• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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Is it possible for the NextBot leaker to get a 2001 HL2 build out of Gabe's manboobs, or is it even out of his reach as well?
[QUOTE=Gamer#1;52584689][video=youtube;ivj-0EJT0wc]https://www.youtube.com/watch?v=ivj-0EJT0wc[/video][/QUOTE] If we can now open the texture files, I wonder if we can get some of the TF2 beta textures used in the Orange Box for Xbox 360 (I think the medic and sniper have beta textures, and the scout with blue pants is used in the main menu in the video for tf2)
Alright, I want to get into digging deep into the files of games and updates. This all genuinely seems interesting to me. Question is, how would i start?
[QUOTE=Cvoxalury;52584945]I thought I'd post a quick update to this. Still heavy wip. [t]https://pp.userapi.com/c837731/v837731936/602b4/nAOq6bVWm1c.jpg[/t] Here's the original [t]http://combineoverwiki.net/images/1/10/Gordon_early_lower_citadel.jpg[/t] And highlight of that original [t]https://pp.userapi.com/c837731/v837731936/602aa/NPpFNtHR2vw.jpg[/t][/QUOTE] That building style (massive concrete structures with tiny tiny windows) pops up quite a few times in the WC mappack... Airex, proto_c17inner01, c17_05_05... What could those buildings be? Combine headquarters?
They were probably to be filler decorations for the central part of the city, in the area between the inner gates and the citadel. It doesn't seem like much thought, if at all, was given as to what's inside them or their purpose, however in proto_c17inner01 some are connected with bridges. Lore wise they might be housing combine-owned tech and synths, as there's gates in the inner wall, but as proto_c17inner01 shows, there might not always be a clear way for vehicles.
[QUOTE=socks_;52586286]Alright, I want to get into digging deep into the files of games and updates. This all genuinely seems interesting to me. Question is, how would i start?[/QUOTE] Install [url]http://nemesis.thewavelength.net/index.php?c=277[/url], [url]http://nemesis.thewavelength.net/index.php?c=178[/url] and a decent text editor (Notepad++ is what I use) and start poking around in the game files.
[QUOTE=HGrunt;52586603]They were probably to be filler decorations for the central part of the city, in the area between the inner gates and the citadel. It doesn't seem like much thought, if at all, was given as to what's inside them or their purpose, however in proto_c17inner01 some are connected with bridges. Lore wise they might be housing combine-owned tech and synths, as there's gates in the inner wall, but as proto_c17inner01 shows, there might not always be a clear way for vehicles.[/QUOTE] The big concrete buildings are probably just barracks for the troops.
[QUOTE=95Navigator;52586514]That building style (massive concrete structures with tiny tiny windows) pops up quite a few times in the WC mappack... Airex, proto_c17inner01, c17_05_05... What could those buildings be? Combine headquarters?[/QUOTE] I think they're nothing more than lazy attempts at background buildings. Don't forget that "Citadel teleports/drops out of nowhere" thing was in play then, and perhaps even in canon too. The Combine's HQ is most likely inside the Citadel itself (hence the troops meeting on the bridge in that artwork) like in the final.
[QUOTE=PikaCommando;52586816]I think they're nothing more than lazy attempts at background buildings. Don't forget that "Citadel teleports/drops out of nowhere" thing was in play then, and perhaps even in canon too. The Combine's HQ is most likely inside the Citadel itself (hence the troops meeting on the bridge in that artwork) like in the final.[/QUOTE] The concrete structures are decidedly not supposed to be regular buildings. The map proto_c17inner01 shows them crudely forced on top of an old city block, similarly to the combine architecture in retail. [t]http://combineoverwiki.net/images/d/d8/Proto_c17inner01.jpg[/t]
[QUOTE=HGrunt;52586941]The concrete structures are decidedly not supposed to be regular buildings. The map proto_c17inner01 shows them crudely forced on top of an old city block, similarly to the combine architecture in retail. [t]http://combineoverwiki.net/images/d/d8/Proto_c17inner01.jpg[/t][/QUOTE] Huh, I didn't recognize the normal-looking buildings until now. Taking into account that the Combine was recycling human materials during this period and that the inner wall separating Vance HQ and the inner city seems to be made of the same material, I guess this was the makeshift Combine material before those shiny blue metals came along in retail. Maybe the idea of the Combine eating up the city through forceful construction started here and culminated into the Smart Barriers in final? So I guess them being barracks and command centers isn't that far out of an idea, since rooms made of Combine materials (even though the building exterior were once human-made, like the Nexus) in retail serve the same purpose.
[B][/B][B][/B]I do not know if this will count as unused content but according to the function of EntSelectSpawnPoint in player.cpp: [IMG]http://i.imgur.com/awlSPBf.png[/IMG] Valve had thought a Coop for Half life 2 during its development but for unknown reasons that function was cut according to a map of the WC of the Leak created by one of the developers of valve named Marc (known for making some "interesting" maps during his Development) I created a map called[B]proto_city17_mp[/B] that would prove like the Coop in HL2 but the curious thing is that in this map do not join the spawn called [B]info_player_coop[/B] that was created during its development [IMG]http://i.imgur.com/rAS1WDo.png[/IMG]
[QUOTE=PikaCommando;52586816]I think they're nothing more than lazy attempts at background buildings. Don't forget that "Citadel teleports/drops out of nowhere" thing was in play then, and perhaps even in canon too. The Combine's HQ is most likely inside the Citadel itself (hence the troops meeting on the bridge in that artwork) like in the final.[/QUOTE] No matter how lazy you are, if a professional artist would've wanted to draw normal buildings, he would draw normal buildings. And this is a fully rendered-out concept art, not a quick sketch. You can't say what was in play at that time. Citadel appearing out of nowhere was last seen during Laidlaw's initial writings, and even then, it was just one mention, not a agreed-upon thing by everyone at valve just because their writer wrote so in one of the sketches. [img]https://my.mixtape.moe/xyapas.png[/img] No matter how far or lazy, yep, still look like normal buildings. If anything I liked the older thing with inner wall idea more. This is the center of operation for the whole earth we're talking about. The capital of earth. Where is everything? Does Breen just commands everyone and everything from his empty office? There have to be countless government buildings and bureaucrats to manage all that. An alien opression with 20 years of failed uprisings doesn't endure simply because you put soldiers on the streets. You could argue that they use old city buildings for their operations, and that's true at least in the form of CP HQ that we storm with Barney, but they're still extremely disappointing. A completely empty building with two energy ball generators. Woah.
[QUOTE=notbarnik;52587180]Citadel appearing out of nowhere was last seen during Laidlaw's initial writings, and even then, it was just one mention, not a agreed-upon thing by everyone at valve just because their writer wrote so in one of the sketches. [/QUOTE] I think if there's one thing that stayed from the initial writing up until the game's release, it's that. I mean, how else do you suppose the Citadel showed up on Earth? Being teleported or dropped through a portal like in the OpFor 2 mod is the most likely explanation. Keep in mind that both the organic Citadel's concept art and the final Citadel have their base buried deep underground in a chasm. Yes, some of the versions had concept art/prototype maps depicting them with human materials such as tiles being used for the interiors, but they're on these weird organic shapes that I don't think human slaves/Stalkers would've been able to build. While concepts for the Citadel have varied wildly from organic to completely metallic, it's likely that the Citadel was always meant to be alien in origin. As for the concrete buildings, I agree now that it's appearance was meant to be like that. Since the Combine was reusing human materials to build their stuff, they are probably not bothered enough to paint it to look pretty like a regular human building, which might be what Valve was going for with their aesthetic.
[QUOTE=PikaCommando;52587241]I think if there's one thing that stayed from the initial writing up until the game's release, it's that. I mean, how else do you suppose the Citadel showed up on Earth? Being teleported or dropped through a portal like in the OpFor 2 mod is the most likely explanation. Keep in mind that both the organic Citadel's concept art and the final Citadel have their base buried deep underground in a chasm. Yes, some of the versions had concept art/prototype maps depicting them with human materials such as tiles being used for the interiors, but they're on these weird organic shapes that I don't think human slaves/Stalkers would've been able to build. While concepts for the Citadel have varied wildly from organic to completely metallic, it's likely that the Citadel was always meant to be alien in origin. As for the concrete buildings, I agree now that it's appearance was meant to be like that. Since the Combine was reusing human materials to build their stuff, they are probably not bothered enough to paint it to look pretty like a regular human building, which might be what Valve was going for with their aesthetic.[/QUOTE] My only point about the teleporting citadel is that even if true, it doesn't dismiss the fact that combine could build a town around it.
[QUOTE=notbarnik;52587180]If anything I liked the older thing with inner wall idea more. This is the center of operation for the whole earth we're talking about. The capital of earth. Where is everything? Does Breen just commands everyone and everything from his empty office? There have to be countless government buildings and bureaucrats to manage all that. An alien opression with 20 years of failed uprisings doesn't endure simply because you put soldiers on the streets. You could argue that they use old city buildings for their operations, and that's true at least in the form of CP HQ that we storm with Barney, but they're still extremely disappointing. A completely empty building with two energy ball generators. Woah.[/QUOTE] The more you think about it, the worse it gets. The Nexus is supposedly very important. It houses the Suppression device. But how important is it, really? I guess it guards the entrance to the Citadel. But the area right next to the Citadel isn't even rebuilt, taken over, at all. Only during the uprising, they put up some barricades. So the Sup. device is kinda not even important, because once you're behind it, you still don't get to any good alien stuff. And it's all shrinked down and the rebels surely could've sabotaged those buildings years ago, it's as if nobody really bothered to try.
[QUOTE=Cvoxalury;52587437]The more you think about it, the worse it gets. The Nexus is supposedly very important. It houses the Suppression device. But how important is it, really? I guess it guards the entrance to the Citadel. But the area right next to the Citadel isn't even rebuilt, taken over, at all. Only during the uprising, they put up some barricades. So the Sup. device is kinda not even important, because once you're behind it, you still don't get to any good alien stuff. And it's all shrinked down and the rebels surely could've sabotaged those buildings years ago, it's as if nobody really bothered to try.[/QUOTE] I don't think it's supposed to guard the Citadel, just that it happened to be right outside of the inner wall for the Combine's convenience (probably the same reason why Vance HQ was also right outside the inner wall). Also, I doubt the rebels could do much without Gordon, because the whole point of the uprising is to take out the Citadel in one swoop and the Combine will definitely win if it drags on into a war of attrition. Do you think those shitty NPCs can survive d3_c17_12? Without Gordon, they'd all be massacred and the Nexus would be rebuilt (or have another building repurposed for it). Seeing the state of the terminal plaza at the start and the end of the game however, it's obvious that the Combine really doesn't care about the state of the city since all of it would be devoured by the Smart Barriers.
[QUOTE=PikaCommando;52587547]I don't think it's supposed to guard the Citadel, just that it happened to be right outside of the inner wall for the Combine's convenience (probably the same reason why Vance HQ was also right outside the inner wall). Also, I doubt the rebels could do much without Gordon, because the whole point of the uprising is to take out the Citadel in one swoop and the Combine will definitely win if it drags on into a war of attrition. Do you think those shitty NPCs can survive d3_c17_12? Without Gordon, they'd all be massacred and the Nexus would be rebuilt (or have another building repurposed for it). Seeing the state of the terminal plaza at the start and the end of the game however, it's obvious that the Combine really doesn't care about the state of the city since all of it would be devoured by the Smart Barriers.[/QUOTE] Gordon was absent for a week, and the shitty NPCs held pretty well. I wonder if you can get through those chapters without doing much? I guess they can't lob grenades at snipers, so Barney's forever stuck there. Which is also strange, because he also held his own for a freaking week on the rubble, but now got stuck.
[QUOTE=Cvoxalury;52587582]Gordon was absent for a week, and the shitty NPCs held pretty well. I wonder if you can get through those chapters without doing much? I guess they can't lob grenades at snipers, so Barney's forever stuck there. Which is also strange, because he also held his own for a freaking week on the rubble, but now got stuck.[/QUOTE] He would've died from hunger if Gordon didn't get him out of that spot :v: They held out for a week, yes, but they wouldn't have been able to destroy the Citadel on their own without the HEV Suit and the Gravity Gun. Think about how much progress Gordon made during the uprising despite only being there for a day. There's only so many humans left in the city, and the Combine will definitely overrun the rebels if the uprising dragged on for a month.
[QUOTE=PikaCommando;52587600]He would've died from hunger if Gordon didn't get him out of that spot :v: They held out for a week, yes, but they wouldn't have been able to destroy the Citadel on their own without the HEV Suit and the Gravity Gun. Think about how much progress Gordon made during the uprising despite only being there for a day. There's only so many humans left in the city, and the Combine will definitely overrun the rebels if the uprising dragged on for a month.[/QUOTE] I'm not saying that this all didn't happen, I'm saying it was written and they played out in a kinda obviously convinient and stretched way, the cliche of 'everything happens only around the player and for the player'. HL1 didn't feel like that. And Episode One. HL2 and Episode Two did.
[QUOTE=Cvoxalury;52584185]Can you export the resulting flowmaps for future use in general, or are they compatible strictly with Source 2?[/QUOTE] Nope. Unfortunately (or fortunately, depending on how you look at it), it's all part of the material's shader. And shaders currently can't be decompiled (although, [URL="https://github.com/SteamDatabase/ValveResourceFormat"]that is being worked on[/URL]).
[QUOTE=.:Niko Dash:.;52587172][B][/B][B][/B]I do not know if this will count as unused content but according to the function of EntSelectSpawnPoint in player.cpp: [IMG]http://i.imgur.com/awlSPBf.png[/IMG][/QUOTE] Probably a copy+paste from Half-Life - from EntSelectSpawnPoint in player.cpp: [code] if (g_pGameRules->IsCoOp()) { pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_coop"); if ( !FNullEnt(pSpot) ) goto ReturnSpot; pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_start"); if ( !FNullEnt(pSpot) ) goto ReturnSpot; } [/code]
Listen to the first few seconds of this: [video=youtube;moWfNWbhYGs]https://www.youtube.com/watch?v=moWfNWbhYGs[/video] Quote from Marc Laidlaw: "At one point I did similar AI voices on all the scientists, which was done as gibberish mumbling that Kelly then cut up and ran in reverse to make it more unintelligible…" Those voices in the video are the AI/idle sounds for the Scientists which were recorded by Marc, I didn't know this :thinking: Is this known? And most importantly, are there other clips showing those sounds?
Why the fuck would they make it gibberish? Was it part of their artistic vision or something? Thank God for the final product.
[QUOTE=95Navigator;52590018]Why the fuck would they make it gibberish? Was it part of their artistic vision or something? Thank God for the final product.[/QUOTE] They were just idle sounds, like the headcrabs making those cute "nyadggfdh" idle sounds except on the scientists it wasn't cute at all On sidenote: -snippy, i saw the other frames- also side-side-note: vote rainbow if you think headcrab idle noises are cute (and houndeyes)
Well, cant say I disagree ^
[QUOTE=Miloteza;52590045] They're quite "still" Look at for example, the man holding his hand up, on all images he's holding his hand up like that, and basically everyone hasn't moved, and the reflection light thingy hasn't changed, you can compare the pixels by yourself, the only thing that changes is the projected screen I know that OddDoc is pretty old news, but could it be that OddDoc just put it in a projector to pretend he doesn't have it or something? :thinking: :thinking: :thinking: (Of course, this is just something I noticed between the pics, doesn't mean OddDoc is now a government lasagna who brainwashes us or something)[/QUOTE] I think the problem is that you aren't looking at all of the frames. There's plenty of variance when you look at them together. [img]http://i.imgur.com/EqznCqP.gif[/img] On a side note, OddDoc's screencap of the early gravgun is in a very similar place to what the projector is showing. Curious. [img]http://i.imgur.com/istRCce.png[/img][img]http://i.imgur.com/wn6DBl4.png[/img]
[QUOTE=livelong;52590282]I think the problem is that you aren't looking at all of the frames. There's plenty of variance when you look at them together. [img]http://i.imgur.com/EqznCqP.gif[/img] On a side note, OddDoc's screencap of the early gravgun is in a very similar place to what the projector is showing. Curious. [img]http://i.imgur.com/istRCce.png[/img][img]http://i.imgur.com/wn6DBl4.png[/img][/QUOTE] on the pics of the presantaion where it shows the old gravgun model i see it uses ammo so that means that the old gravgun used ammo?
[QUOTE=Akis_02;52590484]on the pics of the presantaion where it shows the old gravgun model i see it uses ammo so that means that the old gravgun used ammo?[/QUOTE] Maybe. But honestly, it's impossible to tell. The images just aren't high quality enough. It could just be some odd "power" mater. Maybe it's ammo for the weld tool on it, assuming it existed at the time. [img]http://i.imgur.com/3eKyxPl.png[/img]
Physgun uses ammo (welding globes), and the physcannon is the continuation of physgun, so at that point it used ammo, too. That's just my explanation. What I really want to know is how this video at all related to making trailers. Was it about "if you see enemies, don't shoot them yourself, let your new feature, the antlions, take care of them"?
[T]https://steamuserimages-a.akamaihd.net/ugc/848220544911390364/555CF9282A2A5551A913A20CE7AE4BF20C906D2C/[/T] Work in progress recreation of the walking turret from the Portal beta
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