Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=Maestro Fenix;47385012]I don't even remember from where I got it. Looking at some files like console.log, it is called "Half.Life.2.Beta-ANON only HL2 100%". It even has the readme saying to use the console and that is not what Valve wanted to show.
I should get the "russian" leak, as it is more complete and with less corrupt files, right?[/QUOTE]
The Russian leak is not more complete, it is a collection of unofficial patched and content. some of the models are actually a little broken in the Russian pack. I was going to recompile the broken "pure" models and throw a patch together, but the community's interest in the leak itself has fallen. Most people just want stuff ported straight to retail nowadays.
[QUOTE=Maestro Fenix;47385012]I don't even remember from where I got it. Looking at some files like console.log, it is called "Half.Life.2.Beta-ANON only HL2 100%". It even has the readme saying to use the console and that is not what Valve wanted to show.
I should get the "russian" leak, as it is more complete and with less corrupt files, right?[/QUOTE]
I don't exactly remember where I got my release from but it's 100 part rar archive named anon-hl2. There's also anon-hl2.nfo with this text in it: [url]http://pastebin.com/FJmCXH5f[/url]
I'm pretty sure it's from the Russian HL2 Beta website but I could be wrong.
UPDATE: Oh yes, I got it from there.
[editline]24th March 2015[/editline]
Speaking of broken content, does anybody know why d1_trainstation_02 crashes the leaked engine? It works fine in retail.
[QUOTE=crazeeweegeman4;47385269]The Russian leak is not more complete, it is a collection of unofficial patched and content. some of the models are actually a little broken in the Russian pack. I was going to recompile the broken "pure" models and throw a patch together, but the community's interest in the leak itself has fallen. Most people just want stuff ported straight to retail nowadays.[/QUOTE]
Actually the only difference is a custom e3 map, a launcher and the installer. I did a compare of both releases (I don't care about the corrupt one) and that's the only one I found.
[QUOTE=Nicknine;47385398]I don't exactly remember where I got my release from but it's 100 part rar archive named anon-hl2. There's also anon-hl2.nfo with this text in it: [url]http://pastebin.com/FJmCXH5f[/url]
I'm pretty sure it's from the Russian HL2 Beta website but I could be wrong.
UPDATE: Oh yes, I got it from there.
[editline]24th March 2015[/editline]
Speaking of broken content, does anybody know why d1_trainstation_02 crashes the leaked engine? It works fine in retail.[/QUOTE]
Very unlikely you're testing the exact same map. My guess is that its model related, Source 2003 can't really decide.
So I downloaded the Anon from HL2.beta.ru. It works now.Thanks.
I've started working on porting E3 2002 maps to retail engine again. It's odd how so much time has passed and yet nobody actually bothered to do that except for MI with their e3_terminal without Combine Guard and broken e3_depot. Oh, and this guy: [url]http://www.moddb.com/mods/half-life-2-02[/url] But he's been working on it for over a year now and god knows when it will be out.
A couple of screenshots from my e3_depot:
[T]http://i.imgur.com/Y7bCSks.jpg[/T]
[T]http://i.imgur.com/tHjApMJ.jpg[/T]
[T]http://i.imgur.com/Qbebfvo.jpg[/T]
[T]http://i.imgur.com/EIKNnKb.jpg[/T]
Just started working on e3_industrial.
Not sure about ETA yet, but probably this month.
I made this quick reskin of the floor turret to make it look more old school.
[img_thumb]http://oi57.tinypic.com/33ct6yq.jpg[/img_thumb]
I also included corresponding resistance turret reskins for EP2 and normals for the ceiling turret.
[url=https://mega.co.nz/#!EgJhFIjQ!we7-4pqHjvXfv--MmaZbKZDpiRY6kicsCMuLs8U_WqA]link[/url]
[QUOTE=Kyle v2;47450427]I made this quick reskin of the floor turret to make it look more old school.
[img_thumb]http://oi57.tinypic.com/33ct6yq.jpg[/img_thumb]
I also included corresponding resistance turret reskins for EP2 and normals for the ceiling turret.
[url=https://mega.co.nz/#!VsZw3KAQ!SzzlxSsExh0YBssu2inoUCwsxQKik3H7r06otB0oYX8]link[/url][/QUOTE]
Were you the guy working on the gas mask citizen and then you disappeared?
is the mod "insolence" worth anything?
or is there a better alternative?
[QUOTE=Hell-met;47450689]is the mod "insolence" worth anything?
or is there a better alternative?[/QUOTE]
If you really want to then check it out, don't expect much though. I was in a rush to release it back then and that turned out to be a pretty big mistake.
[QUOTE=Nicknine;47449839]I've started working on porting E3 2002 maps to retail engine again. It's odd how so much time has passed and yet nobody actually bothered to do that except for MI with their e3_terminal without Combine Guard and broken e3_depot. Oh, and this guy: [url]http://www.moddb.com/mods/half-life-2-02[/url] But he's been working on it for over a year now and god knows when it will be out.
A couple of screenshots from my e3_depot:
Just started working on e3_industrial.
Not sure about ETA yet, but probably this month.[/QUOTE]
Because the map is 10 years old and nobody cares about the e3 presentation anymore. I'm always saddened to see mods focus on those maps just because we did back in 05 (granted we updated them a bit for our 08 release).
[QUOTE=ProZak;47455743]Because the map is 10 years old and nobody cares about the e3 presentation anymore. I'm always saddened to see mods focus on those maps just because we did back in 05 (granted we updated them a bit for our 08 release).[/QUOTE]
How do you feel about mods that take those maps and 'update' them with new content, or try to fit them with older atmosphere (e. g. green skyboxes, changing them to night time, etc.)? Think Cremation or Build 2046 for instance.
P. S. Playing HL2: Update made me revisit the leak and try to 'uplift' its levels (like the Coast) with better lighting, details, reflections, landscape resolution, all that (no new models or textures). I'm only doing this for myself, though.
i'd like to see the (cut) d2_coast_02 map in the d2_coastline folder to be integrated into the main game.
of course, raised to the quality standards of half-life 2 retail.
[QUOTE=Jackathan;47457042]i'd like to see the (cut) d2_coast_02 map in the d2_coastline folder to be integrated into the main game.
of course, raised to the quality standards of half-life 2 retail.[/QUOTE]
To be precise, d2_coast_02 was basically renamed to be retail's d2_coast_03 (the level with NLO), and it was the original d2 coast_03 that was cut. And that would take place between the NLO level and the crane level, the latter having been 'mirrored' for retail in a sense that we approach Northem Petrol facility from the other side.
not the compiled version in the leak, i mean the vmf in the wc mappack. it has a big crashed submarine, and a small house full of combine soldiers.
[QUOTE=Hell-met;47450689]is the mod "insolence" worth anything?
or is there a better alternative?[/QUOTE]
It depends a lot on what you are looking for honestly
[QUOTE=Sally;47457362]It depends a lot on what you are looking for honestly[/QUOTE]
well I liked alot how MI did it but it's super short and I'm pretty sure steampipe killed it.
then again I'm willing to accept there's no "complete" project and never will be.
[QUOTE=Jackathan;47457294]not the compiled version in the leak, i mean the vmf in the wc mappack. it has a big crashed submarine, and a small house full of combine soldiers.[/QUOTE]
Ah right, that makes more sense than bringing leak's d2_coast_03 back. Though personally, I think WCM's d2_coast_02 isn't very interesting.
Copied from the HL discussion thread:
So I figured out how the cover system used to work in Half-Life 2 before Valve scrapped it, and then re-implemented it for Episode 2.
In the actbusy.txt files, I found that Alyx has entries like these:
"Alyx_CrouchHide_01"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Alyx_HideWall_AB"
{
"busy_sequence" "alyx_LeanWall"
"entry_sequence" "alyx_HideWall"
//"exit_sequence" "alyx_hackPowerBox"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Alyx_Injured_WallLean"
{
"busy_sequence" "injured_rest1_idle"
"entry_sequence" "injured_rest1_in"
"exit_sequence" "injured_rest1_out"
"interrupts" "BA_INT_DANGER"
}
"Alyx_Blindfire_Left"
{
"busy_sequence" "blindfire_left_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Left_High"
{
"busy_sequence" "blindfire_left_high_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Left_Low"
{
"busy_sequence" "blindfire_left_low_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Low"
{
"busy_sequence" "blindfire_low_action"
"entry_sequence" "blindfire_low_entry"
"exit_sequence" "blindfire_low_exit"
"min_time" "10.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Low_High"
{
"busy_sequence" "blindfire_low_high_action"
"entry_sequence" "blindfire_low_entry"
"exit_sequence" "blindfire_low_exit"
"min_time" "10.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Right"
{
"busy_sequence" "cover_right_action"
"entry_sequence" "cover_right_entry"
"exit_sequence" "cover_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Low"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Low_Timed"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "6.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard_Low"
{
"busy_sequence" "crouch_aim_pistol"
"entry_sequence" "stand_to_crouchshoot"
"exit_sequence" "crouchshoot_to_stand"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard_Low_Timed"
{
"busy_sequence" "crouch_aim_pistol"
"entry_sequence" "stand_to_crouchshoot"
"exit_sequence" "crouchshoot_to_stand"
"min_time" "6.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard"
{
"busy_sequence" "pistol_idle_aim"
"entry_sequence" "pistol_idle_aim"
"exit_sequence" "pistol_idle_aim"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
As you can see, each actbusy calls for three animations. The entry, the action, and the exit. Through Hammer, I found out that if you make Alyx do this actbusy, she ends up going into cover, looping the action a few times (blindfiring, for example) and then exiting cover.
So, from all the animation files from the Combine Soldiers and the Citizens, we have animations for entering and exiting cover that could be used for new actbusy entries. Now all we need to do is find (from the HL2 leak) or create a "blindfire" or "shooting from cover" animation, add it into the entry, and voila, we have an actbusy where citizens and combine can take cover and fire from cover.
The blindfire has Alyx randomly shoot in the general direction of the supposed enemies. It's all a scripted motion, but the gun during the animation actually fires bullets that can do damage to enemies. I'm not sure how it works, but if we study the Valve animations we might be able to reverse engineer it to make it work for new animations.
[QUOTE=ProZak;47455743]Because the map is 10 years old and nobody cares about the e3 presentation anymore. I'm always saddened to see mods focus onif you want something done right do it yourself those maps just because we did back in 05 (granted we updated them a bit for our 08 release).[/QUOTE]
Still, nobody ever ported e3_industrial, e3_lab, e3_town and e3_strider to retail engine which always kinda bugged me. And you know what they say, if you want something done right do it yourself. Besides, unlike e3 2003 not many people have even seen e3 2002 maps in the first place, probably since, well, they've only been fixed for the leak engine so far.
wasn't there a mod a while back that did the exact thing that you are doing? and it was released?
[QUOTE=Jackathan;47458669]wasn't there a mo[HR][/HR]d a while back that did the exact thing that you are doing? and it was released?[/QUOTE]
There's e3 2002 mappack for HL2 leak and there's another mod working on this but it still hasn't been released after a year and the developer still has no ETA. And that's it.
i couldve sworn there was an "e3 recreation" mod that did all the e3 maps a few months ago and it was released. had it's own thread in the valve discussion section (rip) and everything.
anybody else remember that?? im sure it was posted in this thread as well.
[QUOTE=Jackathan;47458708]i couldve sworn there was an "e3 recreation" mod that did all the e3 maps a few months ago and it was released. had it's own thread in the valve discussion section (rip) and everything.
anybody else remember that?? im sure it was posted in this thread as well.[/QUOTE]
This one? [url]http://facepunch.com/showthread.php?t=1429725[/url]
It's funny that you mention it because it's MY mod.
oh shit my bad
Eh.
[t]http://i.imgur.com/EnsA1Pk.jpg[/t]
Unrelated, but seeing how long HL3 has been in development for, I really wonder if it has just as many scrapped story elements as HL2 did.
It'd be really interesting if Valve released a new Raising the Bar detailing HL3's development process. No doubt they've learned their lesson with the 2003 leak; that's probably why they've been completely opaque on how HL3 is coming along. But man is it interesting.
[QUOTE=THAT SO CHI;47476392]Unrelated, but seeing how long HL3 has been in development for, I really wonder if it has just as many scrapped story elements as HL2 did.
It'd be really interesting if Valve released a new Raising the Bar detailing HL3's development process. No doubt they've learned their lesson with the 2003 leak; that's probably why they've been completely opaque on how HL3 is coming along. But man is it interesting.[/QUOTE]
Gabe did comment at one point that they change their games so much during development that it would drive fans crazy trying to keep up. One can assume that he was specifically referencing Valve's current work on HL3, although he might have been heavily generalizing as well. It would be cool to see a "Raising the Bar 2" of sorts though.
as long as it doesn't disappear from all retail and online outlets after a few years i'm good
[QUOTE=Nik1895;45695730]I've made a fixed shaderapidx9.dll that corrects bugs with incorrect texture memoery amount detection (which locks texture quality to minimum) and incorrect non-POW2 textures support detection (which makes Refract shader appear black): [url]https://mega.co.nz/#!TIgjVLoZ!tFvcL8v1qFwcE2tu1vvd9KKn_YbaYRsJAAANRzBWybo[/url]
[/QUOTE]
Re-uploaded this if anyone still needs it: [url]https://mega.co.nz/#!PUBXxLRI!o4QInRdDiC79IMccGKvCJFWbhYvnILthINVkmxvAXYY[/url] (I think I deleted the original file some time ago)
I've fixed texture memory overflow in a better way and non-POW2 textures support should now get properly detected on all systems.
[QUOTE=Kaleidescoop;47474970]Eh.
[t]http://i.imgur.com/EnsA1Pk.jpg[/t][/QUOTE]
This looks cool
What is it
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