• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=BlackSnow;52394708]My only question is... Does this man use Google translate..?[/QUOTE] I think he used something other than google translate when his writing was broken and not renaissance literature.
I remember when this thread was about beta and not this Qwerterberry guy writing some nonsense
I remember the Conscript mod, and that makes me sad. Also, leaknet did something [video=youtube;NE_EkxHdD8E]https://www.youtube.com/watch?v=NE_EkxHdD8E[/video]
[QUOTE=Sphoonerino;52401262]I remember when this thread was about beta and not this Qwerterberry guy writing some nonsense[/QUOTE] Beta is honestly my "natural high". I don't know, I just can't get enough of the beta stuff you guys post. It's like an addiction.
[QUOTE=PikaCommando;52401580]I remember the Conscript mod, and that makes me sad. Also, [video=youtube;NE_EkxHdD8E]https://www.youtube.com/watch?v=NE_EkxHdD8E[/video][/QUOTE] btw this thing can be spawned in gmod but is missing models gibs and sounds :P here is a link for those who want to try it [url]https://mega.nz/#!Z09B3bBQ!wpiwZZx97nTvyeJOCuGveZSQibwp8TGJw5cj-RSBbP8[/url] just remember is an error
As soon as I saw that video, my mind instantly went to work on imagining what kinds of gameplay scenarios could be built with that. What I instantly imagined was this. A Wasteland map where you start on a citizen rebel camp. You must get to the Combine Depot, but a Combine Desert Launcher is hindering your progress. The citizens have managed to get a new system working: a guided missile. Shoot the rocket, guide it to the Desert Launcher and destroy it. Simple right? But along the way are these Missile Defense units. So it becomes sort of like Mario: guide your missile to the Desert Launcher, avoiding all Missile Defense units along the way. Maybe this could be the place where you first get the RPG as a weapon.
Oh, I had no idea it was actually broken as well in the leak. Long time ago I fixed and did some light improvements to it in order to work on the retail code (as is still there): [video=youtube;7q3WDCx8p4M]https://www.youtube.com/watch?v=7q3WDCx8p4M[/video] Anyway is cool you fixed it. You know if there is some remnant of that player guided rocket in the actual code?
[QUOTE=Maestro Fenix;52402928]Oh, I had no idea it was actually broken as well in the leak. Long time ago I fixed and did some light improvements to it in order to work on the retail code (as is still there): [video=youtube;7q3WDCx8p4M]https://www.youtube.com/watch?v=7q3WDCx8p4M[/video] Anyway is cool you fixed it. You know if there is some remnant of that player guided rocket in the actual code?[/QUOTE] If that thing needs poseparameters I can animate/QC code the shit out of that.
Ok, I realize Im going a bit overboard with the questions, but I want to use these summer vacations to learn as much as I can. For the people who really delved into the Source Engine, what was the way you learned about coding shaders? I wanted to use the Source Shader Editor (I am toying with it and its really really neat), but learning HLSL with it has been really hard, since I cant seem to find the right syntax in it.
[QUOTE=Snood_1990;52403247]If that thing needs poseparameters I can animate/QC code the shit out of that.[/QUOTE] I remember reading legacy code related to have idle/fire anims aside of the poseparameters, but I got rid of them. Anyway the (shitty) model I did was for avoid people grabbing the leak content, feel free to improve it.
[t]http://i.imgur.com/priaW33.jpg[/t][t]http://i.imgur.com/jcPuqhJ.jpg[/t] Well, now at least become clear who made this concept-art. [B]Sources[/B]: [B][URL="http://www.valvetime.net/threads/looking-for-source-of-this-picture.245446"]Valve Time Forums: Looking for source of this picture[/URL][/B], [B][URL="http://www.valvetime.net/threads/manny-llamas-half-life-artwork.257825"]Valve Time News: Manny Llamas' Half-Life Artwork[/URL][/B]
[QUOTE=QWERTERBERY;52405646][t]http://i.imgur.com/priaW33.jpg[/t][t]http://i.imgur.com/jcPuqhJ.jpg[/t] Well, now at least become clear who made this concept-art. [B]Sources[/B]: [B][URL="http://www.valvetime.net/threads/looking-for-source-of-this-picture.245446"]Valve Time Forums: Looking for source of this picture[/URL][/B], [B][URL="http://www.valvetime.net/threads/manny-llamas-half-life-artwork.257825"]Valve Time News: Manny Llamas' Half-Life Artwork[/URL][/B][/QUOTE] Now, THIS is what I want in MY Half-Life 3.
[QUOTE=Gamer#1;52407352]Now, THIS is what I want in MY Half-Life 3.[/QUOTE] Just play one of the Prototype games then, same thing almost.
[QUOTE=QWERTERBERY;52405646][t]http://i.imgur.com/priaW33.jpg[/t][t]http://i.imgur.com/jcPuqhJ.jpg[/t] Well, now at least become clear who made this concept-art. [B]Sources[/B]: [B][URL="http://www.valvetime.net/threads/looking-for-source-of-this-picture.245446"]Valve Time Forums: Looking for source of this picture[/URL][/B], [B][URL="http://www.valvetime.net/threads/manny-llamas-half-life-artwork.257825"]Valve Time News: Manny Llamas' Half-Life Artwork[/URL][/B][/QUOTE] Overpowered, you could just morph your arm into the final boss and chop it off or just turn it into the the end screen so you beat the game in a few seconds
[QUOTE=Frying1Pans;52410830]Overpowered, you could just morph your arm into the final boss and chop it off or just turn it into the the end screen so you beat the game in a few seconds[/QUOTE] Perhaps, but only this is stages of infection from SymbioCrab. So there is some probability that Freeman could become SymbioFreeman and dissolve of this zymosis (BAD ENDING). Such hints were even in Portal 2, if properly delve into details. Does not it remind you of anything? [t]http://i.imgur.com/zahrxWb.jpg[/t] [t]http://i.imgur.com/PSDr7YO.jpg[/t][t]http://i.imgur.com/bozidBS.jpg[/t][t]http://i.imgur.com/4R1kKIQ.jpg[/t][t]http://i.imgur.com/yQQO95n.jpg[/t][t]http://i.imgur.com/KO6BU2w.jpg[/t][t]http://i.imgur.com/FXSwXbR.jpg[/t] PS. More like an abandoned idea with [URL="http://combineoverwiki.net/wiki/Sacktick"]Sacktick[/URL]. Now it becomes a bit clear what was hidden in the [URL="http://combineoverwiki.net/wiki/Borealis_(Aperture_Science_ship)"]Borealis[/URL] ship. Strangely one, why Combine Soldiers get infected from SymbioCrabs (by [URL="http://i.imgur.com/priaW33.jpg"]artwork[/URL] it is clear that they can become infected), then it turns out this biochemical technology of Apenture Science or [URL="http://combineoverwiki.net/wiki/Hydra"]Hydra[/URL] or G-man race?
[QUOTE=QWERTERBERY;52413288]huges images[/QUOTE] then just turn it into the ending screen
In case you missed it, ValveTime released an article containing info about a lost Half-Life feature called, Timeline: [IMG]http://www.valvetime.net/attachments/bart-png.25953/[/IMG] You can read about it here: [url]http://www.valvetime.net/threads/half-lifes-lost-feature-timeline.257828/[/url]
I mean Half-Life has always had a focus on aliens, it wouldn't be too far out to see stuff like that in HL3, especially if they're still doing that "more horror-focused" thing. I don't think Gordon should have powers from it, though. Hes got an HEV suit that should protect him from shit, after all.
[QUOTE=Gamer#1;52415062]In case you missed it, ValveTime released an article containing info about a lost Half-Life feature called, Timeline: [IMG]http://www.valvetime.net/attachments/bart-png.25953/[/IMG] You can read about it here: [url]http://www.valvetime.net/threads/half-lifes-lost-feature-timeline.257828/[/url][/QUOTE] There was more. There was an entire VMF-based animation system in Source Engine circa 1999-2000. Some code from animation system was accidently included in the HL1 SDK worldcraft. This animation system was obsolete by 2000-2001 (as wc map pack shows just a handful of maps that still use this animation system, only one map actually uses it for animation). This animation system is part of a bigger movement system that probably was envisioned for Source Engine. The idea was that you can assign custom movement code to any entity - you can make door (which works as a door) move along keyframes, rotate, slide, etc. The actual door behavior would stay, but door could move in a variety of different ways by simply giving it a different move_* entity (e.g. move_keyframed will move objects along keyframed route). The editor itself included (and still includes, I believe) the basic animating tools (you can play/stop animations, select different anims etc) and this feature still works in retail engine. It's been removed from active use very early on though - actually provides some hints on the timeline of early Source Engine development. There are way more hints buried in the worldcraft source code.
Huh that sounds really interesting actually, are there any examples of it working in the retail engine? im genuinely curious
[QUOTE=BlackPhoenix;52415316]This animation system was obsolete by 2000-2001 (as wc map pack shows just a handful of maps that still use this animation system, only one map actually uses it for animation).[/QUOTE] What is that map?
[QUOTE=Exploders;52415355]Huh that sounds really interesting actually, are there any examples of it working in the retail engine? im genuinely curious[/QUOTE] It is still used, but this not feature of engine, only game binary itself (client/server-side). For example, Team Fortress Classic activated date in "Merry Christmas!" (25 December) and "Happy birthday to you!" (24 August - TF1, 28 August - TFC). There is another unused capacity with the time for HEV Suit -> [URL="http://combineoverwiki.net/wiki/Hazardous_Environment_Suit/Quotes#Units_.28Unused.29"]Get in correct time on yours system[/URL].
[IMG]http://media.moddb.com/images/members/1/860/859977/d3_c17_120000.jpg[/IMG] [IMG]http://media.moddb.com/images/members/1/860/859977/d3_c17_120002.1.jpg[/IMG] I decided to try and make the Merkava into an NPC recently, The thing is [I]very[/I] stupid at the moment. The pose parameters don't work, Things only collide with the NPC's hulltype instead of the actual model, and striders are able to skewer it.
[QUOTE=PikaCommando;52416582]What is that map?[/QUOTE] If i am not mistaken... there is an old Citadel map in the WC mappack that uses move_keyframed entities. Basically they make some weird cylinder machinery go up and down while rotating. Ahm, try proto_citadel_machinery, or proto_citadel tankroom. One of those has what he was talking about.
I wonder if the old keyframed system is how that one ravenholm mining cart came to be
[QUOTE=Sergeant Stacker;52417386][IMG]http://media.moddb.com/images/members/1/860/859977/d3_c17_120000.jpg[/IMG] [IMG]http://media.moddb.com/images/members/1/860/859977/d3_c17_120002.1.jpg[/IMG] I decided to try and make the Merkava into an NPC recently, The thing is [I]very[/I] stupid at the moment. The pose parameters don't work, Things only collide with the NPC's hulltype instead of the actual model, and striders are able to skewer it.[/QUOTE] I think Striders being able to Skewer it is radical, I think it'd provide a bit more fear into fighting it. "Holy shit that thing fucking stabbed straight through a tank, fuck this shit I'm out of here."
[QUOTE=Sergeant Stacker;52417386] The pose parameters don't work,[/QUOTE] Did someone say [i]poseparameters[/i]? :pudge:
[QUOTE=Exploders;52415355]Huh that sounds really interesting actually, are there any examples of it working in the retail engine? im genuinely curious[/QUOTE] I don't have examples of it in retail engine, but the C++ code for entities is still there. The feature seems to have been abandoned so long ago that it might have gotten broken at some point. [media]https://www.youtube.com/watch?v=l8ioAtSiP-A[/media] This is the map and the one animation present in WC map pack (there are also a couple test maps where animation is not correctly set up, and a couple maps where it's supposed to be used for camera or test entity movement). [editline]30th June 2017[/editline] The most interesting part about the animation system is that it's present in HL1 SDK worldcraft. That version of worldcraft must have been forked from the then-current master branch of worldcraft used for the new source engine development. They seem to have removed all code that wasn't new-engine-specific, but left out a section related to animation system. I don't know if you can actually access the UI, but the section of executable related to it present in the HL1 SDK worldcraft executable, the block is almost identical to the same animation block found in later HL2 beta executable (and it's still found in retail hammer if I'm not mistaken). It seems this movement system is a leftover from an updated movement system that was envisioned for the upgraded HL1 engine. If you look in the HL2 beta SDK, there are commented out entries for a whole variety of different movement entities that would enhance any entity with a variety of different movement types. There are more worldcraft features that are hinted on by the source code. There are multiple older versions of displacement maps (including displacement support back when RMF was the used file format!), a hint for a hybrid material system that still used WAD's or WAD-like texture names. And of course, the VMF file format has multiple versions. The first version of VMF map format is the same as used by earliest VMF files in the WC map pack. The earliest VMF file format has an invalid use of mapversion field. In my opinion, the VMF to RMF switch has happened around the time when WC map pack starts, there is some evidence to support the fact that WC map pack was filtered to only include VMF files and we're missing a considerable chunk of maps in RMF file format that were used up until 2000's. One of the architecture prefab maps in WC map pack seems to include (by accident) a reference to a pre-VMT material system texture. It might have been copied over from a RMF file when it was open in the editor rather than properly converting the map. It's a hint that those architecture prefabs may come from an era earlier than start of WC map pack (and some of them already had much of their brushwork done). [editline]30th June 2017[/editline] Also shouldn't refer to it as a VMF animation system, what I meant is that it was a map-based animation system.
Something I find confusing: why is the torch-styled light sconce model used in Palace named "light_sconce01", while the art deco one from Vertigo is "light_sconce02", if the respective chapters were made in a different order? Same deal with "light_chandelier03" vs 01 and 02.
[QUOTE=BlackPhoenix;52418493]One of the architecture prefab maps in WC map pack seems to include (by accident) a reference to a pre-VMT material system texture. It might have been copied over from a RMF file when it was open in the editor rather than properly converting the map. It's a hint that those architecture prefabs may come from an era earlier than start of WC map pack (and some of them already had much of their brushwork done).[/QUOTE] IIRC, you're talking about prefab_industrial, (which is from around ~2002 for anyone wondering) where an old prefab of the crane from c17_03 (but a version older than 03_08) was pasted into it. I think there is only one other instance of which an old pre-VMT texture is referenced, and it's part of a destroyed APC (probably was simply an old prefab, like the crane in prefab_industrial) in one of the sniper maps, though I think the same APC might exist in some other maps too.
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