VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
I've never heard that dialogue and I've probably played through the Half-Life series an embarrassing amount of times at this point. Where does it trigger? Can't believe I've missed it for this long.
Then again it was just a few months back that I found out about that little side room in the tunnel in Sandtraps so maybe I'm just a total poser and not a real fan at all!
[QUOTE=JasonDave;52245688]I've never heard that dialogue and I've probably played through the Half-Life series an embarrassing amount of times at this point. Where does it trigger? Can't believe I've missed it for this long.
Then again it was just a few months back that I found out about that little side room in the tunnel in Sandtraps so maybe I'm just a total poser and not a real fan at all![/QUOTE]
I've been playing since 2005 (dozens times a year for the first few years, at least 1-2 for the last, say, five years, plus modding which makes you dig through the content constantly) but it was only in 2014 or 2015 that I learned from another dude that there's a spot in the antlion beach map (d2_coast_11) with a dead Combine soldier in it, and some supplies. And then in recent couple of years I learned some more things like that, too.
That line, however, is spoken by that dude who's fixing the car in the garage on the map with the Combine autocannon. The same guy who reacts to you smashing the bottles near him.
Dunno if anyone has pointed this out yet, but in Left 4 Dead the two dead bodies that are draped over fences in the Sacrifice appear to use beta textures.
[img_thumb]http://i.imgur.com/pqqrZ2s.png[/img_thumb]
[img_thumb]http://i.imgur.com/ko8zBh1.png[/img_thumb]
[img_thumb]http://i.imgur.com/EcO4uzD.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/PcsNqye.jpg[/img_thumb]
The head textures both use different UVs than the retail ones. So I'm assuming they both use different head models.
It's kinda curious how the Common Infected in final L4D1 don't even use the [B]infected_eyeball_l[/B] or [B]infected_eyeball_r[/B] textures... but I guess that's for efficiency, the head textures include the eye texture.
In the skybox folder of HalfLife 2's textures,I found a skybox but all the textures had a pink x on them.No idea how nobody else found this but I'm just sharing.
[QUOTE=That's that;52246262]In the skybox folder of HalfLife 2's textures,I found a skybox but all the textures had a pink x on them.No idea how nobody else found this but I'm just sharing.[/QUOTE]
Pretty sure this is a widely known fact. There's been attempts in past threads to remove the X from those using Photoshop as well as some other ways of figuring out how they were supposed to look.
[QUOTE=KayoDuck;52244242]How a freaking car model could trigger some people? Really, what's the deal with it? Is a just a car, a model that is not impossible to find on Europe, just chill out dude. If you want something European and common then make a Lada or a [b]BMW[/b][/QUOTE]
Black Mesa Wagon?
[QUOTE=En Ex;52246760]Black Mesa Wagon?[/QUOTE]
It would look more in place than the Charger.
Ha
Ha
[QUOTE=En Ex;52246760]Black Mesa Wagon?[/QUOTE]
Imagine getting all the way through half life 2 and it's this thing jalopy-fied and sitting on the bridge, somehow:
[T]http://vignette1.wikia.nocookie.net/half-life/images/e/e9/SUV_brush_c2a5g.jpg/revision/latest?cb=20090709203603&path-prefix=en[/T]
:v:
[QUOTE=artDecor;52245243]I'm not sure how I feel about an actual quote from Episode Two being goofy enough to be mistaken for something from Freeman's Mind[/QUOTE]
lmao I forgot you can actually press E on the guy, and just a few days ago I went through that warehouse to record a source demo to later fill up my drive space with 4k footage.
[QUOTE=Cvoxalury;52235070]In other words, they forgot they were making a sequel addon for HL2 which was not set in the US. In other and more frank words, the artist was an idiot.[/QUOTE]Maybe they wanted to go with a forest setting instead of a wasteland setting, since it's a lot more visually interesting with different rocks, trees, plants, bodies of water, etc. than a wasteland with different-sized rocks with various shades of brown & grey.
I doubt they forgot it's not set in the US, but it was probably just cheaper & easier for them to go a few miles out of Seattle & get reference photos of the wilderness instead of getting a bunch of eastern european stock photos to ensure they have the right kind of trees for their otherwise unrealistic fictional setting. It's not that they're idiots, they just knew it was trivial.
[QUOTE=Cvoxalury;52235070]I'm not sure if you realise, but in the world where there are portal storms and Xen infestations, no one would keep producing and importing those cars. So the 200s would be frozen in time. Also, it would be so hugely coincidental for us to strike upon that one rare car preserved from 20 years ago.[/QUOTE]I've been going on a cross-country road trip & I've seen both a first generation Ford Thunderbird & 1948 GMC pickup while driving around, each with new license plates & enough rust to make them look like originals. I also stayed at a western-themed inn with a Koi pond.
Realistically, not everything should date to the exact time & place that something was meant to take place in, making everything too new can be worse than making most things a bit too old.
I am sure, most of us remember this screenshot from one of the Valve's employee.
[quote][IMG]https://pp.userapi.com/c638317/v638317690/456b3/KrADZaox1xQ.jpg[/IMG][/quote]
But here is a bit higher quality version
And little update:
[quote][IMG]https://pp.userapi.com/c638317/v638317690/456bc/IVW98XcM46c.jpg[/IMG][/quote]
Source: digital copy of latest issue of [URL="https://www.myfavouritemagazines.co.uk/retro-gamer-print-back-issues/retro-gamer-issue-168/"]RetroGamer magazine[/URL].
[QUOTE=OddDoc;52257997]
[IMG]https://pp.userapi.com/c638317/v638317690/456bc/IVW98XcM46c.jpg[/IMG]
[/QUOTE]
Holy shit, this is amazing!
Side note, that wall texture looks almost exactly like my recreation:
[IMG]https://cdn.discordapp.com/attachments/302232072284798977/315923048983429120/unknown.png[/IMG]
Does anyone know if the Combine Soldier ever had leanwall_corner_left_idle and leanwall_corner_left_exit animations to go with the leanwall_corner_right_idle and leanwall_corner_right_exit ones? Because only the animations for the right exist in retail Combine Soldier animations.
[QUOTE=OddDoc;52257997]I am sure, most of us remember this screenshot from one of the Valve's employee.
But here is a bit higher quality version
And little update:
Source: digital copy of latest release of RetroGamer magazine.[/QUOTE]
Man, I wasn`t aware that Ford released promotional images for their next model! :v:
Okay, some info which was posted in "The Making of Half-Life 2" article from RetroGamer.
Originally, there was three different alien races planned in the game;
Planned locations: Chicago, arctic base, Cairo and unknown alien city based on Prague;
Gameplay on the Borealis was [B]highly tied[/B] with using a fire extinguisher;
First physics engine - Ipion Virtual Physics;
Physgun never was an actual weapon. Only as a tool for physics testing purpose;
The first driveable vehicle added in game - Digger;
In the Gulag Gordon was planned to fight both Combine forces and Antlions.
Sorry for my bad En :downs:
EDIT: [URL="https://vk.com/doc329853216_445817650?hash=1b146e7e489646a65a&dl=b7670d3d0cfb28ff7f"]Link to PDF[/URL]
[QUOTE=OddDoc;52258404]Okay, some info which was posted in "The Making of Half-Life 2" article from RetroGamer.
Originally, there was three different alien races planned in the game;
Planned locations: Chicago, arctic base, Cairo and unknown alien city based on Prague;
Gameplay on the Borealis was [B]highly tied[/B] with using a fire extinguisher;
First physics engine - Ipion Virtual Physics;
Physgun never was an actual weapon. Only as a tool for physics testing purpose;
The first driveable vehicle added in game - Digger;
In the Gulag Gordon was planned to fight both Combine forces and Antlions.
Sorry for my bad En :downs:
EDIT: [URL="https://vk.com/doc329853216_445817650?hash=1b146e7e489646a65a&dl=b7670d3d0cfb28ff7f"]Link to PDF[/URL][/QUOTE]
I think that the Physgun was ment to be a weapon, too.
I gotta say, I don't think they would put sweat, blood, and tears to make a Physgun model that we've seen in E3 2003 and the Hl2 2003 leak. Atleast in my theory, that the physgun model might of been one of the early gravity gun models.
*NOTE* I'm talking about after they've decided to make a weapon out of a tool.
[QUOTE=OddDoc;52258404]
EDIT: [URL="https://vk.com/doc329853216_445817650?hash=1b146e7e489646a65a&dl=b7670d3d0cfb28ff7f"]Link to PDF[/URL][/QUOTE]
Pages 78 to 83 are the ones related to HL2.
[QUOTE=OddDoc;52258404]Okay, some info which was posted in "The Making of Half-Life 2" article from RetroGamer.
Originally, there was three different alien races planned in the game;
Planned locations: Chicago, arctic base, Cairo and unknown alien city based on Prague;
Gameplay on the Borealis was [B]highly tied[/B] with using a fire extinguisher;
First physics engine - Ipion Virtual Physics;
Physgun never was an actual weapon. Only as a tool for physics testing purpose;
The first driveable vehicle added in game - Digger;
In the Gulag Gordon was planned to fight both Combine forces and Antlions.
Sorry for my bad En :downs:
EDIT: [URL="https://vk.com/doc329853216_445817650?hash=1b146e7e489646a65a&dl=b7670d3d0cfb28ff7f"]Link to PDF[/URL][/QUOTE]
- The three alien races concept explains why so many RTB Combine concept arts seem so disconnected from one another;
- Chicago explains a lot of the old American architecture on the early maps. New York or Washington just didnt strike me as fitting;
- Cairo? Now that would be an unusual location. Not sure if it could be pulled off interestingly;
- There were even "Fire Extinguisher rechargers" on some Hyper maps;
- Fairly obvious the Physgun was always a test weapon. It has absolutely 0 use in gameplay.
[QUOTE=95Navigator;52258762]
- Cairo? Now that would be an unusual location. Not sure if it could be pulled off interestingly;
[/QUOTE]
Assuming they didn't make any mistakes and I didn't misremember Marc's email, Cairo's the one with the giant worm subways. Looks like the whole globe-trotting three races plot was canned after Vertigo/Chicago was made and the other two races weren't set to appear until Cairo/alien city (since none of the wc-maps are that old enough to contain any of the entities from the other two races, if they even made it far enough to be implemented). iirc Marc said one of the three races are what ended up being the Combine, the other two are some insects (probably set to only appear in the Cairo levels, since it was three races having taken parts of the planet as their new home. Could they have ended up being Antlions?) and the third one was something about scrap metals?
I don't think RtB showed any concept art for the other two races outside of the Combine. It's a surprise to learn that the original City seen in Vertigo was Chicago instead of NYC though, even though I was so sure of the architecture and the fact that Vertigo was based on a real building that would've been built in NYC (and also that Valve was caring enough to do this interview).
[QUOTE=Dindex;52258487]I think that the Physgun was ment to be a weapon, too.
I gotta say, I don't think they would put sweat, blood, and tears to make a Physgun model that we've seen in E3 2003 and the Hl2 2003 leak. Atleast in my theory, that the physgun model might of been one of the early gravity gun models.
*NOTE* I'm talking about after they've decided to make a weapon out of a tool.[/QUOTE]
They put 'sweat, blood, and tears' into the WC-mappack although none of it was ever used. either way, modelling and texturing something isnt exactly the most painstaking process in the world if you know what your doing.
Here's my little theory on why Episode Two has a different tone than Half-Life 2.
In Half-Life 2, you wake up in an opressive city. Guards are everywhere, raids are common, and morale is low. When you first start the game, you feel like you're in somewhere you don't belong. Not to mention the utter hopelessness everyone feels. That may be why everything looks the way it does. It's symbolic to how everyone is feeling during the first half of the game.
I won't talk too much about Episode One, but there is something worth mentioning. There are a lot of red and orange tones in the game. Lots of warm colors. That's to display the sense of urgency throughout the city. After all, the Citadel is about to go Ka-Blooey, and you don't wanna be mince-meat.
Now onto Episode Two. Everything is a lot brighter and "cheerier" in this game. City 17 has been destroyed, you've "somehow" escaped the Citadel's explosion, and overall morale is a lot higher. Not to mention you're free. [I]Free.[/I] No more opression. Of course you still need to deal with the remaining Combine forces, but for once, it seems like you may actually win this war. Hence the brighter colors, the Dodge Charger, and the much more optimistic tone of the game (well, as optimistic as Half-Life can be). Well, that's my theory.
[QUOTE=Dindex;52258487]I think that the Physgun was ment to be a weapon, too.
I gotta say, I don't think they would put sweat, blood, and tears to make a Physgun model that we've seen in E3 2003 and the Hl2 2003 leak. Atleast in my theory, that the physgun model might of been one of the early gravity gun models.
*NOTE* I'm talking about after they've decided to make a weapon out of a tool.[/QUOTE]
They've must've made hundreds of models that they never used, so.
:snip:
Damn now Im addicted to these little screenshots from 2001/2002. I need more!!
Wonder just how many screenshots Valve have stored in their files.
[QUOTE=FreakMan2001;52259812]Hate to shift topics here, but has anyone attempted to recreate the early Combine Soldier that's depicted in this piece of concept art?
[IMG]https://s-media-cache-ak0.pinimg.com/736x/dc/6f/1c/dc6f1c2e396ff35c541b5b376230d6c7.jpg[/IMG][/QUOTE]
Actually,Those concept arts were meant to help developers to have an opinion about how they would look like in game afaik.But that doesnt mean they would look exactly like them.Also I believe it still wouldnt be possible if those stuff werent leaked on internet and they did contunie what we had as betas.They are really dark chatacters.
Thats also the problem when people try to recreate those models.Those should be done from zero instead of editing on current models.From textures to AI.
[QUOTE=OfficialPCF;52259421]Here's my little theory on why Episode Two has a different tone than Half-Life 2.
In Half-Life 2, you wake up in an opressive city. Guards are everywhere, raids are common, and morale is low. When you first start the game, you feel like you're in somewhere you don't belong. Not to mention the utter hopelessness everyone feels. That may be why everything looks the way it does. It's symbolic to how everyone is feeling during the first half of the game.
I won't talk too much about Episode One, but there is something worth mentioning. There are a lot of red and orange tones in the game. Lots of warm colors. That's to display the sense of urgency throughout the city. After all, the Citadel is about to go Ka-Blooey, and you don't wanna be mince-meat.
Now onto Episode Two. Everything is a lot brighter and "cheerier" in this game. City 17 has been destroyed, you've "somehow" escaped the Citadel's explosion, and overall morale is a lot higher. Not to mention you're free. [I]Free.[/I] No more opression. Of course you still need to deal with the remaining Combine forces, but for once, it seems like you may actually win this war. Hence the brighter colors, the Dodge Charger, and the much more optimistic tone of the game (well, as optimistic as Half-Life can be). Well, that's my theory.[/QUOTE]
then the series was pierced through the skull and left for dead as a crumpled heap on the ground in an abandoned hangar
[QUOTE=OddDoc;52258404]Physgun never was an actual weapon. Only as a tool for physics testing purpose;[/QUOTE]
Really? People are discussing this? It either shows how young some of you guys are, or that you don't remember everything as well as I do I guess.
One of the Valve developers stated in an interview ages ago that the physgun was a development gun, just like the sticky gun. I think the code might even mention it.
[QUOTE=ProZak;52260544]Really? People are discussing this? It either shows how young some of you guys are, or that you don't remember everything as well as I do I guess.
One of the Valve developers stated in an interview ages ago that the physgun was a development gun, just like the sticky gun. I think the code might even mention it.[/QUOTE]
Literally the only gameplay mechanic I found was light up a barrel, grab it with the Physgun, and use its scrolling mechanic to put the flaming barrel right next to a Combine Soldier.
Its kind of a fun combo.
[QUOTE=ProZak;52260544], just like the sticky gun. I think the code might even mention it.[/QUOTE]
[I]That makes so much more sense.[/I] I was wondering recently what purpose the Sticky Launcher had.
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