VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=Zeos;52569474]I really don't fucking understand how these issues last. Nearly every visual problem introduced by the Source updates could probably be fixed in, like, an hour tops. Things like maps loading into fullbright, or the skyboxes being completely fucked in entire chapters.
Like, TF2 was the worst for this kinda garbage, bugs that would never last in a game that was getting regular updates, but we let Valve slide for years. I mean Christ TF2 had a popular weapon launch without animations.
And didn't receive animations for FOUR YEARS. [I]And didn't even get unique animations.[/I] No, no, they just moved the model slightly. A fix that would have taken, no joke, minutes.[/QUOTE]
Don't forget about the "Large-scale performance update".
[QUOTE=RaraKnight;52569359]The worst part about that is that it's literally a one-line fix.
All that'd need to be done to fix it is change
[CODE]m_iBlink = AddGlobalFlexController( "UH" );[/CODE]
in C_BaseFlex::SetupWeights to
[CODE]m_iBlink = AddGlobalFlexController( "blink" );[/CODE]
and then that'd fix all of that.[/QUOTE]
Is there some sort of list that would help identify and supply fixes for all known issues?
First off: I apologize if this was pointed out before but it's been bothering me recently.
Ok so I was working on reskinning the beta mp7 and I noticed this on the view model
[IMG]http://files.gamebanana.com/img/ss/posts/5990770b1cfbe.jpg[/IMG]
and then I looked at the model with the original hands and noticed it there too
[IMG]http://combineoverwiki.net/images/1/18/Smg2l.jpg[/IMG]
Now that I think of it, every view model of the beta mp7 I've seen has it on them.
So the big question is what is it? Like I've seen other pics of real life mp7s and I don't think I've seen anything similar. I don't think its on the world model but I could be wrong. Was it intentional (like does it serve a purpose in it's design) or an error on the model that was never fixed?
Closest thing I could find was in this photo, but it's at the front near the barrel instead, might be part of the firing bolt?
[img]https://www.militaryfactory.com/smallarms/imgs/heckler-and-koch-hk-mp7.jpg[/img]
[QUOTE=Zeos;52569474]I really don't fucking understand how these issues last. Nearly every visual problem introduced by the Source updates could probably be fixed in, like, an hour tops. Things like maps loading into fullbright, or the skyboxes being completely fucked in entire chapters.
Like, TF2 was the worst for this kinda garbage, bugs that would never last in a game that was getting regular updates, but we let Valve slide for years. I mean Christ TF2 had a popular weapon launch without animations.
And didn't receive animations for FOUR YEARS. [I]And didn't even get unique animations.[/I] No, no, they just moved the model slightly. A fix that would have taken, no joke, minutes.[/QUOTE]
Remind us, which TF2 weapon this?
[QUOTE=SlickBlade;52570788]Remind us, which TF2 weapon this?[/QUOTE]
loch n load most likely
[QUOTE=Lambdafox;52569871]First off: I apologize if this was pointed out before but it's been bothering me recently.
So the big question is what is it? Like I've seen other pics of real life mp7s and I don't think I've seen anything similar. I don't think its on the world model but I could be wrong. Was it intentional (like does it serve a purpose in it's design) or an error on the model that was never fixed?[/QUOTE]
[IMG]http://www.abload.de/img/pdwrightuuex.jpg[/IMG]
[t]http://www.abload.de/img/pdwmain4uzc.jpg[/t]
It's a forward assist. The reason you don't see it on real life mp7's is the beta smg2 [B]isn't[/B] an mp7. Its actually an HK PDW which was an early prototype of the mp7.
Take a look at this page: [URL="http://www.hkpro.com/forum/hk-nfa-talk/146358-pictorial-guide-mp7-pdw.html"]Pictoral Guide to the MP7 and PDW[/URL]. Valve appears to have based the smg2 on prototype 2 of the PDW on that page.
[QUOTE=En_Carlson;52570875][IMG]http://www.abload.de/img/pdwrightuuex.jpg[/IMG]
[t]http://www.abload.de/img/pdwmain4uzc.jpg[/t]
It's a forward assist. The reason you don't see it on real life mp7's is the beta smg2 [B]isn't[/B] an mp7. Its actually an HK PDW which was an early prototype of the mp7.
Take a look at this page: [URL="http://www.hkpro.com/forum/hk-nfa-talk/146358-pictorial-guide-mp7-pdw.html"]Pictoral Guide to the MP7 and PDW[/URL]. Valve appears to have based the smg2 on prototype 2 of the PDW on that page.[/QUOTE]
Oh Ok, I knew it was based on the PDW (I should've call it that instead of the MP7 but it eventually turned into it) but yeah ok it does seem to be closest to the prototype 2. I don't know a lot about guns so I can look up about forward assist to see what it does. Thanks cause trying to figure out what that is was driving me crazy!
[QUOTE=Zeos;52569474]I really don't fucking understand how these issues last. Nearly every visual problem introduced by the Source updates could probably be fixed in, like, an hour tops. Things like maps loading into fullbright, or the skyboxes being completely fucked in entire chapters.
Like, TF2 was the worst for this kinda garbage, bugs that would never last in a game that was getting regular updates, but we let Valve slide for years. I mean Christ TF2 had a popular weapon launch without animations.
And didn't receive animations for FOUR YEARS. And didn't even get unique animations. No, no, they just moved the model slightly. A fix that would have taken, no joke, minutes.
[QUOTE=BenjaminTennison;52569504]Don't forget about the "Large-scale performance update".[/QUOTE][/QUOTE]
Because tell me; if they intend to reduce the amount of assets that need to be used, Valve should've already gotten their thumbs outta their bums and make that shit. Just use the viewmodels and add polygons, then give them LOD versions and then… stuff... I don't know of any documentations on the C_model.
[QUOTE=Milkyway M16;52569788]Is there some sort of list that would help identify and supply fixes for all known issues?[/QUOTE]
+1 to this, it would make our lives easier to all the modders who remain here.
[QUOTE=En_Carlson;52570875][IMG]http://www.abload.de/img/pdwrightuuex.jpg[/IMG]
It's a forward assist.[/QUOTE]
Huh, I'd never seen a forward assist on the [I]left[/I] side of an AR before. Seems slightly counter-intuitive.
[QUOTE=Old Hermit;52572643]Huh, I'd never seen a forward assist on the [I]left[/I] side of an AR before. Seems slightly counter-intuitive.[/QUOTE]
good thing it isn't an AR.
[QUOTE=SlickBlade;52570788]Remind us, which TF2 weapon this?[/QUOTE]
Loch-N-Load.
Still doesn't have proper animations mind you. Fucks were too lazy.
[QUOTE=Zeos;52569474]I really don't fucking understand how these issues last. Nearly every visual problem introduced by the Source updates could probably be fixed in, like, an hour tops. Things like maps loading into fullbright, or the skyboxes being completely fucked in entire chapters.
Like, TF2 was the worst for this kinda garbage, bugs that would never last in a game that was getting regular updates, but we let Valve slide for years. I mean Christ TF2 had a popular weapon launch without animations.
And didn't receive animations for FOUR YEARS. [I]And didn't even get unique animations.[/I] No, no, they just moved the model slightly. A fix that would have taken, no joke, minutes.[/QUOTE]
[QUOTE=BenjaminTennison;52569504]Don't forget about the "Large-scale performance update".[/QUOTE]
Ya'll forgettign [URL="http://store.steampowered.com/app/280/HalfLife_Source/"]these[/URL] [URL="http://store.steampowered.com/app/360/HalfLife_Deathmatch_Source/"]beasts[/URL].
[url]http://imgur.com/a/zGp53[/url] so this probably isnt the best place to be asking, but while playing SMOD Redux 10 (v2), from black mesa east to Nova Prospekt and probably the whole game, it looks like this.. and from sandtraps and onwards the AI just completely disables itself. any fixes???
[QUOTE=Milkyway M16;52569788]Is there some sort of list that would help identify and supply fixes for all known issues?[/QUOTE]
[url]https://github.com/ValveSoftware/source-sdk-2013/issues[/url] is probably the best/most centralised option.
[QUOTE=BlackSnow;52573182]Ya'll forgettign [URL="http://store.steampowered.com/app/280/HalfLife_Source/"]these[/URL] [URL="http://store.steampowered.com/app/360/HalfLife_Deathmatch_Source/"]beasts[/URL].[/QUOTE]
Ah of course.
Half-Life Source isnt even remotely useful as a modding tool. It doesnt even have a Hammer config, or the source code.
While preparing the mapadds of HL:S forthe next version of Obsidian Conflict, I found that there was a lot of stuff deactivated on purpose on the maps. Like, why if they don't give problems? Even superfluous stuff like music playing on X part was disabled ( you can notice this especially at the Xen maps ).
Whoever was in charge of mapping had no idea how to use Hammer for Source.
The irony in all that Steampipe stuff is that it was supposed to make it easier to make changes later on and make updating the games more efficient/streamlined. Instead they sit and rot like most projects :\
[QUOTE=95Navigator;52575741]Ah of course.
Half-Life Source isnt even remotely useful as a modding tool. It doesnt even have a Hammer config, or the source code.[/QUOTE]
what about heart of evil source? how did they manage that
[QUOTE=tschumann;52575339][url]https://github.com/ValveSoftware/source-sdk-2013/issues[/url] is probably the best/most centralised option.[/QUOTE]
They only really care about Linux. Anything you post there will likely go unseen. It's just another graveyard for their games. Dota 2 (I know I keep bringing up that game, I'M SORRY) for example, [URL="http://dev.dota2.com/"]has a forum[/URL]) that is 90% ignored. Back in 2015 when the source 2 tools were fresh and new, the devs were constantly patroling the custom games section, looking for suggestions/bugs/issues/etc. They used to come on to the dota2mods IRC channel every now and then and see if we had any issues and whatnot. Later on, if we offered suggestions or presented issues, they told us to post that stuff on the forums "for documentation purposes" and eventually altogether they stopped visiting us on the IRC. Of course, 2 years later, it's a complete deadzone. I can't imagine how Source 1 modders must feel. I used to be one, hoping for Hammer updates and stuff which never came.
-snip-
[QUOTE=jackfu;52576265]Are you suggesting you're entitled to Hammer updates, simply because you are a modder?[/QUOTE]
Yes.
When most games are kept alive on the backs of the modders, it should be in the companies interest to please its users with up-to-date tools. It makes for a good marketing and more people will buy the game and license the engine.
[QUOTE=jackfu;52576265]My advice for you is to simply deal with it and abandon this godforsaken scene.[/QUOTE]
I understand where you come from, but this is a terrible advice. There are a lot of sentimental value to Source engine (and older brush based engines) games which neither Unreal nor Unity3D can offer to people. Both Unreal and Unity give a lot more freedom and more modern tools, but when a group of people are more than happy with just modding a Quake sourceport, it is really wrong to tell them to fuck off.
[QUOTE=jackfu;52576265]Are you suggesting you're entitled to Hammer updates, simply because you are a modder? My advice for you is to simply deal with it and abandon this godforsaken scene.[/QUOTE]
fucking go away
I guess, since Jackfu's original post is gone now, the following is irrelevant, but I will say it, still. If anybody ever asked me for advice as a beginner in modding, I would say, "keep away from Source SDK at any cost", because it is just garbage now. It just is. Total garbage. Working in Hammer is akin to martydom. Very ridiculous things ambush you on every corner, from random crashes out of the blue, to poorly thought through systems and pipelines, to updates that sabotage instead of updating. So if you're young and full of hope and want to get into HL2 modding, I'd say, just don't.
Now, let's move to a brighter topic.
Some of you seen this already, if you're on VCC. Or the HL2 Beta Project group. Anyway, I did this
[t]https://pp.userapi.com/c840029/v840029269/1c1ff/a6B-cYNHGZ0.jpg[/t]
(wip)
And I'm doing this
[t]https://pp.userapi.com/c840029/v840029386/219a9/P7_ESNAinxk.jpg[/t]
(I hope you recognise both of these)
And I will finish these and more sometime during the autumn, and I will release it, stay tuned.
[QUOTE=Cvoxalury;52577704]I guess, since Jackfu's original post is gone now, the following is irrelevant, but I will say it, still. If anybody ever asked me for advice as a beginner in modding, I would say, "keep away from Source SDK at any cost", because it is just garbage now. It just is. Total garbage. Working in Hammer is akin to martydom. Very ridiculous things ambush you on every corner, from random crashes out of the blue, to poorly thought through systems and pipelines, to updates that sabotage instead of updating. So if you're young and full of hope and want to get into HL2 modding, I'd say, just don't.
Now, let's move to a brighter topic.
Some of you seen this already, if you're on VCC. Or the HL2 Beta Project group. Anyway, I did this
[t]https://pp.userapi.com/c840029/v840029269/1c1ff/a6B-cYNHGZ0.jpg[/t]
(wip)
And I'm doing this
[t]https://pp.userapi.com/c840029/v840029386/219a9/P7_ESNAinxk.jpg[/t]
(I hope you recognise both of these)
And I will finish these and more sometime during the autumn, and I will release it, stay tuned.[/QUOTE]
Now I haven't seen this and I'm totally amazed, like wow! They look awesome! (Understatement cause I can't find the right words to describe how cool these are)
[editline]15th August 2017[/editline]
I was doing some file digging and i came by something interesting, to me anyway, so I apologize if the following stuff is common knowledge or not related/incorrect.
I was looking through the files of HL2 Survivor (To find some of the icons, which I'm looking for in all the wrong places) and then in the effects folder I see a file called "combineshield" and in it is 3 files.
mp_com_shield002a (VMF file)
mp_com_shield002a (VTF file)
mp_com_shield004b (VTF file, oddly it doesn't have its own VMF file)
and I remembered about that at one point, the Combine soldier was going to have a shield and I looked in the effects folder of the Anon leak and I came by something similar
com_shield002a (VMF and VTF files)
So were they thinking of bringing back a shield variant of the soldier for a particular reason or are these shield files totally unrelated to what I'm thinking about?
[QUOTE=Lambdafox;52577750]Now I haven't seen this and I'm totally amazed, like wow! They look awesome! (Understatement cause I can't find the right words to describe how cool these are)
[editline]15th August 2017[/editline]
I was doing some file digging and i came by something interesting, to me anyway, so I apologize if the following stuff is common knowledge or not related/incorrect.
I was looking through the files of HL2 Survivor (To find some of the icons, which I'm looking for in all the wrong places) and then in the effects folder I see a file called "combineshield" and in it is 3 files.
mp_com_shield002a (VMF file)
mp_com_shield002a (VTF file)
mp_com_shield004b (VTF file, oddly it doesn't have its own VMF file)
and I remembered about that at one point, the Combine soldier was going to have a shield and I looked in the effects folder of the Anon leak and I came by something similar
com_shield002a (VMF and VTF files)
So were they thinking of bringing back a shield variant of the soldier for a particular reason or are these shield files totally unrelated to what I'm thinking about?[/QUOTE]
Pretty sure that HL2's 'Com Shield' is actually part of the forcefields. And the old 'plasma' barricades in the leak, in E3 2003. Because there aren't any solid references to soldiers carrying shields (but they may have carried holographic banners at one point).
Oh ok thanks.
[QUOTE=ichiman94;52576392]Yes.
When most games are kept alive on the backs of the modders, it should be in the companies interest to please its users with up-to-date tools. It makes for a good marketing and more people will buy the game and license the engine.
I understand where you come from, but this is a terrible advice. There are a lot of sentimental value to Source engine (and older brush based engines) games which neither Unreal nor Unity3D can offer to people. Both Unreal and Unity give a lot more freedom and more modern tools, but when a group of people are more than happy with just modding a Quake sourceport, it is really wrong to tell them to fuck off.[/QUOTE]
This.
Jackfu, I don't intend to say that I or the community I'm a part of are entitled to tools updates, but these tools need to be maintained. Purely that the tools exist, is not enough to excuse their lack of functionality or poor maintenance. That's more like saying "fuck off, use something else if you're not happy" attitude, as ichiman94 mentioned.
There are still people (happily, mind you) mapping for Quake, have regular mapjams, create and share maps, and assets and have a [URL="https://www.quaddicted.com/"]living community[/URL]. Some of them are industry veterans who simply love Quake, even if it's extremely old. They even have custom mapping tools (TrenchBroom, QuArK just to name a few) which are much better than the standard worldcraft tool provided with Quake.
Sorry if this is off-topic :D
[QUOTE=Cvoxalury;52577704]I guess, since Jackfu's original post is gone now, the following is irrelevant, but I will say it, still. If anybody ever asked me for advice as a beginner in modding, I would say, "keep away from Source SDK at any cost", because it is just garbage now. It just is. Total garbage. Working in Hammer is akin to martydom. Very ridiculous things ambush you on every corner, from random crashes out of the blue, to poorly thought through systems and pipelines, to updates that sabotage instead of updating. So if you're young and full of hope and want to get into HL2 modding, I'd say, just don't.
Now, let's move to a brighter topic.
Some of you seen this already, if you're on VCC. Or the HL2 Beta Project group. Anyway, I did this
[t]https://pp.userapi.com/c840029/v840029269/1c1ff/a6B-cYNHGZ0.jpg[/t]
(wip)
And I'm doing this
[t]https://pp.userapi.com/c840029/v840029386/219a9/P7_ESNAinxk.jpg[/t]
(I hope you recognise both of these)
And I will finish these and more sometime during the autumn, and I will release it, stay tuned.[/QUOTE]
In all honesty, I'm both amazed, and envious. You using Dark Interval as a base?
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