• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
    4,608 replies, posted
I wonder if there is anything Valve themselves could say about old stuff...
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[QUOTE=gmadador;52536661]I know this is probably already public knowledge already but I noticed that there is apparently a skybox in INFRA named "sky_borealissurge01".[/QUOTE] A genuine ep3 texture would most probably be named something llike "sky_ep03_0x" unless naming conventions were changed for Episode 3.
I apologize if this was asked or done but has anyone thought of remapping the Old Dropship so that it can have engine glow and the other lights on it like in the concept art? Would be nice if they were on one sheet or at least a few sheets instead of it chopped up like how it is in the files. [IMG]http://combineoverwiki.net/wiki/File:Dropship_concept0.jpg[/IMG] [IMG]http://combineoverwiki.net/wiki/File:Dropship_leak.jpg[/IMG]
[QUOTE=Juesto;52540887]City 17 - mrtwo is one, try poking around moddb and github, you'll find something :) 2012 leak of source engine 2007 maybe? it's orangebox, comes with sourcemp games except hldms and tf2 code is before the menu update. chat me on steam if you wish[/QUOTE] Just so you know, HLDM:S IS in there - Valve handled it in a really terrible way and both games are 100% the same, just with different gamerules depending on weather or not the convar "deathmatch" is set to 1 or 0. [CODE] void InstallGameRules() { engine->ServerCommand( "exec game.cfg\n" ); engine->ServerExecute( ); if ( !gpGlobals->deathmatch ) { // generic half-life CreateGameRulesObject( "CHalfLife1" ); return; } else { CreateGameRulesObject( "CHL1MPRules" ); return; if ( teamplay.GetInt() > 0 ) { // teamplay CreateGameRulesObject( "CTeamplayRules" ); return; } // vanilla deathmatch CreateGameRulesObject( "CMultiplayRules" ); return; } CreateGameRulesObject( "CHalfLife1" ); } [/CODE] It's pretty crap and redundant, they could've just done this for the entire function and it would've done the same exact thing and been smaller. [CODE] void InstallGameRules() { engine->ServerCommand( "exec game.cfg\n" ); engine->ServerExecute( ); if ( gpGlobals->deathmatch ) { CreateGameRulesObject( "CHL1MPRules" ); return; } else { // generic half-life CreateGameRulesObject( "CHalfLife1" ); return; } } [/CODE] But of course, it was Half-Life: Source, so every thing was done in the worst possible way.
There was this one "mod" on moddb for hldm:s that was just all HL:S maps and it allowed you to basically play HL:S even if you've never bought it
[QUOTE=tschumann;52541095]Is [url]http://www.moddb.com/mods/city-17[/url] the one? I don't think the Source engine leak would have it - I thought it was a recent enough source control but the Source SDK code from 2004-2006 would have long since been updated.[/QUOTE] What are you looking for exactly? that leak has code seen in SDKs, 2003 leak and source particle benchmark. some parts are outdated or missing dependencies
I know this is very late, but is the march map leak legal? And if it is, may someone PM me a link that has the download because both download links don't work
[QUOTE=Lambdafox;52542013]I apologize if this was asked or done but has anyone thought of remapping the Old Dropship so that it can have engine glow and the other lights on it like in the concept art? Would be nice if they were on one sheet or at least a few sheets instead of it chopped up like how it is in the files. [IMG]http://combineoverwiki.net/wiki/File:Dropship_concept0.jpg[/IMG] [IMG]http://combineoverwiki.net/wiki/File:Dropship_leak.jpg[/IMG][/QUOTE] I'ts on my list of things to do, trust me. It will be done at some point. I had a nice list of things that I wanted to improve about it.
Hate to shift topics here, but would anyone happen to possess a normal-mapped variation of the Sniper Rifle's "receiver" texture sheet? I'm rather inexperienced when it comes to mapping out basic .vmt files, so any and/or all assistance would be greatly appreciated.
[QUOTE=FreakMan2001;52542711]Hate to shift topics here, but would anyone happen to possess a normal-mapped variation of the Sniper Rifle's "receiver" texture sheet? I'm rather inexperienced when it comes to mapping out basic .vmt files, so any and/or all assistance would be greatly appreciated.[/QUOTE] Whoever I gave the files for that sniper rifle retexture I did will have them because I did one with normal maps.
[QUOTE=RaraKnight;52542129]Just so you know, HLDM:S IS in there - Valve handled it in a really terrible way and both games are 100% the same, just with different gamerules depending on weather or not the convar "deathmatch" is set to 1 or 0. [CODE] void InstallGameRules() { engine->ServerCommand( "exec game.cfg\n" ); engine->ServerExecute( ); if ( !gpGlobals->deathmatch ) { // generic half-life CreateGameRulesObject( "CHalfLife1" ); return; } else { CreateGameRulesObject( "CHL1MPRules" ); return; if ( teamplay.GetInt() > 0 ) { // teamplay CreateGameRulesObject( "CTeamplayRules" ); return; } // vanilla deathmatch CreateGameRulesObject( "CMultiplayRules" ); return; } CreateGameRulesObject( "CHalfLife1" ); } [/CODE] [/QUOTE] It's pretty similar to what is in Half-Life: [code] CGameRules *InstallGameRules( void ) { SERVER_COMMAND( "exec game.cfg\n" ); SERVER_EXECUTE( ); if ( !gpGlobals->deathmatch ) { // generic half-life g_teamplay = 0; return new CHalfLifeRules; } else { if ( teamplay.value > 0 ) { // teamplay g_teamplay = 1; return new CHalfLifeTeamplay; } if ((int)gpGlobals->deathmatch == 1) { // vanilla deathmatch g_teamplay = 0; return new CHalfLifeMultiplay; } else { // vanilla deathmatch?? g_teamplay = 0; return new CHalfLifeMultiplay; } } } [/code] But yeah, someone forget to delete everything after the first return. [QUOTE=Juesto;52542319]What are you looking for exactly? that leak has code seen in SDKs, 2003 leak and source particle benchmark. some parts are outdated or missing dependencies[/QUOTE] A release of the Source SDK that still has the stuff mentioned at [url]https://www.wunderboy.org/2004/12/team-fortress-2-still-around/[/url] There's other too I think (Source 2004 stuff which isn't in the 2003 leak and which was all replaced/removed when Episode One was released.
[QUOTE=RaraKnight;52542129]Just so you know, HLDM:S IS in there - Valve handled it in a really terrible way and both games are 100% the same, just with different gamerules depending on weather or not the convar "deathmatch" is set to 1 or 0. But of course, it was Half-Life: Source, so every thing was done in the worst possible way.[/QUOTE] Interesting... and for some reason the crowbar was disabled and broken.. and lost coast broke with a very weird error :(
[QUOTE=Frying1Pans;52542474]I know this is very late, but is the march map leak legal? And if it is, may someone PM me a link that has the download because both download links don't work[/QUOTE] In legal terms, the map leak's pretty grey-zone. There's probably a few NDAs that ended up violated by its release. However, there hasn't been many issues caused by this except VA's takedown. It likely isn't a huge issue. Check out the discord, the mirrors over there should still be in good shape.
VA is up on a different host. [editline].[/editline] The discord is cancer, probably got raided
[QUOTE=livelong;52543781]In legal terms, the map leak's pretty grey-zone. There's probably a few NDAs that ended up violated by its release. However, there hasn't been many issues caused by this except VA's takedown. It likely isn't a huge issue. Check out the discord, the mirrors over there should still be in good shape.[/QUOTE] By the way, did something happen to discord? I got booted from it a while ago.
[QUOTE=BlackPhoenix;52544224]By the way, did something happen to discord? I got booted from it a while ago.[/QUOTE] I couldn't say anything either
[QUOTE=BlackPhoenix;52544224]By the way, did something happen to discord? I got booted from it a while ago.[/QUOTE] Some staff stuff happened, people from A-C got kicked. You're free to rejoin at any time, though.
Anyone have Alyx's original skin texture? That redder one we determined to be the real one?
[QUOTE=chipsnapper2;52545283]Anyone have Alyx's original skin texture? That redder one we determined to be the real one?[/QUOTE] hl2-beta.ru has it IIRC/AFAIK Otherwise try Valve Archive or Discord
Does anyone still have the leak cubemaps made into free camera panoramas?
[QUOTE=HGrunt;52545560]Does anyone still have the leak cubemaps made into free camera panoramas?[/QUOTE] I believe that you can find the source files on hl2-beta.ru's VK page.
[QUOTE=livelong;52544957]Some staff stuff happened, people from A-C got kicked. You're free to rejoin at any time, though.[/QUOTE] oh yeah livelong, you're the one who helped me rediscover the VCC threads because VNN forgot to blank out your name when talking about the leaks back in august last year. the clock icon was also familiar
Since everyone was saying the scope looked to big, I changed it. [t]http://i.imgur.com/tgkXaBN.jpg[/t] [t]https://i.imgur.com/KWdB6bP.jpg[/t] Also which colour scheme is better? Rate Friendly for all black colour scheme (top) Rate Useful for beta colour scheme (bottom)
[QUOTE=Milkyway M16;52534720]Also, I got the leak-styled fire and smoke working in sdk2013: [thumb]http://i.imgur.com/wkacvKv.jpg[/thumb] That stupid glowing effect still isn't working though.[/QUOTE] Any word on this?
[video]https://youtu.be/qxPHGTVTbug[/video] It's his adventure
[QUOTE=chipsnapper2;52545283]Anyone have Alyx's original skin texture? That redder one we determined to be the real one?[/QUOTE] There's [URL="https://www.dropbox.com/s/rill3zc9p4wf0gg/Non-Anemic%20Alyx.zip?dl=0"]this[/URL], but there's nothing straight from Valve. [QUOTE=HGrunt;52545560]Does anyone still have the leak cubemaps made into free camera panoramas?[/QUOTE] I've reuploaded it [URL="https://drive.google.com/file/d/0B7JIKUn-ZBIvb1ZBU3YzcXVVVXM/view?usp=sharing"]here[/URL].
[QUOTE=Gentleman Cat;52546076]Any word on this?[/QUOTE] I'm experimenting with a few things. I didn't feel good about entirely replacing the orangebox particle fire system, so I'm going to either figure out how to toggle between the two fire systems, or just replicate the beta effects in a particle file which would be potentially easier, but would require a custom animated particle and I have no experience making those. Basically I'm just experimenting right now. I will surely post more about it in the future.
[QUOTE=Milkyway M16;52546929]I'm experimenting with a few things. I didn't feel good about entirely replacing the orangebox particle fire system, so I'm going to either figure out how to toggle between the two fire systems, or just replicate the beta effects in a particle file which would be potentially easier, but would require a custom animated particle and I have no experience making those. Basically I'm just experimenting right now. I will surely post more about it in the future.[/QUOTE] Perhaps make both systems coexist and toggleable via a cvar?
Is there anyone who would be willing to share more XSI .scn files from any source game? Most of the source releases just contain the .smd files, but for the sake of legacy reasons and just being curious about inspecting stuff like animation rigs. The old cs:source player model stuff in the source sdk content is one of the best things, especially if you want to build your own character animations in XSI. So my request list would be: DODs XSI anim .scn files Combine XSI anim .scn files but in general anything is appreciated.
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