• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
Yea I think currently Cvoxalury has the best shot at releasing his dark interval mod. It doesn't seem like any other mod is as close as he is.
[QUOTE=Milkyway M16;48575701]Yea I think currently Cvoxalury has the best shot at releasing his dark interval mod. It doesn't seem like any other mod is as close as he is.[/QUOTE] Is he even still working on it. When I looked at the mod page the last update wasn't very recent.
I am. While it says on the ModDB page that I started it all more than 5 years ago, it is wrong to assume that I actually have 5 years worth of content, first of all because when I started I was only beginning to learn everything (didn't even know how to make basic code edits). Since I restarted the mod several months ago I've been doing everything (well, almost everything) from scratch, currently redoing C17 maps (Industrial-Terminal-Construction-Consulcast). But. You seem to have forgotten about Raising the Bar mod. I'd say the guys are closer than Dark Interval. That is, unless I decide to go on with some episodic plan or whatever.
[QUOTE=Cvoxalury;48577461]I am. While it says on the ModDB page that I started it all more than 5 years ago, it is wrong to assume that I actually have 5 years worth of content, first of all because when I started I was only beginning to learn everything (didn't even know how to make basic code edits). Since I restarted the mod several months ago I've been doing everything (well, almost everything) from scratch, currently redoing C17 maps (Industrial-Terminal-Construction-Consulcast). But. You seem to have forgotten about Raising the Bar mod. I'd say the guys are closer than Dark Interval. That is, unless I decide to go on with some episodic plan or whatever.[/QUOTE] Well, I certainly hope you can get some rest in between work. Don't beat yourself over it, take your time.
So today i decided to recreate the "metalcar02". I don't know what to do with back, yet. [IMG]http://cs622129.vk.me/v622129956/41e34/7irQFTIpKpE.jpg[/IMG]
Don't do anything to the back, it looks release ready!
[QUOTE=Mattscreab;48593028]So today i decided to recreate the "metalcar02". I don't know what to do with back, yet. [IMG]http://cs622129.vk.me/v622129956/41e34/7irQFTIpKpE.jpg[/IMG][/QUOTE] it's perfect
Has anyone ever tried to make a working Alien Assassin NPC as well as the Zombie version. All I see are those shitty nextbot ones in Gmod. It'd be pretty cool as an HL2 mod.
[QUOTE=Gsilverleaf;48613066]Has anyone ever tried to make a working Alien Assassin NPC as well as the Zombie version. All I see are those shitty nextbot ones in Gmod. It'd be pretty cool as an HL2 mod.[/QUOTE] I've played with the idea and it would be relatively easy tbh, just never gone through with it because I'm also simultaneously working on so many other things.
[QUOTE=Gsilverleaf;48613066]Has anyone ever tried to make a working Alien Assassin NPC as well as the Zombie version. All I see are those shitty nextbot ones in Gmod. It'd be pretty cool as an HL2 mod.[/QUOTE] I wrote some code for the regular version, unfortunately it has a very limited set of animations so I wasn't able to do much beside melee and throwing knives. Based on what's said in RtB - that the assassin was remade into fast zombie - I made it run towards the target and engage in qucik melee. Not too interesting. Oh, and I made it cloak (turn invisible; there's some code in the leak, that's related to ninja-style smoke effect, but I chose the assassin to turn invisible), seek cover and regenerate after taking heavy damage. Never tried the zombie version because the model isn't even rigged IIRC. Another issue is where would the Assassin fit. One possibility is Borealis... I once argued with Junk and speculated that Alien Assassins were to be ecounterted at the ship, my arguments being that a) the breeding pods were probably created for the assassins b) the book material states that the Assassin was remade into fastzombie after their 'habitat' was cut, and first maps with fastzombies were made right after the ship maps were abandoned. It is, naturally, all speculation. Here's a question for ya guys. What, in your opinion, are the most iconic cut weapon, location, creature and character?
I think the assassin would have benefited from some of the old Stalker AI, that I remember being very evasive. The word "assassin" doesn't really jive with characters that sprint straight straight at their target.
[QUOTE=Cvoxalury;48615892]I wrote some code for the regular version, unfortunately it has a very limited set of animations so I wasn't able to do much beside melee and throwing knives. Based on what's said in RtB - that the assassin was remade into fast zombie - I made it run towards the target and engage in qucik melee. Not too interesting. Oh, and I made it cloak (turn invisible; there's some code in the leak, that's related to ninja-style smoke effect, but I chose the assassin to turn invisible), seek cover and regenerate after taking heavy damage. Never tried the zombie version because the model isn't even rigged IIRC. Another issue is where would the Assassin fit. One possibility is Borealis... I once argued with Junk and speculated that Alien Assassins were to be ecounterted at the ship, my arguments being that a) the breeding pods were probably created for the assassins b) the book material states that the Assassin was remade into fastzombie after their 'habitat' was cut, and first maps with fastzombies were made right after the ship maps were abandoned. It is, naturally, all speculation. Here's a question for ya guys. What, in your opinion, are the most iconic cut weapon, location, creature and character?[/QUOTE] OICW, Traptown, Cremator and Odell. My bud released ragdolls of the Alien Assassin and C Guard a while back. If you need a ragdoll of them, they're there.
[QUOTE=Cvoxalury;48615892]What, in your opinion, are the most iconic cut weapon, location, creature and character?[/QUOTE]My answer to all four is the yodeling binoculars.
[QUOTE=Cvoxalury;48615892]Here's a question for ya guys. What, in your opinion, are the most iconic cut weapon, location, creature and character?[/QUOTE] OICW/Gauss, Air Exchange, Cremator/Hydra, and Odell
It's gotta be Ickypop for 'location' surely.
Oicw, Borealis, Hydra, Odell
OICW, Air Exchange, Hydra and Odell because I don't know any other cut charactors
[QUOTE=Marphy Black;48616160]My answer to all four is the yodeling binoculars.[/QUOTE] Y'know, when I think of the beta, that yodeling is honestly one of the first things that pops into my head.
[QUOTE=Marphy Black;48616160]yodeling binoculars.[/QUOTE] Wait, what?
[QUOTE=teddthebucfan;48617426]Wait, what?[/QUOTE] [video=youtube;YTW22CpLzIM]http://www.youtube.com/watch?v=YTW22CpLzIM[/video] This sound is in the binoculars sounds folder.
[QUOTE=Nukedrabbit95;48617383]Y'know, when I think of the beta, that yodeling is honestly one of the first things that pops into my head.[/QUOTE] For me it's either that or the 'tattle' noise for the alien assassin
[QUOTE=Cvoxalury;48615892]I wrote some code for the regular version, unfortunately it has a very limited set of animations so I wasn't able to do much beside melee and throwing knives. Based on what's said in RtB - that the assassin was remade into fast zombie - I made it run towards the target and engage in qucik melee. Not too interesting. Oh, and I made it cloak (turn invisible; there's some code in the leak, that's related to ninja-style smoke effect, but I chose the assassin to turn invisible), seek cover and regenerate after taking heavy damage. Never tried the zombie version because the model isn't even rigged IIRC. Another issue is where would the Assassin fit. One possibility is Borealis... I once argued with Junk and speculated that Alien Assassins were to be ecounterted at the ship, my arguments being that a) the breeding pods were probably created for the assassins b) the book material states that the Assassin was remade into fastzombie after their 'habitat' was cut, and first maps with fastzombies were made right after the ship maps were abandoned. It is, naturally, all speculation. [B]Here's a question for ya guys. What, in your opinion, are the most iconic cut weapon, location, creature and character?[/B][/QUOTE] OICW, Terminal Plaza, the Cremator, and Odell
[QUOTE=IntenseBarney;48617501] This sound is in the binoculars sounds folder.[/QUOTE] The song's name is [URL="https://www.youtube.com/watch?v=7FIQIpKrmTY"]Der Böller-Schütz von Mittenwald[/URL] by Franzl Lang. The credit goes to a person named MrXnews2.
[QUOTE=Gsilverleaf;48616143]OICW, Traptown, Cremator and Odell. My bud released ragdolls of the Alien Assassin and C Guard a while back. If you need a ragdoll of them, they're there.[/QUOTE] I've ported the model myself so I'm good. The only real problem is that the Assassin only has few anims, several for movement (walking, running, leaping), one for attack, another one for the hand device (likely a cloaking device).
[QUOTE=NixNax123;48575188]Whatever happened to MI? Last I heard they were working on "MI: episode 1" or something but that was 2 years ago[/QUOTE] We realized the episodic format just wasn't possible with the team we had left after burning ourselves out after our 1.6 patch, which took a lot longer to release than expected. As Maestro Fenix said, life has taken over. At one point we worked a bit with porting Missing Information to Alien Swarm's Source branch since it includes a lot fixes that'd be fantastic to have, plus it offers a bit more freedom in certain areas. You can see some progress on that here. [url]http://scart.slkandy.com/images/index.php/missinginformation/ASWBranch[/url] Valve released Source 2013 when we were working on that and that gave us a tiny hope we'd finally get the things we needed but of course that ended being another disappointing move from Valve's part. What we really need is people that we can trust, and knows every aspect of their given area and of course is willing to work with Source. Sure, I know a lot about how everything works but I can't create anything resembling a nice model, only some terrible ones. We're working on a patch for 1.6 that'll bring it to Source SDK Base 2013. We have plans after that, don't worry. Edit: We could use someone that can compile MI for OSX so we can get a build out for that as well.
My personal choice for iconic weapon is OICW, it was shown in E3 demo, it's recognisable and it's a good gun, I imagine going through the whole game with it. Location, I'd say Borealis. First of all, it was shown in the official media (the concept art and the screenshot with a zombie), and we didn't get it, but then it was "brought back". Plus it's the most well known location thanks to Missing Info. Character, I say Consul. Odell is well known because he's everywhere in the leak, from C17 factories to the Citadel, also he's often pitch black but nervermind that. But, he's just an engineer who lost his cheeze. Consul ruled the world and likely wasn't as soft as Breen. For creature, I'd say... hmm... well, the Cremators are certainly iconic but weren't really worked on all the way through. Same goes for assassins or cut synthets. So I instead choose bullsquids. They had all the right to be in the game!
a cut content mod is the only way anyone's gonna be able to explore the borealis
-Snip. sorta ninja'd-
[QUOTE=artDecor;48626144]a cut content mod is the only way anyone's gonna be able to explore the borealis[/QUOTE] But I once typed in 'noclip' in Episode Two and the ship was really there!
Working on a Sacktick. [IMG]https://i.gyazo.com/afd56dfbabd0e22ab9fbc8889e929869.png[/IMG] Fun fact, started this model out thinking the tentacles were at the back, now I'm [I]pretty sure[/I] that they're its front. [editline]Oh right.[/editline] Oh, and yes, the mesh is not all the way done, hence parts like the sack being missing.
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