• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=ProZak;48667081]Something we've been thinking about is putting Missing Information on Steam with Greenlight. What are people opinion on that? Right now we're holding it off a bit since €90 is a relatively big investment for something we're not sure is possible or not.[/QUOTE] If you guys need donations to put MI at Greenlight, call the community. Me, and a lot of modder friends wouldn't mind donating money. The work that you have been done along the years have been always of excelent quality, and the world needs to know [i]once for all[/i] how to do right a "beta mod". Considering that there are mods on Steam with completely obvious stolen content (HL:Before, that some sort of CS:S Zombiemod mod which I always forget the name but it uses skins from FPSBanana), I doubt Valve still caring about "using" Leak stuff.
[QUOTE=WhyNott;48668492]I'd suggest you finish it first unless you mean just the borealis chapter that is. Then... I'd normally say that's a bit too short of a thing to put on steam, but seeing that HL: Before got in I don't think it would make too much of a difference[/QUOTE] Define what "finished" means in this context. I'm not explaining my stance on the "leak story" again.
[QUOTE=Mattscreab;48668467]Eh The first things i thought of were moscow suburbs or vyborg [IMG]http://cs625817.vk.me/v625817761/2bbce/kUWs3Bbm5eI.jpg[/IMG] my house is next to this beauty[/QUOTE] It's like every shithole from Russia is on a single photo.
Here's what I think. If you're ready to further devote yourself to the project once it's in Greenlight (hopefully being fully applied and available), updating it, ideally adding new chapters to it (with your own storyline), so it's like an Early Access project that already got a good playable base, then it's a good decision to formalise your work that way. So I'd say go ahead with it, I won't mind donating as well. I dunno whether it'd be a good decision to have the E3 maps in it, though. At this point it feels like they're completely unneeded. Actually I just played through 1.6 and I noticed quite a few things here and there that would require further work, stuff like lightmaps at E3 Terminal, some better vistas, balancing... etc. I don't imagine you meant putting MI 1.6 in Greenlight, correct?
[QUOTE=MI_Junk;48668682]Define what "finished" means in this context. I'm not explaining my stance on the "leak story" again.[/QUOTE] having a campaign of levels that can be played in a certain succession that make for a somewhat complete and understandable story
[QUOTE=WhyNott;48669600]having a campaign of levels that can be played in a certain succession that make for a somewhat complete and understandable story[/QUOTE] A few pages ago I compared the leak to a collection of drafts of chapters of an unfinished book, and also talked about the Hyperborea chapter as being a developed "snapshot" of one moment of time in HL2's development. We will follow this style of standalone chapters for future releases and not confine ourselves to one interpretation of the plot as a whole. The result may not be this mythical "leak storyline" from start to finish, but we hope to make it at least interesting. Think of it in the way that Half Life: Uplink relates to the first Half Life game.
I come in here from time to time to check out what the leak crowd is up to, its a shame that there is still the same sort of drama that plagued the leak right from the very beginning. I remember when I first got my hands on the leak, I downloaded it part for part at tafe for like a week, each day I came in worried that it might have been taken down and I would not get the beta. I still have that download saved away.
So I see you guys have been having fun. Anyway, I finished the train station's exterior facade. I also decided to flesh out and expand the train station significantly so that it actually looks like a central train station, rather than a fancy blimp hangar or something. [img]http://i.imgur.com/cTjBXgn.jpg[/img] [img]http://i.imgur.com/RDe4HSX.jpg[/img] Took a lot of queues from the retail train station, cause I honestly couldn't think of anything better. [img]http://i.imgur.com/gyzxTZD.jpg[/img] Also, ignore the flimsy-ass looking roof. I've been trying to come up with some decent-looking supports, but so far everything I've made looks really stupid. And man, I can't believe I'd forgotten how shitty source is sometimes. I spent 2 hours today trying to track down what was causing my map to crash on load, only to find a fucking prop_static hidden inside of a wall that didn't have a model set. Cause you know, adding [code] if ( pModelName == NULL ) return; [/code] to the top of prop_static's spawn function is like, [i]waaay[/i] too hard man. Fuck that shit, let's just let the game crash if you don't have a model name.
I like it, but from a realism standpoint the tracks are pretty darn close to the front door. Shouldn't there be something like a waiting area at least?
You know, I actually noticed that right before I made those screenshots, but I didn't know what to do about it until now. I really want to keep the same silhouette as the original, so I think I'm gonna try adding a third roof section at the back. The back two will be the tracks, and the first one will be something like [URL="http://cf.shacknews.com/shack_images/sshots/half_life_2/d1_trainstation_010007.jpg"]this[/URL].
The fun thing about mapping is that the interior doesn't necessarily have to match the exterior 100%. Zoom around in the retail trainstation example VMFs that come with the old SDK to see how much space is faked.
Oh trust me, I'm aware of how weird the train station is in retail. (I've actually been using those maps as a reference for some of the details) It's funny though, because I remember there being some early train station maps in the wc map pack where the layout was actually very well thought out and realistic. [editline]12th September 2015[/editline] Oh yeah, it was proto_trainstation.
For these guys who have posted all the drama in the following pages, I have to say that everyone who contributed on getting the closest to what the original HL2 storyline must get a (small, imaginary but) big applause from me. I always wanted an experience like it and I love how you guys (MI, gaben, and all the other mod teams, for example [url=www.moddb.com/games/conscript/][b]Conscript[/b][/url] (i'm el sito) which will be always in my heart for trying to get their work alive , like biodude and the guys actually did, such a disgrace for my part to get it passed on for life) actually got to work hard in each parts of their lives to get it rolling, even with the amount of content, work it needs to get it done. It's hard to explain it clearly atm but I hope you some time get along you guys, you've been in the same game and had lotsa fun with it, maybe some day you can team up, like the guys at Black Mesa Source did, and build something amazing.
[QUOTE=Mech Bgum;48672656]I always thought it would be awesome if there was a leak mod that would just concentrate on creating the oldest american gothic city17, focused purely on exploration, like in the beginning of hl2. With stuff mostly made up and using old concepts and antonov's artstyle as reference. I imagine it would be a much more fun process for whoever would be making it, since it would basically free hands and allow to make all the fun stuff and intereting areas, leaving the headache of gameplay design and all related code/assets for it aside. Think about it, you could make Manhack Arcade and not care how its gonna play, how awesome is that?[/QUOTE] sounds like every map i've made ever
[QUOTE=Nukedrabbit95;48671185]So I see you guys have been having fun. Anyway, I finished the train station's exterior facade. I also decided to flesh out and expand the train station significantly so that it actually looks like a central train station, rather than a fancy blimp hangar or something. [img]http://i.imgur.com/cTjBXgn.jpg[/img] [img]http://i.imgur.com/RDe4HSX.jpg[/img] [/quote] Liking where you're taking it, though just as a heads up, that was intended to be an elevated rail station. The elevated rail in the industrial map is what connects to it. [t]http://i.imgur.com/FK3BNOA.jpg[/t]
That was always one of my favorite maps, for that elevated rail and the intricate cables hanging above it. A shame this aesthetic never found its way into retail. But then again, Raising The Bar is correct about the old C17 intro maps - it's pretty to look at, but there's nothing to do but walk around and look at stuff.
[QUOTE=MI_Junk;48672922]That was always one of my favorite maps, for that elevated rail and the intricate cables hanging above it. A shame this aesthetic never found its way into retail. But then again, Raising The Bar is correct about the old C17 intro maps - it's pretty to look at, but there's nothing to do but walk around and look at stuff.[/QUOTE] I tried to come up with sufficient gameplay for my version of the Industrial, and I believe I found a way, but it's even harder for Terminal/Construction/Consulcast. That's one of the biggest points of concern to me.
Most I ever did was figure out a connecting path between Industrial and Terminal that doesn't involve the tunnel. Oh, here's another interesting thing about those two maps. They do not line up at all! I discovered this when trying to make a low-detail version of Terminal to put in the background when in the trainstation in Industrial (Essel made an interior for it). If you look at some of the earliest versions of c17_01 where the factories and the "terminal" area were in the same map, you will notice that the front entrance of the trainstation is right on the street in what would become Terminal or c17_02. However, at some point those buildings across from the trainstation were pushed away to make room for the plaza square. These two maps were then being worked on independently of one another but the tunnel position in Industrial was never moved to compensate for the alteration on the Terminal side. I actually don't think there are any versions of these two maps in the mappack that properly transition to each other. Just another example of how spacial incongruities can go unnoticed in a game.
[QUOTE=Blade Rx69;48672865]Liking where you're taking it, though just as a heads up, that was intended to be an elevated rail station. The elevated rail in the industrial map is what connects to it. [t]http://i.imgur.com/FK3BNOA.jpg[/t][/QUOTE] Wow, I actually never realized that railway was supposed to connect to the same train station in terminal. Well... shit. Guess I'm redoing it again. Speaking of which, I redid the front section so there's now a preliminary section before the platforms: [t]http://i.imgur.com/Z8x0Ksk.jpg[/t] [t]http://i.imgur.com/RMLLIoV.jpg[/t]
Good call on the trainstation foyer, it looks that much more believable now. As for the elevated rail, I guess it's entirely up to you how you want to do it, but just remember it's your remake and you have the freedom to not use that concept. EDIT: I guess now that I'm past 50 posts I can start using this stupid post voting system. Hooray. [editline]13th September 2015[/editline] I made a map tonight too, but it's just a dumb test map to help us improve the fire extinguisher a bit. Had fun making the extinguisher dispenser, though. [IMG]http://i.imgur.com/ITLKPGM.jpg[/IMG]
I revisited the very first map I fixed for Dark Interval. It's c17_01_(15, I think?), dated back May 2nd 2010. For a while I had this idea of cleaning up and optimising my old maps (w/o changing the looks, naturally) and creating a "retro" mappack of my own. [img]http://i.imgur.com/6bX2dDLl.jpg?1[/img] [img]http://i.imgur.com/nWEYZmEl.jpg[/img] [img]http://i.imgur.com/dCPgVEol.jpg[/img] [img]http://i.imgur.com/7ocQICOl.jpg[/img] [img]http://i.imgur.com/T2Lz1Pul.jpg[/img] [img]http://i.imgur.com/hPGSYGrl.jpg[/img] [img]http://i.imgur.com/MIrriHbl.jpg[/img] [img]http://i.imgur.com/O036DONl.jpg[/img] (don't mind the conscripts, it's a code thing I'm testing in DI) [img]http://i.imgur.com/rlgd0Y7l.jpg[/img] [img]http://i.imgur.com/t1VJDSZl.jpg[/img] [img]http://i.imgur.com/VzItHMql.jpg[/img] [img]http://i.imgur.com/hqpcRMVl.jpg[/img] [img]http://i.imgur.com/LVhNs5Il.jpg[/img] [img]http://i.imgur.com/i9mtm2hl.jpg[/img]
hmm not enough props from STALKER imo.
I think I got the answer. Maybe HGrunts and HAssault uses the same body model named HGrunt and HSarge respectively and the only difference is that the HSarge wields a M60 instead of HGrunt's M4, which is why it's missing a weapon to hold when viewed. Eventually the newer grunt model replaced hgrunt.mdl while the newer sarge model is saved as hassault.mdl instead. By the way Cvoxalury, that's a very nice map. I think that it captures the feeling of old HL2 really well. You did a good job with the lights, especially the ones on the trainstation facade.
I visit this thread once in a while, and I'm always blown away by the amazing amount of effort put into so many quality maps. You guys rock.
HSarge also had the dual LAW rocketlaunchers, and a different head here are some SDK examples of the earliest HSarge models (not the grunt): [t]http://i.imgur.com/2HBiiB4.png[/t] heavyweapons.max [t]http://i.imgur.com/Wiar8Qk.png[/t] heavyweapons2.max this guy actually has an animation, here it is [t]http://i.imgur.com/2jqrPef.gif[/t]
Fun fact: the HSarge model is only ever featured in 3 screenshots: [IMG]http://vignette4.wikia.nocookie.net/half-life/images/1/13/Alpha_grunt.jpg/revision/latest?cb=20110209222408&path-prefix=en[/IMG][IMG]http://vignette3.wikia.nocookie.net/half-life/images/0/0e/Alpha_grunt_close-up.jpg/revision/latest?cb=20110329234007&path-prefix=en[/IMG][IMG]https://i.imgur.com/28A4kkc.png[/IMG] Of note is that in the first two screenshots, the HSarge there uses animations that isn't in the HSarge.mdl we have. However, the first animation that our HSarge.mdl have is the walking around animation, in which he holds his invisible gun the same way as the old heavyweapons2.max does. So I guess this proves that the Human Sergeant/Heavy Assault originally uses the same model as the HGrunt, except that it holds a M60 and have different animations. tldr; hsarge>heavyweapons>heavyweapons2>hassault
[img]http://i.imgur.com/u7QDxfR.jpg[/img]
It might be possible that HSarge is an extremely early HAssault. In that screenshot you show, he's not exactly holding the minigun like in the animations he has in hassault.mdl. Perhaps the one in the screenshot is a later heavyweapons model made with the m60 in mind, but had the m60 and dual rockets swapped out with a minigun at the last minute, hence the unfitting weapon placement. In other words, the scerenshot shows that the switch from m60 to minigun was quite early, to the point that they slapped on the minigun in place of an m60 heavyweapons model, and hassault.mdl is made later on with completely new animations to fit the minigun.
[QUOTE=PikaCommando;48674173]Fun fact: the HSarge model is only ever featured in 3 screenshots: [IMG]http://vignette4.wikia.nocookie.net/half-life/images/1/13/Alpha_grunt.jpg/revision/latest?cb=20110209222408&path-prefix=en[/IMG][IMG]http://vignette3.wikia.nocookie.net/half-life/images/0/0e/Alpha_grunt_close-up.jpg/revision/latest?cb=20110329234007&path-prefix=en[/IMG][IMG]https://i.imgur.com/28A4kkc.png[/IMG] Of note is that in the first two screenshots, the HSarge there uses animations that isn't in the HSarge.mdl we have. However, the first animation that our HSarge.mdl have is the walking around animation, in which he holds his invisible gun the same way as the old heavyweapons2.max does. So I guess this proves that the Human Sergeant/Heavy Assault originally uses the same model as the HGrunt, except that it holds a M60 and have different animations. tldr; hsarge>heavyweapons>heavyweapons2>hassault[/QUOTE] 3? [IMG]http://vignette3.wikia.nocookie.net/half-life/images/0/0a/Early_HECU_AI.jpg/revision/latest?cb=20110305110427&path-prefix=en[/IMG]
Wow, nice. This means that this is the only screenshot to feature our HSarge.mdl, since it's using the exact same animation hsarge.mdl has. [IMG]https://i.imgur.com/iaDaFhH.png[/IMG] So what is this supposed to mean? Is my guess correct after all? If not an early test version of the human sergeant, then what is HSarge supposed to be? I don't think that image contradicts with anything I've said, since it could be just placed there for whatever reasons so the dots can be added in with an image editing program afterwards. You know, like how the Panthereye just walks in place and have no actual AI.
Sorry, you need to Log In to post a reply to this thread.