• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
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[QUOTE=ZaxonYin;47187475]Holy tits man great work![/QUOTE]great work having me see all those images twice
Every time i see this thread, there's more and more content. I still hope every day that every one of those maps and stuff shown get released (just hope tough, i know how the HL2 Beta community is sometimes). Still, keep up the good work people. They look awesome.
[QUOTE=Matsilagi;47188382]Every time i see this thread, there's more and more content. I still hope every day that every one of those maps and stuff shown get released (just hope tough, i know how the HL2 Beta community is sometimes). Still, keep up the good work people. They look awesome.[/QUOTE] Yes, this is the shit. I need it!!!
Yeah, Project 9 looks really good, too bad it was hiding n the shadows for such a long ass time.
That remade concept art trainstation (with yellowy lighting) is a real eye candy.
[url]http://www.moddb.com/mods/build-2046-beta-edition-mod[/url] build 2046 put their stuff on ModDB
Is this mod related somehow to "Raising The Bar" mod, or maybe "Missing Info" mod, or "Dark Interval" mod, or "Half-Life 2: The Origin" mod? Or is this just another "new" beta HL2 project?
[QUOTE=9999999;47221664][url]http://www.moddb.com/mods/build-2046-beta-edition-mod[/url] build 2046 put their stuff on ModDB[/QUOTE] Ohhhhhh boy here we go. Alright, somebody please tell me... [url]http://www.moddb.com/mods/build-2046-beta-edition-mod/images/build-2046-beta-edition-50-beta-16#imagebox[/url] WHY IS THERE A F-KING BUILDING, A F-KING CITY BLOCK AND [B]TWO[/B] F-KING [B]LIGHTHOUSES[/B] in the Airex facility?? It seems they are trying to implement both Fakefactory's graphics and the notorious lack of sense in level design! [editline]27th February 2015[/editline] [QUOTE=gargamel9000;47223274]Is this mod related somehow to "Raising The Bar" mod, or maybe "Missing Info" mod, or "Dark Interval" mod, or "Half-Life 2: The Origin" mod? Or is this just another "new" beta HL2 project?[/QUOTE] It is very much related to Insolence. In a sense that it has maps from it, apparently decompiled and retextured (and filled with props from S.T.A.L.K.E.R.). And not only the ones that originate from WC mappack, but the custom C2_pipeline as well!
Yeah, I thought most of their design choices were pretty bad. I.E Wasteland chapter But City 17 on the first chapter looks really nice
[QUOTE=ZaxonYin;47187475]Holy tits man great work![/QUOTE] Please don't quote large posts with a lot of pictures without trimming it down so we don't pollute the thread with stuff people have already seen.
[QUOTE=Cvoxalury;47223320]Ohhhhhh boy here we go. Alright, somebody please tell me... [url]http://www.moddb.com/mods/build-2046-beta-edition-mod/images/build-2046-beta-edition-50-beta-16#imagebox[/url] WHY IS THERE A F-KING BUILDING, A F-KING CITY BLOCK AND [B]TWO[/B] F-KING [B]LIGHTHOUSES[/B] in the Airex facility?? It seems they are trying to implement both Fakefactory's graphics and the notorious lack of sense in level design! [/QUOTE] This is very unironic but not only are there random buildings cluttering scenes that have no place like in the older fake factories, but this mod is using fake factory assets. [url]http://www.moddb.com/mods/cremation[/url] Looks like cremation got a release a day or two ago. [IMG]http://media.moddb.com/cache/images/mods/1/22/21454/thumb_620x2000/14920674372950687962_screenshots_2015-02-26_00004.jpg[/IMG] edit: oh its a nasty release build he published
I wonder why, in an Eastern European setting, the rebel car valve chose for EP2 was a damn American import, a Charger. Maybe they thought a Renault or some russian shitbox would be un-gordon-ish.
I think the original EP2 beta jalopy (which was similar to the HL2 Scout Car) was swapped out for a muscle car because playtesters thought it was an underwhelming reward after completing the Victory Mine level Personally I think they could have gone with a Niva or GAZelle vehicle
[QUOTE=Cvoxalury;47223320]Ohhhhhh boy here we go. Alright, somebody please tell me... [url]http://www.moddb.com/mods/build-2046-beta-edition-mod/images/build-2046-beta-edition-50-beta-16#imagebox[/url] WHY IS THERE A F-KING BUILDING, A F-KING CITY BLOCK AND [B]TWO[/B] F-KING [B]LIGHTHOUSES[/B] in the Airex facility?? It seems they are trying to implement both Fakefactory's graphics and the notorious lack of sense in level design! [editline]27th February 2015[/editline] It is very much related to Insolence. In a sense that it has maps from it, apparently decompiled and retextured (and filled with props from S.T.A.L.K.E.R.). And not only the ones that originate from WC mappack, but the custom C2_pipeline as well![/QUOTE] Ok, from my analisis, heres what I got: 1. Its definitely not our maps decompiled. I know my Airex. I know it well. 2. It seems to me theyre taking the beta maps, barely changing them, and running them on the FakeFactory HL2 to see what sticks. Kind of an interesting experiment, I give them that. 3. Why the fuck does every new Beta mod insist on spewing thousands of pictures in one take?
[QUOTE=95Navigator;47227433]Ok, from my analisis, heres what I got: 1. Its definitely not our maps decompiled. I know my Airex. I know it well. 2. It seems to me theyre taking the beta maps, barely changing them, and running them on the FakeFactory HL2 to see what sticks. Kind of an interesting experiment, I give them that. 3. Why the fuck does every new Beta mod insist on spewing thousands of pictures in one take?[/QUOTE] The mix of low res and high res textures kinda tick me off, they're inconsistent Also the fact that the pistol was replaced with the MP5k just pissed me off to no end, too lazy to add new weapon scripts
[QUOTE=95Navigator;47227433]Ok, from my analisis, heres what I got: 1. Its definitely not our maps decompiled. I know my Airex. I know it well. 2. It seems to me theyre taking the beta maps, barely changing them, and running them on the FakeFactory HL2 to see what sticks. Kind of an interesting experiment, I give them that. 3. Why the fuck does every new Beta mod insist on spewing thousands of pictures in one take?[/QUOTE] 1. You sure? How about that? [url]http://www.yout%75be.com/watch?v=D3ipAiXaxeU[/url] Those destroyed APCs and the sniper setup are -very- similar to those in Insolence while not being featured in the leak version. The Airex screenshots also feature a tank firing at a gunship in the exact same manner; same goes for the tower logo on which I once corrected you (since it's supposed to be placed on the other side of the tower). I can't seem to find C2_pipeline pictures but they definetely were posted at some point, I then literally got Insolence up and running to double-check. While I can't say that all of the pictures show bad scenery (Vance HQ looks kinda nice, I think their spin on the Wasteland is viable as well), most of them are just too off for my taste. And I cannot get over the double lighthouses. What's the point?! edit Not sure while the link isn't immediately working. Oh well, you can just refresh it and it'll work.
[QUOTE=Cvoxalury;47227806]1. You sure? How about that? [url]http://www.yout%75be.com/watch?v=D3ipAiXaxeU[/url] Those destroyed APCs and the sniper setup are -very- similar to those in Insolence while not being featured in the leak version. The Airex screenshots also feature a tank firing at a gunship in the exact same manner; same goes for the tower logo on which I once corrected you (since it's supposed to be placed on the other side of the tower). I can't seem to find C2_pipeline pictures but they definetely were posted at some point, I then literally got Insolence up and running to double-check. While I can't say that all of the pictures show bad scenery (Vance HQ looks kinda nice, I think their spin on the Wasteland is viable as well), most of them are just too off for my taste. And I cannot get over the double lighthouses. What's the point?! edit Not sure while the link isn't immediately working. Oh well, you can just refresh it and it'll work.[/QUOTE] That Airex youre talking about is an extremely old version, done before I even joined the mod. Those maps are trashed for a really long time; the Airex we have now is an entirely different version mostly commanded and planned by me. Still, damn I want that particle fog they created. Yea I loled at their refinery take. Not only lighthouses, but residential buildings as well. Lel. It reminds me of my old takes at C17: basically spewing props in random places, hoping it would look beautiful.
[QUOTE=FetusFondler;47227154]I wonder why, in an Eastern European setting, the rebel car valve chose for EP2 was a damn American import, a Charger. Maybe they thought a Renault or some russian shitbox would be un-gordon-ish.[/QUOTE] Because if a country is located in Europe there is no way it can have single imported car. And if there are, nobody would care about it and keep it around. Is there some sort of Iron Curtain in your vision of HL Universe?
mat_max_worldmesh_vertices Seems it has some effects on the [code]Too many vertex format changes in frame, whole world not rendered[/code] error
[QUOTE=Sally;47233880]mat_max_worldmesh_vertices Seems it has some effects on the [code]Too many vertex format changes in frame, whole world not rendered[/code] error[/QUOTE] And like about anything that could be helpful to the cause, this convar is defined in the inaccessable part of the engine. Great, Valve. Although by looking at its value, I don't think it would've been possible to temper with it easily, either. Also, I do not see immediate conncetion between this and the TMVFC error, other than both connected to int nMaxVertices but that's irrelevant since it each cases the int is of local definition.
[QUOTE=ZaxonYin;47162548]I haven't seen any good combine remakes around so i decided to take my shot at it. Haven't been on this forum in awhile, thought a refresher could thoughtful! [img]http://puu.sh/g1Svl/ff7151f523.jpg[/img] Based it on one of the early combine concepts with my little edits with it. Going to be fixing the strokes and smoothing out the errors, but so far so good?[/QUOTE] The only thing I don't like is the helmet. It always gave the feeling of being some sort of hard material. Like a ceramic or plastic.
[QUOTE=Cvoxalury;47236341]And like about anything that could be helpful to the cause, this convar is defined in the inaccessable part of the engine. Great, Valve. Although by looking at its value, I don't think it would've been possible to temper with it easily, either. Also, I do not see immediate conncetion between this and the TMVFC error, other than both connected to int nMaxVertices but that's irrelevant since it each cases the int is of local definition.[/QUOTE] Set it to 10 and then reload the map by suicide and the vertex error will kill a lot more of the map. [editline]1st March 2015[/editline] [QUOTE=Cvoxalury;47236341]And like about anything that could be helpful to the cause, this convar is defined in the inaccessable part of the engine. Great, Valve. Although by looking at its value, I don't think it would've been possible to temper with it easily, either. Also, I do not see immediate conncetion between this and the TMVFC error, other than both connected to int nMaxVertices but that's irrelevant since it each cases the int is of local definition.[/QUOTE] There is a leaked full build of the 07 engine, your best bet would be to go from there.
[QUOTE=Sally;47238341]Set it to 10 and then reload the map by suicide and the vertex error will kill a lot more of the map.[/QUOTE] How is that ever helpful? Here's what I meant to say in my previous post. 1. The convar is declared in the engine code, not the game code, and as such is not available to modders. Thus, we cannot change it's default value/limit of 65536. 2. Using the console we wouldn't be able to go higher than 65536 anyway, because the value is a short int. We cannot change its data type (see above). Now, you're saying you can change it (that is, go lower than default) by killing yourself and reloading. How is this a suitable solution for a mod, anyway? do you suggest we put a script for it in every map? And looking up 2007 engine code is exactly how I got its default and its location, how else would I know that? Again, this is irrelevant for the most part because modders cannot mod the engine. So all this stuff is locked out of our reach, for any means other than academic study. Overall, there is unfortunately nothing that can be done on the coding side to eradicate the vertex format changes limit, or the world vertices limit. The only probable solution is to know exactly what's causing the error, and try to avoid creating the conditions for it in your map. For mem most of the time it means changing layout and using both complex and straightforward visibility optimisation (like cutting off parts of the level with areaportals), and that's a very frustrating routine.
[QUOTE=Cvoxalury;47238816]How is that ever helpful? Here's what I meant to say in my previous post. Now, you're saying you can change it (that is, go lower than default) by killing yourself and reloading. How is this a suitable solution for a mod, anyway? do you suggest we put a script for it in every map?[/quote] You asked if it was relevant to the error, it is. It was believed that you couldn't see how the command affects the vertex error, so I provided a way for you to check em. I too highly doubt increasing the amount of the map that gets randomly cut off is a solution. [QUOTE]And looking up 2007 engine code is exactly how I got its default and its location, how else would I know that? Again, this is irrelevant for the most part because modders cannot mod the engine. So all this stuff is locked out of our reach, for any means other than academic study. [/QUOTE] I believe this is where we have different intentions, for the last couple of pages we have been discussing the cause of the vertex error. Whether it was a world texture limit, a world geometry limit, or a lightmap issue. I don't want a method to bypass this issue and make the end user bite the bullet over my poor level design by having them lower settings or throwing hardware at the problem. I want to know what the true cause of the problem is so I can avoid it in future maps.
[QUOTE=Sally;47239504] I believe this is where we have different intentions, for the last couple of pages we have been discussing the cause of the vertex error. Whether it was a world texture limit, a world geometry limit, or a lightmap issue. I don't want a method to bypass this issue and make the end user bite the bullet over my poor level design by having them lower settings or throwing hardware at the problem. I want to know what the true cause of the problem is so I can avoid it in future maps.[/QUOTE] It looks like this is exactly what I said: we cannot bypass it code-wise so we have to deal with it by optimising the maps, and in doing so it's the knowledge of the exact origin of the error which is key to effectively avoiding it. At the same time I would fiercefully disagree about the "poor level design" remark. When you are blatantly forced to avoid having complex geometry and open spaces, it's not poor level design, it's poor realisation on Valve's part. And I WOULD want to have a bypass to that, maybe in form of a memory patch or something. After all, it won't just let you escape proper guidelines for level making, but will improve your ability to make stuff that is above the obsolete limits.
[QUOTE=Cvoxalury;47230472]Because if a country is located in Europe there is no way it can have single imported car. And if there are, nobody would care about it and keep it around. Is there some sort of Iron Curtain in your vision of HL Universe?[/QUOTE] No but isn't it a bit of a coincidece that in a game where you encounter hundreds of abandoned or wrecked Russian cars, the one car you [B]can[/B] drive just so happens to be an iconic American import muscle car? It's like "Oh, we're making this post-apocalyptic zombie game set in America where you'll find hundreds and hundreds of abandoned, typically American cars just lying around. You can drive a car at some point in the middle of the game. What is it? A damn Lancia Stratos."
[QUOTE=FetusFondler;47243582]No but isn't it a bit of a coincidece that in a game where you encounter hundreds of abandoned or wrecked Russian cars, the one car you [B]can[/B] drive just so happens to be an iconic American import muscle car? It's like "Oh, we're making this post-apocalyptic zombie game set in America where you'll find hundreds and hundreds of abandoned, typically American cars just lying around. You can drive a car at some point in the middle of the game. What is it? A damn Lancia Stratos."[/QUOTE] Or it's like this, from the rebels' perspective: "damn, this is a pretty cool car and it's a helluva rare sight nowadays, as there were only a number of them before the war, so we better take good care of it". That's why you have it working. Plus they have that workshop and likely taken other parts apart in search for suitable parts for the ones they had working. I don't think buggy is a Russian model either. If it was a Niva it would be pretty boring and un-cool. For Nivas, we got Stalker mods.
[QUOTE=Cvoxalury;47243670]Or it's like this, from the rebels' perspective: "damn, this is a pretty cool car and it's a helluva rare sight nowadays, as there were only a number of them before the war, so we better take good care of it".[/QUOTE] Take good care of it? By stripping it of all its body panels and exposing it to gunfire, zombie guts and all kinds of nasty shit? :v:
[QUOTE=FetusFondler;47243867]Take good care of it? By stripping it of all its body panels and exposing it to gunfire, zombie guts and all kinds of nasty shit? :v:[/QUOTE] Yet it is the only working car around. Just stop nitpicking. Or even better, make some cool mod with a "proper" car model!
if only hammer told me what lines were causing problems with .map files maybe then i could go in and manually fix it
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