where clause'
-stats { spew per level stats for entities, weapons, etc. }
It doesn't just do the death areas, it also collects the following game info.
Sum(CRATESSMASHED),
Avg(CRATESSMASHED),
Sum(OBJECTSPUNTED),
Avg(OBJECTSPUNTED),
Sum(VEHICULARHOMICIDES),
Avg(VEHICULARHOMICIDES),
Sum(DISTANCE_INVEHICLE),
Avg(DISTANCE_INVEHICLE),
Sum(DISTANCE_ONFOOT),
Avg(DISTANCE_ONFOOT),
Sum(DISTANCE_ONFOOTSPRINTING),
Avg(DISTANCE_ONFOOTSPRINTING),
Sum(FALLINGDEATHS),
Avg(FALLINGDEATHS),
Sum(VEHICLE_OVERTURNED),
Avg(VEHICLE_OVERTURNED),
Sum(LOADGAME_STILLALIVE),
Avg(LOADGAME_STILLALIVE),
Sum(LOADS),
Avg(LOADS),
Sum(SAVES),
Avg(SAVES),
Sum(GODMODES),
Avg(GODMODES),
Sum(NOCLIPS),
Avg(NOCLIPS),
Sum(DAMAGETAKEN),
Avg(DAMAGETAKEN)
This tool is referenced in the 2007 SDK too [url]https://github.com/LestaD/SourceEngine2007/blob/master/src_main/vpc_scripts/groups.vgc#L194[/url]
[QUOTE=x8BitRain;52223252]
Sum(LOADGAME_STILLALIVE),
Avg(LOADGAME_STILLALIVE),
Sum(LOADS),
Avg(LOADS),
Sum(SAVES),
Avg(SAVES),
Sum(GODMODES),
Avg(GODMODES),
Sum(NOCLIPS),
Avg(NOCLIPS)[/QUOTE]
Should use this tool on one of them speedrun fellas and see just how 'clean' their runs are.
[QUOTE=Cvoxalury;52223639]Should use this tool on one of them speedrun fellas and see just how 'clean' their runs are.[/QUOTE]
Those speedruns are recorded using demos which in case you didn't know include all executed commands. So to prove the legitimacy of a run you'd put a demo through a demo parser and check for any blacklisted commands. That's why the HL 1 speedrun leaderboards require a demo for validation.
[IMG]https://i.imgur.com/6ER4oVM.png[/IMG]
Example demo parsers:
[url]https://github.com/stgn/netdecode[/url]
[url]http://traderain.hu/VolvoWrench/[/url]
[QUOTE=x8BitRain;52223805]Those speedruns are recorded using demos which in case you didn't know include all executed commands. So to prove the legitimacy of a run you'd put a demo through a demo parser and check for any blacklisted commands. That's why the HL 1 speedrun leaderboards require a demo for validation.
[IMG]https://cdn.discordapp.com/attachments/148434721922220032/312990145789952000/croppedImage_1494692765165.png[/IMG]
Example demo parsers:
[url]https://github.com/stgn/netdecode[/url]
[url]http://traderain.hu/VolvoWrench/[/url][/QUOTE]
Is the extra huge screenshot supposed to somehow enhance the statement about supposed legitimacy of the speedruns? We all know they're still cheat-based. Cheaters inspecting other cheaters' result doesn't make them non-cheating. It's a theater of pretense.
interesting that they would track vehicle overturns in ep2, even though the jalopy's physics make it a near-impossibility to happen anymore (at least nowhere as often as the old jeep)
[QUOTE=game hacker;52223226]are you a rss bot for valvetime[/QUOTE]
No, I just thought that it was something funny from Valve's past that some of you might want to know. ValveTime is okay with me posting it, so long as I cite the source (which I did).
BTW, current status on the WIP Beta Jalopy Fix:
[IMG]http://i.imgur.com/X5s3pkt.png[/IMG]
[IMG]http://i.imgur.com/jfinoMY.png[/IMG]
[IMG]http://i.imgur.com/0CWHI13.png[/IMG]
[IMG]http://i.imgur.com/wWvylv5.png[/IMG]
[IMG]http://i.imgur.com/osgMwDZ.jpg[/IMG]
AND, this has been added to base just today: [url]http://i.imgur.com/hgOHyX6.gifv[/url]
[QUOTE=Cvoxalury;52224012]Is the extra huge screenshot supposed to somehow enhance the statement about supposed legitimacy of the speedruns? We all know they're still cheat-based. Cheaters inspecting other cheaters' result doesn't make them non-cheating. It's a theater of pretense.[/QUOTE]
They are legit.
[editline]13th May 2017[/editline]
[QUOTE=x8BitRain;52223805]Those speedruns are recorded using demos which in case you didn't know include all executed commands. So to prove the legitimacy of a run you'd put a demo through a demo parser and check for any blacklisted commands. That's why the HL 1 speedrun leaderboards require a demo for validation.
Example demo parsers:
[url]https://github.com/stgn/netdecode[/url]
[url]http://traderain.hu/VolvoWrench/[/url][/QUOTE]
Please thumbnail that image, it is huge.
[QUOTE=Cvoxalury;52224012]Is the extra huge screenshot supposed to somehow enhance the statement about supposed legitimacy of the speedruns? We all know they're still cheat-based. Cheaters inspecting other cheaters' result doesn't make them non-cheating. It's a theater of pretense.[/QUOTE]
All the shit that happens in these speedruns that you don't understand doesn't mean they are cheated, there are reasons for all these tricks work, like why the shit would there be a leaderboard with a 102 runners all cheating being verified by 6 moderators that know they are cheating?
Or is your idea of "cheating" not playing the game Valve intended you play it?
Fire a "cheat" at me and I'll explain it.
[QUOTE=Tuskin;52225237]
Please thumbnail that image, it is huge.[/QUOTE]
sry it was a phone screenshot.
[QUOTE=Cvoxalury;52224012]Is the extra huge screenshot supposed to somehow enhance the statement about supposed legitimacy of the speedruns? We all know they're still cheat-based. Cheaters inspecting other cheaters' result doesn't make them non-cheating. It's a theater of pretense.[/QUOTE]
You do realize that you can check it yourself, right
Even if cheats were involved it would take all of us weeks to figure out how the hell to do it
[video=youtube;pxezy-OPWMg]https://www.youtube.com/watch?v=pxezy-OPWMg[/video]
Clearly the most legit speedrun
wait;wait;wait before level changes used in HL2DQer doesn't actually seem any more legit than sv_cheats 1;noclip. Where have they seen the "wait" command in the key binding menu?
The Beta Jalopy in-game:
[IMG]https://steamuserimages-a.akamaihd.net/ugc/838078363710498344/2B94ECAC06673DA4FBA999005D8C10C5BE2F19F6/[/IMG]
[video=youtube;SwZqxSpl7zA]https://www.youtube.com/watch?v=SwZqxSpl7zA&lc=z13ljv1yvwucjz0az04cdbm5cq2ehb0xtgo[/video]
[QUOTE=95Navigator;52220482]But for the actual gameplay spaces, brushes are the way to go.[/QUOTE]
What's the logic behind this?
[QUOTE=Exploders;52226448][video=youtube;pxezy-OPWMg]https://www.youtube.com/watch?v=pxezy-OPWMg[/video]
Clearly the most legit speedrun[/QUOTE]
Well, to be fair, there's still a bit of challenge to it: you still must pass through every map transition area which means you have to memorize the location of each one so you don't waste any time searching for it.
[QUOTE=ProZak;52228009]What's the logic behind this?[/QUOTE]
Its inside the ship... you want to make the hull a model in that scenario?
Doesnt seem the right approach to me, but if you do think otherwise tell me.
[QUOTE=ProZak;52228009]What's the logic behind this?[/QUOTE]
Didn't you guys actually make the model for the hull? Currently in 1.6, the front part alone is 57 brushes. Astonishing, since it can be redone with 3 or 4.
[QUOTE]Its inside the ship... you want to make the hull a model in that scenario?
Doesnt seem the right approach to me, but if you do think otherwise tell me.[/QUOTE]
Depot had the submarine done entirely as a model, worked mostly fine. And with what I'm doing, it's all exterior.
[QUOTE=Gamer#1;52227786]The Beta Jalopy in-game:
[IMG]https://steamuserimages-a.akamaihd.net/ugc/838078363710498344/2B94ECAC06673DA4FBA999005D8C10C5BE2F19F6/[/IMG][/QUOTE]
Please tell me you can put the gnome in the fridge
[QUOTE=Triang3l;52227505]wait;wait;wait before level changes used in HL2DQer doesn't actually seem any more legit than sv_cheats 1;noclip. Where have they seen the "wait" command in the key binding menu?[/QUOTE]
The wait command isn't a cheat, its used in certain level transitions, so binding them in a chain doesn't make it the same as noclip, you still have full control of the player, all it does is delay the next map from loading.
Honestly, if anything the fact you can emulate the results of noclip without even using anything the game considers cheats is moreso a testament to how easily the engine can be fucked with than how legit the runs are
It's also why old engine and new engine are completely different speedrun categories
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