• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
Not sure if anybody else mentioned it. Remember how the leaked Hammer plays midi version of "Can't Touch This" upon the first launch? It does so in an interesting way, there's a char array in its code that contains a bunch of hex numbers. When Hammer's launched for the first time it writes a midi file from that char array, plays it and then deletes it. I caught that file before it got deleted, here it is: [url]http://s000.tinyupload.com/index.php?file_id=19494200952042263192[/url] EDIT: Modern Hammer actually still contains that code, it's just disabled. If you have the 2012 leaked code, you can uncomment "#define HAMMER_TIME 1" line in splash.cpp to get the music again.
[QUOTE=Nicknine;47816467]Not sure if anybody else mentioned it. Remember how the leaked Hammer plays midi version of "Can't Touch This" upon the first launch? It does so in an interesting way, there's a char array in its code that contains a bunch of hex numbers. When its launched for the first time it writes a midi file from that char array, plays it and then deletes it. I caught that file before it got deleted, here it is: [url]http://s000.tinyupload.com/index.php?file_id=19494200952042263192[/url] EDIT: Modern Hammer actually still contains that code, it's just disabled. If you have the 2012 leaked code, you can uncomment "#define HAMMER_TIME 1" line in splash.cpp to get the music again.[/QUOTE] This proves that valve clearly has a good sense of humour.
[QUOTE=Pigbear;47817213]This proves that valve clearly has a good sense of humour.[/QUOTE] One coder =/= software corporation
[QUOTE=Spor;47817524]One coder =/= software corporation[/QUOTE] Judging from "Sorry, Tom" comment it was most likely Tom Leonard who added Hammer Time music.
[QUOTE=TheRealRudy;47818155]So after two years, the OP finally suddenly decided to just scrub his entire OP? What kind of sense has that?[/QUOTE] OP was banned for up until garry's birthday
I always thought it was a thing made by the leakers, not Valve itself. How interesting.
How come after Fenix ends a conversation the entire thread goes silent for about a week?
Because I'm cursed, of course. Lets talk about why both the mess of the Source code and the fact that some stuff available to be modified in GoldSrc is now behind a license restricts total-conversion mods. *For example, why the hell the code of the flare is on flaregun.cpp. They really cut badly all the stuff from the beta*
[QUOTE=Maestro Fenix;47859429]Because I'm cursed, of course. Lets talk about why both the mess of the Source code and the fact that some stuff available to be modified in GoldSrc is now behind a license restricts total-conversion mods. *For example, why the hell the code of the flare is on flaregun.cpp. They really cut badly all the stuff from the beta*[/QUOTE] I don't think they even bothered cutting anything at all. The code for pretty much all cut weapons and NPCs is still in SDK even after all these years. Some of the stuff related to the cut weapons is used in the final game, though, for example, Strider's cannon uses CreateConcussiveBlast from weapon_cguard.cpp. The actual weapon's code is still there, it's just commented out.
not exactly relevant to this, but i was looking at some old prospero screenshots [img]http://combineoverwiki.net/images/8/8e/Prosp_05.png[/img][img]http://combineoverwiki.net/images/d/da/Prosp_04.png[/img] and i noticed that the geometry in these screenshots are identical to the geometry (same textures too) used in the [URL="http://combineoverwiki.net/wiki/Mr._Valve"]cut valve intro map[/URL] for half-life [t]http://i.imgur.com/VjO2fGX.jpg[/t][t]http://i.imgur.com/fvL2FtK.jpg[/t] i dont know if this has been talked about before, but it's interesting (also the valve intro map uses entirely custom textures, packed in the bsp)
So what's up with the use of human materials (tiles, rusty metals, concrete) inside the older Citadels despite it coming straight from the Combine Overworld? They don't seem to be placeholders because the tiles are featured in concept art too. The weird part is that they already have the final-style Combine metal for the prison pods in the tiles version so why isn't the final-style metal used to make the interior like in final Citadel?
because the original concepts had them re-using human materials for building, and that somehow led to having a citadel filled with ceramic tile
[QUOTE=Jackathan;47861565]because the original concepts had them re-using human materials for building, and that somehow led to having a citadel filled with ceramic tile[/QUOTE] Which doesn't even make sense if you consider Eli's slideshow talk with Gordon to be part of the alpha/beta canon. He said citadels literally teleported directly into the city centers around the world, or at least in c17 and that they were the basis for the combine invasion. That would suggest that citadels were pre-built and would clash with the idea of using earth resources for building. Unless the citadel was only used for invasion at first and then retrofitted to be the base of operations for the combine's enslavement of earth once the invasion was successful. Like at first the combine just planned on wiping out any resistance, collecting anything useful(resources, scientific research etc), then leaving the planet, but after humanity surrendered the combine decided to settle down and build the citadel's interior to support more than just invasion. That might explain their use of humanity's building materials. I imagine that they couldn't justify acquiring resources from the combine overworld, so they just used earth materials for simplicity's sake. I also imagine that this would be reflected with some "new" areas in the citadel being made with human materials(like tile) and some areas like the citadel core(which would have probably had to be there to power the citadel's invasion functions) to be made with combine materials.
That or the idea of Citadel's being made of recycled human stuff had already been outdated by the then, or hadn't been created yet. There is no "alpha/beta canon", as if the whole thing was done & had a do-over, that's not how things ever work.
[QUOTE=TheRealRudy;47818155]So after two years, the OP finally suddenly decided to just scrub his entire OP? What kind of sense has that?[/QUOTE] The Wayback Machine [URL="http://web.archive.org/web/20150319054715/http://facepunch.com/showthread.php?t=1253345"]saved a copy[/URL] of it from March in case a mod wanted to restore it. Not that there's much to look at, anyway.
[QUOTE=Milkyway M16;47866300]Which doesn't even make sense if you consider Eli's slideshow talk with Gordon to be part of the alpha/beta canon. He said citadels literally teleported directly into the city centers around the world, or at least in c17 and that they were the basis for the combine invasion. That would suggest that citadels were pre-built and would clash with the idea of using earth resources for building. Unless the citadel was only used for invasion at first and then retrofitted to be the base of operations for the combine's enslavement of earth once the invasion was successful. Like at first the combine just planned on wiping out any resistance, collecting anything useful(resources, scientific research etc), then leaving the planet, but after humanity surrendered the combine decided to settle down and build the citadel's interior to support more than just invasion. That might explain their use of humanity's building materials. I imagine that they couldn't justify acquiring resources from the combine overworld, so they just used earth materials for simplicity's sake. I also imagine that this would be reflected with some "new" areas in the citadel being made with human materials(like tile) and some areas like the citadel core(which would have probably had to be there to power the citadel's invasion functions) to be made with combine materials.[/QUOTE] The problem with your thinking is that you assume there were specific "really old", "old" and "new" stories fully fleshed out. The truth is Half Life 2's plot during development was just a big 'ol box of ideas and concepts with new one being added and old ones being scrapped every week. Many contradicting concepts (such as teleporting citadel VS built citadel VS whatever citadel) existed side-by-side while level designers, concept artists and writers experimented to see what combination of things worked and what didn't. Gamedev is a very abstract thing. Coincidentally, I asked Mark about the old citadels in the concept arts a few months back, here's what he wrote: [quote]Things that exist as concept art but are not in the game do not necessarily exist in the HL universe. As far as I’m concerned, all the Citadels are basically along the lines of the one we see in City 17, and they’re all created the same way. A starter kit is teleported in, and then it self-assembles. That’s how I remember thinking about it the last time we thought this through anyway.[/quote] [QUOTE]Viktor would throw out a ton of ideas, looking for some visual thing that people responded to, and then we would hone that. So you will naturally see a lot of versions. Ultimately, even in the final product, there’s not always perfect agreement on what things mean…I wouldn’t be surprised if that Citadel interior shipped, even while I’m telling you the whole place was created by nanomachines. A lot of different points of view went into all this, and you’re only getting mine.[/QUOTE] And judging by his old emails in Mark Laidlaw's vault back on steam forums, you could say that anything that is not explained directly by Valve or the game itself is open to interpretation and your guess is as cannon as mine or even Laidlaw's.
[QUOTE=Spor;47875651]The problem with your thinking is that you assume there were specific "really old", "old" and "new" stories fully fleshed out. The truth is Half Life 2's plot during development was just a big 'ol box of ideas and concepts with new one being added and old ones being scrapped every week. Many contradicting concepts (such as teleporting citadel VS built citadel VS whatever citadel) existed side-by-side while level designers, concept artists and writers experimented to see what combination of things worked and what didn't. Gamedev is a very abstract thing.[/QUOTE] Oh, I'm fully aware and completely understand that there is no real canon of the old story. I'm not assuming anything at all. I'm just sorta trying to create my own canon to explain some of the inconsistencies. I'm just doing it for fun :v:
I think my storyline is a bit faulty if you ask me [img]http://images.akamai.steamusercontent.com/ugc/34121686743743998/17056B98FFA4644960D16366DA1A3118A8D01874/[/img]
[QUOTE=Spor;47875651]The truth is Half Life 2's plot during development was just a big 'ol box of ideas and concepts with new one being added and old ones being scrapped every week. Many contradicting concepts (such as teleporting citadel VS built citadel VS whatever citadel) existed side-by-side while level designers, concept artists and writers experimented to see what combination of things worked and what didn't. Gamedev is a very abstract thing. ...you could say that anything that is not explained directly by Valve or the game itself is open to interpretation and your guess is as cannon as mine or even Laidlaw's.[/QUOTE] I also want to state here that we only really know about the stuff that was around at the time of the leak, or that was deemed interesting enough to warrant concept art (in the RTB book), most else (including many early concepts, more than likely) was lost to time, or possibly is held in reserve for future HL installments. Mark Laidlaw likened the leak to being a collection of "wood chips on a carpenter's floor" after all, and the wood chips that we have now were probably not the only ones experimented with.
[QUOTE=AmbientNoise;47892650]I also want to state here that we only really know about the stuff that was around at the time of the leak, or that was deemed interesting enough to warrant concept art (in the RTB book), most else (including many early concepts, more than likely) was lost to time, or possibly is held in reserve for future HL installments. Mark Laidlaw likened the leak to being a collection of "wood chips on a carpenter's floor" after all, and the wood chips that we have now were probably not the only ones experimented with.[/QUOTE] Remember the Elite Metrocop that we only know about because of RtB? Imagine how much more stuff out there is unknown to us. [IMG]http://img2.wikia.nocookie.net/__cb20091007090126/half-life/en/images/0/09/Elite_Metrocop.jpg[/IMG] Speaking of which, I wonder why is this scrapped?
Probably because it's redundant.
[QUOTE=DONOTWANT;47939521]Probably because it's redundant.[/QUOTE] Though, I imagine them in the later parts of Route Kanal through Water Hazard, as well as the early parts of Anticitizen One.
[QUOTE=DONOTWANT;47939521]Probably because it's redundant.[/QUOTE] Hes just as redundant as the combine elite, just a harder trooper only without the ar2 blast
Wasn't the earliest version of Half Life 2 to run on GoldSource? I'm talking about when Valve had just about started to get stuff done with Half Life 2.
evidently, yea. that's why a bunch of the early maps use things like multi_manager and other goldsrc stuff. seems that the first things they added to the new engine was the vmf format, displacements, and static props. (presumably all added around 2000 or 1999?)
TF2 was also going to be goldsource.
[QUOTE=Minelayer;47941535]TF2 was also going to be goldsource.[/QUOTE] Is it because the prototype TF2 Beta came with the TFC model for the Civilian?
[QUOTE=BenjaminTennison;47943013]Is it because the prototype TF2 Beta came with the TFC model for the Civilian?[/QUOTE] [video=youtube;kTJF4b8XWt8]https://www.youtube.com/watch?v=kTJF4b8XWt8[/video] TF2 in the late 90's and early 00's when it was supposed to be a realistic military shooter.
[QUOTE=Butthurter;47945949]on the subject of elite cp being scrapped imo it looks like valve wanted to scrap any of the "horror" elements from the combine, the tile walls, blood splatters usually seen behind walls on prisoner pods retail hl2 as it stands portrays the combine more of just being very futuristic looking tech theres nothing horrifying in the look for most of the current combine, barring the old hl2 advisor having claws and most of its tech looking more alien than anything else the combine made[/QUOTE] More like moving basic horror to so-called "Fridge horror". Which worked a lot of better.
[QUOTE=spoder55;47940726]Wasn't the earliest version of Half Life 2 to run on GoldSource? I'm talking about when Valve had just about started to get stuff done with Half Life 2.[/QUOTE] [IMG]http://vignette1.wikia.nocookie.net/half-life/images/9/9d/Get_your_free_tvs.jpg/revision/latest?cb=20081122135854&path-prefix=en[/IMG] This is either Half-life 2 on goldsrc or a very early source that still used a lot of gold src assets.
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