Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
Just found how to fix Strider's cannon in the leaked build without coding: after strider spawns type "ent_remove_all weapon_immolator" into console.
Explanation: when checking range attack LOS condition, NPC checks it's carried weapon and only if he doesn't have one checks innate weapon LOS condition. The problem is that Strider carries weapon_immolator which has special LOS condition rules which only allow it to attack special targets.
Which, in turn, leads to believe that immolators were supposed to be Striders' weapon, at some point. Which would probably make them closer to H. Wells' tripods.
[QUOTE=Cvoxalury;47708971]Which, in turn, leads to believe that immolators were supposed to be Striders' weapon, at some point. Which would probably make them closer to H. Wells' tripods.[/QUOTE]
I thought it was known for a long time that immolator was supposed to be Strider's weapon. Even comments in the retail Strider code mention immolator.
By the way, you can actually make Strider USE immolator in the leaked build. Use "give" command to place some "info_target_immolator" entities around the map, place Strider the same way, provoke him into attacking you, then hide and he will shoot immolator at the closest info_target_immolator that can see you.
Why is Breen's eyebrows black when his hair is white?
[IMG]http://img4.wikia.nocookie.net/__cb20100620192941/half-life/en/images/2/2e/Breen_upset.jpg[/IMG]
[QUOTE=PikaCommando;47709806]Why is Breen's eyebrows black when his hair is white?
[IMG]http://img4.wikia.nocookie.net/__cb20100620192941/half-life/en/images/2/2e/Breen_upset.jpg[/IMG][/QUOTE]
because the facial reference also had brown eyebrows
[IMG]http://vignette2.wikia.nocookie.net/half-life/images/6/6d/Breen_ref.jpg/revision/latest?cb=20090801151914&path-prefix=en[/IMG]
What if Skyscraper's C-130 crashing into Vertigo was replaced with a chopper because of a very similar plane-crashing-into-skyscraper event that also happened in 2001?
[QUOTE=Sally;47692648][url]http://www.valvetime.net/threads/cs-condition-zero-leak.12867/[/url]
What happened to this build of CS Condition Zero? I haven't seen anything about it[/QUOTE]
I believe I have that build on a disc somewhere but its not really interesting. The build is practically the same as the release.
[QUOTE=Sally;47693564]Its confusing why some posts on how to run the leaked build of CSCZ say you should enter a CD key.[/QUOTE]
As far as I remember Steam wasn't part of the development editions of CSCZ.
[QUOTE=Nicknine;47709009]I thought it was known for a long time that immolator was supposed to be Strider's weapon. Even comments in the retail Strider code mention immolator.[/QUOTE]
It wasn't common knowledge because it wasn't precisely "supposed to be Strider's weapon" in the first place. Because nothing was 'supposed' to be anything, the leak is a scrapyard of content and RtB is a gallery of curios things related to HL2 develoipment. I, too, shouldn't have said that it was 'supposed' to be Strider's weapon. But it still would be cool if it was chosen to be.
Beside, for something to be common knowledge it should be placed on the wiki (a 'common' source of information) and since wiki is stupid and doesn't try to look into things hard enough, it doesn't say about Strider's probable use of the Immolator, only that it's a placeholder for the warp cannon. But it's not exactly true.
P. S. Finally played through Build 2046, the whole thing, couldn't download it before, finally did, finally played. My god the mod is ludicrous, everyone should try it out if you have enough bandwidth and disk space (10gb archive with 26 gb of actual mod inside).
I remade the cut Advisor Grub using the unused texture files and that sculpt on the wiki, makes you wonder what kindof role it would've played in episode 2...
[url]https://skfb.ly/EuOs[/url]
[IMG]http://i.imgur.com/1cnZkoW.png[/IMG]
[QUOTE=I6NIS;47735218]I remade the cut Advisor Grub using the unused texture files and that sculpt on the wiki, makes you wonder what kindof role it would've played in episode 2...[/QUOTE]
Good job. There is a seam at his back as the texture doesn't loop, but good job anyway.
SFM/Gmod version when?
i've been working on this map since saturday (the 16th) and i think its ready to be shown off a bit
[video=youtube;H6Y9-iD_NoI]http://www.youtube.com/watch?v=H6Y9-iD_NoI[/video]
it's a combination of the following maps:
city_test09
city_street001
cremator_street02 (parking lot bit)
one of the citadel skybox maps
bits taken from:
prefab_residential
prefab_industrial
c17_plaza06
i'm still not sure what i'm going to do with the map, whether to make it a gmod map or to make it into something playable.
[QUOTE=Jackathan;47752940]
i'm still not sure what i'm going to do with the map, whether to make it a gmod map or to make it into something playable.[/QUOTE]
Why not both?
if anybody has any suggestions for any maps or anything that i could add to this map, they would be greatly appreciated.
City17 01, 02, 03, 04, and Manhack Arcade?
i could add c17_05_05 or 06, could fit with the inner wall i got in the map already
[QUOTE=Maestro Fenix;47735891]Good job. There is a seam at his back as the texture doesn't loop, but good job anyway.
[/QUOTE]
Looks more like a issue of the vertex's not welded in the back, so the smoothing is mucking up
I've found another Fire64's v31-37 model decompiler, this time it comes with the source code: [url]https://mega.co.nz/#!fF4GGaAT!XFh37NzdQz0in_OHLefwuM7Nj1ot1aTJJRsP2PXbAKw[/url]
Here it is, seems like the project file is for Visual Studio 2012. It's a 2013 version, has some bugs like writing $cdtexture instead of $cdmaterials, needs fixing.
It's missing quite a few things that should be written to QC file like $surfaceprop. I'm currently working on improving QC file writing so it's at least on par with his 2011 decompiler, will update.
Any chance that you could make it so that it also writes the physmodel and preserves NPC movement?
[QUOTE=Sergeant Stacker;47786583]Any chance that you could make it so that it also writes the physmodel and preserves NPC movement?[/QUOTE]
Hell no, I barely know Source model format.
You should keep the compiled binaries and source code on a 4096bit RSA (4x more secure than the last guy) encrypted flash drive under your bed just incase someone steals it.
Alright, here's the first update: [url]https://mega.co.nz/#!KdRQnSpa!yevPTNWTFTIJvkMy5Hxhph78bPUwGpDFCe7ZCkxSwxE[/url]
Restored some of the lines that 2011 decompiler writes to QC ($cdmaterials, used materials list and some others), added animevent and keyvalues(e.g. prop_data) extraction.
EDIT: Link updated, had to fix a major flaw.
[QUOTE=Nicknine;47786727]Hell no, I barely know Source model format.[/QUOTE]
You could try and contact zeqmacaw, who made the Crowbar tool and see if he's willing to give any assistance.
[QUOTE=IntenseBarney;47786987]You could try and contact zeqmacaw, who made the Crowbar tool and see if he's willing to give any assistance.[/QUOTE]
I'm actually going to do that, I want to give him the code of the decompiler. He can do much more with it than me.
shit, does this mean we'll get a step closer to know the flex code of the HL2 Beta?
[QUOTE=Theuaredead;47787626]shit, does this mean we'll get a step closer to know the flex code of the HL2 Beta?[/QUOTE]
Isn't the leaked code enough for that?
[QUOTE=Nicknine;47787811]Isn't the leaked code enough for that?[/QUOTE]
I can't read code, so I could never find the beta version of flexpair
I've checked 2003 code and it doesn't look like flex pairs exist in there.
[QUOTE=Nicknine;47788317]I've checked 2003 code and it doesn't look like flex pairs exist in there.[/QUOTE]
that's the issue. I was hoping the beta used a different line of code or had flex coded to be similar to flexpair
i dont even know why i do these things
[video=youtube;sI8o-cndNXI]http://www.youtube.com/watch?v=sI8o-cndNXI[/video]
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