• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
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Hey guys, My friend released an actual Alien Assassin ragdoll for gmod. The bones are okay, hes planning to get the Combine Guard ragdoll back onto the internet, which is what he is doing. Link for Alien Assassin: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=353521504&searchtext=[/url] It also has all of its original animations and isn't a rerigged fast zombie at all.
[QUOTE=FlamingBlizza;46881428]Crashes when i shoot the tanks[/QUOTE] What version of the leak are you using? I had forgotten that I used the Axel Project version of the leak. That could be the reason. EDIT: I actually just tried it again and it crashed for me too, I think it sporadically does that as Scart(ProZak) mentioned. [QUOTE=DONOTWANT;46885311]Those leak effects could have made things hilarious & laggy on the Borealis.[/QUOTE] They don't actually lag at all though, and I was totally thinking about including them there :v:
[QUOTE=Gsilverleaf;46885923]Hey guys, My friend released an actual Alien Assassin ragdoll for gmod. The bones are okay, hes planning to get the Combine Guard ragdoll back onto the internet, which is what he is doing. Link for Alien Assassin: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=353521504&searchtext=[/url] It also has all of its original animations and isn't a rerigged fast zombie at all.[/QUOTE] Doesn't he know that he can upscale the textures and apply sharpen on them to make them HD?
Don't think he should be worried about that know, but i'll tell him, he's working on the C Guard and is almost done with it, He also has the Randal Pond map and the Wasteland Scanner model from Beta. I also have the Recreation Houndeye model.
[QUOTE=Milkyway M16;46886566]What version of the leak are you using? I had forgotten that I used the Axel Project version of the leak. That could be the reason. EDIT: I actually just tried it again and it crashed for me too, I think it sporadically does that as Scart(ProZak) mentioned. [/QUOTE] Huh, strange. The map crashed on me once, when I shot the tank once, then when I booted up the map again, the map didn't crash when I started shooting the tanks. I was using I think a beta version by someone called Ermak47
[QUOTE=Milkyway M16;46886566]They don't actually lag at all though, and I was totally thinking about including them there :v:[/QUOTE]Maybe a bunch of them don't leak on a modern computer, but think about a machine from 2004 & a shotgun fight with combine soldiers on a lower deck of the Borealis. :suicide:
[QUOTE=DONOTWANT;46888969]Maybe a bunch of them don't leak on a modern computer, but think about a machine from 2004 & a shotgun fight with combine soldiers on a lower deck of the Borealis. :suicide:[/QUOTE] Well even earlier than that, more like 2001 :v: You have a point
[QUOTE=Gsilverleaf;46887644]Don't think he should be worried about that know, but i'll tell him, he's working on the C Guard and is almost done with it, He also has the Randal Pond map and the Wasteland Scanner model from Beta. I also have the Recreation Houndeye model.[/QUOTE] I know that the current Combine Guard model (well, it was on garrysmod.org and is in the RTB model pack in the Workshop) couldn't be fingerposed nor toeposed, as it uses HL1-named bones. "Bip01 R Hand", y'know? Zeno Clash's bone names coincidentally puts underscores between.
Guys, he released it, its finally out. The Combine guard ragdoll. It does have a few model glitches if trying to pose the face, he'll fix it as soon as he can. If you know who Ferdam is on Facepunch, he's the one who helped him make it. Anyway, Here's the link: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=372547167[/url] The phong may also appear pink, since there is no way to fix it ingame, the console command mat_phong 0 should fix it.
[thumb]http://cloud-4.steamusercontent.com/ugc/34108555554655878/325796D0A9950C6EE005C747F6312183F763288C/[/thumb] Ported these models(thumper base and hammer) from leak, combined them into one model, added animation etc, now have a working thumper in the old artstyle. Now all that's left is making a decent physmodel so that the player can walk around on it/climb up it. :)
That's remind me of the portable thumper. I think I saw several commented lines about the weapon in thumper.cpp. Maybe it is functional.
man i wish the cyberpunk influences survived
[QUOTE=Maestro Fenix;46909899]That's remind me of the portable thumper. I think I saw several commented lines about the weapon in thumper.cpp. Maybe it is functional.[/QUOTE] We made a model for it in GabeN, and I'm fairly certain we had it working in the leak but I can't seem to find the video showing it :/ I found my copy of the leak code on my SVN and I'm messing around with it. Right now when I'm writing this I'm really motivated to work on it and possibly release something that's in a working state but who knows how I'll feel when I start looking into it :(
[QUOTE=ProZak;46910531]We made a model for it in GabeN, and I'm fairly certain we had it working in the leak but I can't seem to find the video showing it :/ I found my copy of the leak code on my SVN and I'm messing around with it. Right now when I'm writing this I'm really motivated to work on it and possibly release something that's in a working state but who knows how I'll feel when I start looking into it :([/QUOTE] I'm not saying you specifically(more directed at the Axel Project actually), but I really wish someone who had extensively fixed the leak code and worked on it a lot actually released the code publicly. The Axel Project had so much fixed code and a few really cool features(dat terrain morph). I've always been interested in modding the leak code but honestly I see it as more of a hassle since any progress would initially have to be made towards making it stable and such. On an separate note Scart, have you ever noticed that there's a quick, sudden lag spike in the leak whenever the player fires a weapon? This lag spike actually causes the firing of any gun to feel and sound punchier in the leak. I was just wondering if you ever noticed/came across the reason for this in the code.
So, Missing Information is not gonna be on SDK 2013 for a while? I can gladly wait, like how Zombie Panic: Source hasn't gotten the treatment yet compared to Synergy... Heck, even the non-laggy servers use metamods which definitely ruin the actual game, I could port the original [I]The Stanley Parable[/I] modification at the same speed [URL="http://steamcommunity.com/app/17500/discussions/0/627456487099406316/"]JohnnyBoy[/URL] could for ZPS.
[QUOTE=Milkyway M16;46908210][thumb]http://cloud-4.steamusercontent.com/ugc/34108555554655878/325796D0A9950C6EE005C747F6312183F763288C/[/thumb] Ported these models(thumper base and hammer) from leak, combined them into one model, added animation etc, now have a working thumper in the old artstyle. Now all that's left is making a decent physmodel so that the player can walk around on it/climb up it. :)[/QUOTE] Looks like you need to sort the smoothing groups out a bit there. Also you could totally revamp the polys on the thumpy bit. Also fuq, I was supposed to be doing a model of this myself.
[QUOTE=Milkyway M16;46910790]I'm not saying you specifically(more directed at the Axel Project actually), but I really wish someone who had extensively fixed the leak code and worked on it a lot actually released the code publicly. The Axel Project had so much fixed code and a few really cool features(dat terrain morph). I've always been interested in modding the leak code but honestly I see it as more of a hassle since any progress would initially have to be made towards making it stable and such. On an separate note Scart, have you ever noticed that there's a quick, sudden lag spike in the leak whenever the player fires a weapon? This lag spike actually causes the firing of any gun to feel and sound punchier in the leak. I was just wondering if you ever noticed/came across the reason for this in the code.[/QUOTE] We actually had access to the TAP source code right up until the project died, so I guess it could accidentally leak ;) (I'm not really supposed to tell anyone). They had something relatively organized going on but there's still a lot of bugs they haven't fixed properly (e.g. shared models in the leak). Regarding the lag, I think its caused by how the client server stuff works in the leak. The network architecture was reworked a bit after the leak engine-wise. [QUOTE=BenjaminTennison;46911619]So, Missing Information is not gonna be on SDK 2013 for a while? I can gladly wait, like how Zombie Panic: Source hasn't gotten the treatment yet compared to Synergy... Heck, even the non-laggy servers use metamods which definitely ruin the actual game, I could port the original [I]The Stanley Parable[/I] modification at the same speed [URL="http://steamcommunity.com/app/17500/discussions/0/627456487099406316/"]JohnnyBoy[/URL] could for ZPS.[/QUOTE] Actually I've already ported the code. I just haven't had time to test it, or pack up the missing content from the SteamPipe conversion and properly test that. It's not a lot to do but I've got a full time job and I spend three hours on the road to and back from work, so when I get home I'm beat. I'd rather not promise anything but I'll see if I can look into it this weekend. I've been keeping an eye on our moddb page anyway. As for my own SVN code, its building and running relatively fine. There's some shader related bugs (I started revamping the shader system when I last did work on it) and that's causing a couple of problems right now. It seems to crash on most maps which I'm not sure is because they're leak original (I don't recall this happening) or because I've messed something up in the subsystems (most likely) so that'll take some time to figure out.
Hey ScarT, did TAP ever actually make a Source Port of Deathmatch Classic on the beta engine? At one point I was told that, but obviously no info ever came out.
[QUOTE=Snood_1990;46911665]Looks like you need to sort the smoothing groups out a bit there. Also you could totally revamp the polys on the thumpy bit. Also fuq, I was supposed to be doing a model of this myself.[/QUOTE] Meh, I could do both of those things but I'm not going to at least right now. Fixing the smoothing groups would mean redoing them for the entire model and I don't feel like doing that right now. As for the thumpy bit, I could and might make a new one but I just wanted to get the thing working first. [QUOTE=ProZak;46912215]We actually had access to the TAP source code right up until the project died, so I guess it could accidentally leak ;) (I'm not really supposed to tell anyone). They had something relatively organized going on but there's still a lot of bugs they haven't fixed properly (e.g. shared models in the leak). Regarding the lag, I think its caused by how the client server stuff works in the leak. The network architecture was reworked a bit after the leak engine-wise.[/QUOTE] How did you get access to it? Do you know why it died? It's always a shame when mods go quietly into the night. Regarding the lag spike, I think it's really interesting. To me, it makes the leak feel really different from retail. Like I said before, it feels almost punchier and I kinda like it :v: Every shot from the player is snappier and it's kinda cool. EDIT: Just uploaded this: [video=youtube;ti2t2zHT7Sg]http://www.youtube.com/watch?v=ti2t2zHT7Sg[/video]
Had a dream about the Air Exchange. Near the end of the Player's approach to the Core, there would be a weapon confiscation field that destroys their weapons and gives them the super gravity gun, like in the retail game. The player would then destabilize the core by throwing props into it, like enemy corpses and unanchored combine computers. They'd then get a new set of weapons while explorating the borealis.
[QUOTE=Theuaredead;46912236]Hey ScarT, did TAP ever actually make a Source Port of Deathmatch Classic on the beta engine? At one point I was told that, but obviously no info ever came out.[/QUOTE] I don't recall seeing that. I'll check my other computer once it wakes up automatically, I might have a copy of something there. [QUOTE=Milkyway M16;46913836]How did you get access to it? Do you know why it died? It's always a shame when mods go quietly into the night. Regarding the lag spike, I think it's really interesting. To me, it makes the leak feel really different from retail. Like I said before, it feels almost punchier and I kinda like it :v: Every shot from the player is snappier and it's kinda cool.[/QUOTE] Lets just say someones never heard of using different passwords for different things :) Not entirely sure why it died. Their hosting went away so we couldn't create backups of their forums to read anymore. The guy that started the project had two kids so maybe that's why. One of them once claimed they had to stop working on it because of them got a job at Valve, but we had personal information on all of them and we could check it wasn't true.
[QUOTE=Milkyway M16;46910790]I'm not saying you specifically(more directed at the Axel Project actually), but I really wish someone who had extensively fixed the leak code and worked on it a lot actually released the code publicly. The Axel Project had so much fixed code and a few really cool features(dat terrain morph). I've always been interested in modding the leak code but honestly I see it as more of a hassle since any progress would initially have to be made towards making it stable and such. On an separate note Scart, have you ever noticed that there's a quick, sudden lag spike in the leak whenever the player fires a weapon? This lag spike actually causes the firing of any gun to feel and sound punchier in the leak. I was just wondering if you ever noticed/came across the reason for this in the code.[/QUOTE] Have got the code uploaded here, last updated November(?) 2011: [url]https://mega.co.nz/#!xcIxFCaR!1_T_grZ7oPfd0fiymokY0J82cxBeL6dj1TJyzhhCp6Q[/url] :)
RIP Valve Games & Mods Sub
rip in pepperoni
On the subject of other leak mods, what the heck is going on with project-9. I started hearing of them like 9 years ago and every time I hear or see something about them, it seems like they're still out there doing stuff but why are they so hidden? There's zero information that I can find about them
[QUOTE=Milkyway M16;46932631]On the subject of other leak mods, what the heck is going on with project-9. I started hearing of them like 9 years ago and every time I hear or see something about them, it seems like they're still out there doing stuff but why are they so hidden? There's zero information that I can find about them[/QUOTE] Because it is slowly developed by 3-5 people, who are really busy in college.
[QUOTE=DoktorAkcel;46935355]Because it is slowly developed by 3-5 people, who are really busy in college.[/QUOTE] Well that does explain it then :v: I know exactly what that's like because I've been working on stuff alone for about 7 years. I graduated and I'm now employed so there's even less time to work on my own stuff but I do it whenever I can. Progress is still slow. I'm so curious about their project because they have been working on it for so long and haven't really said much in all this time. It shows a lot of dedication. I also love seeing any signs of life from them because they put out some really neat, quality stuff. Every time I get a glimpse of anything they've been working on, I'm impressed.
[QUOTE=Milkyway M16;46932631]On the subject of other leak mods, what the heck is going on with project-9. I started hearing of them like 9 years ago and every time I hear or see something about them, it seems like they're still out there doing stuff but why are they so hidden? There's zero information that I can find about them[/QUOTE] One of the devs drop by our IRC channel once in a while and shares a few screens. I think he said its not being worked on anymore but I'd have to check my logs to confirm that.
[QUOTE=ProZak;46940786]One of the devs drop by our IRC channel once in a while and shares a few screens. I think he said its not being worked on anymore but I'd have to check my logs to confirm that.[/QUOTE] What'd you find?
What if the Manhack Arcade was converted into a general recreational facility for Civil Protection, who knew they were killing real people, and had the option to play several other games revolving around tormenting anti-citizens?
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