• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Caulo32;50071507][media]https://www.youtube.com/watch?v=5NgRh-_4Pig[/media][/QUOTE] more of a chuckle tbh
[QUOTE=PikaCommando;50071279]This? [IMG]http://vignette2.wikia.nocookie.net/half-life/images/6/63/Ghost02.png/revision/latest?cb=20120621172829&path-prefix=en[/IMG][/QUOTE] yup
TalonBrave.info posted this [video=youtube;ocGaUU_h37I]https://www.youtube.com/watch?v=ocGaUU_h37I[/video]
[QUOTE=PikaCommando;50103561]TalonBrave.info posted this [video=youtube;ocGaUU_h37I]https://www.youtube.com/watch?v=ocGaUU_h37I[/video][/QUOTE] on the topic of talonbrave, this is a pretty neat article [url]http://talonbrave.info/?p=408#more-408[/url]
What are the sounds at 1:08 in [video=youtube;Ee8Mxsol3gQ]https://www.youtube.com/watch?v=Ee8Mxsol3gQ[/video]?
[QUOTE=Frying1Pans;50119634]What are the sounds at 1:08 in?[/QUOTE] In the leak, they can be found in sound\testcitadel\
[QUOTE=crazeeweegeman4;50120452]In the leak, they can be found in sound\testcitadel\[/QUOTE] I knew that already, but what exactly is that noise?
[QUOTE=Frying1Pans;50119634]What are the sounds at 1:08 in [video=youtube;Ee8Mxsol3gQ]https://www.youtube.com/watch?v=Ee8Mxsol3gQ[/video]?[/QUOTE] you're not supposzzz to be here
[QUOTE=Frying1Pans;50120675]I knew that already, but what exactly is that noise?[/QUOTE] It's a sound that was recorded when Valve's audio engineer let a microphone run in an abandoned warehouse overnight. [sp]Okay not really, to me it sounds like a heavily distorted number station voice.[/sp]
[QUOTE=MenteR;50120705]you're not supposzzz to be here[/QUOTE] asemater of fact you're not
[QUOTE=WhyNott;50123526]asemater of fact you're not[/QUOTE] get back where yew belong and forget about all this until, we meet, agaaiinn
[url]http://www.pcgamer.com/half-life-2-art/[/url] [IMG]http://i.imgur.com/WbIsaem.jpg[/IMG] [IMG]http://i.imgur.com/75ZvGv6.jpg[/IMG] [IMG]http://i.imgur.com/uUlA0xx.jpg[/IMG] [IMG]http://i.imgur.com/ZknC23y.jpg[/IMG] [IMG]http://i.imgur.com/J5XapQ9.jpg[/IMG] [IMG]http://i.imgur.com/GCk3hcC.jpg[/IMG] [IMG]http://i.imgur.com/YbDAy3V.jpg[/IMG] [IMG]http://i.imgur.com/b0krcTc.jpg[/IMG] [IMG]http://i.imgur.com/VFVmVva.jpg[/IMG]
bluh, i hope that guy takes some proper scans of all these pages
[QUOTE=Maestro Fenix;50020540]BuTou has posted a video about the Particle Storm: [video=youtube;bvu1p5VHVQg]http://www.youtube.com/watch?v=bvu1p5VHVQg[/video] A shame it doesn't have more, because it looked interesting.[/QUOTE] Oh, that's interesting. That's something we never looked at while messing with the source code. [QUOTE=juhana;50021817]Perhaps something that was meant to be used to limit players movements in the wasteland chapters, what with the sea being more drained than in the retail coast levels?[/QUOTE] This is our plan for Missing Information. I started working on a concept a while back but never got something that's worth showing off. [QUOTE=Gsilverleaf;50059784]Hey, I was told to ask around the leak thread for this but, does anyone know how to replicate the old vocoder effects for Combine Soldiers? I'm making some new voice lines, but I want to make sure I get them down good, so any help is much appreciated.[/QUOTE] If you can get your hands on the original GCF files that shipped Half-Life 2 some of Valve's scripts are included which gives the effect you're looking for.
[QUOTE=ProZak;50143166]If you can get your hands on the original GCF files that shipped Half-Life 2 some of Valve's scripts are included which gives the effect you're looking for.[/QUOTE] Would I need to use DepotDownloader? I can't find the original manifest ID for the oldest version, so I don't know what exactly to do.
I think just the effect for the Overwatch announcement system echo is included, but my memory is hazy.
[QUOTE=MI_Junk;50144272]I think just the effect for the Overwatch announcement system echo is included, but my memory is hazy.[/QUOTE] Those files only contain the echo, and two very basic radio filters (think of Alyx's lines when she is talking over the security system in nova prospekt). So all we have to go off of for reproducing the voices is the use of a crap walkie-talkie, some pitch-shifting, and some other filters. We don't have the magical script that makes the awesome vocoder effect.
[QUOTE=Gsilverleaf;50144254]Would I need to use DepotDownloader? I can't find the original manifest ID for the oldest version, so I don't know what exactly to do.[/QUOTE] Do you mean these files? [IMG]http://puu.sh/okLOU/219d3e7442.png[/IMG] If so, I can send them, but they don't do much, from what I remember. If they're another file I have an ancient build of Half-Life 2 straight from the retail disc, just tell me what you need. [QUOTE=crazeeweegeman4;50144376]Those files only contain the echo, and two very basic radio filters (think of Alyx's lines when she is talking over the security system in nova prospekt). So all we have to go off of for reproducing the voices is the use of a crap walkie-talkie, some pitch-shifting, and some other filters. We don't have the magical script that makes the awesome vocoder effect.[/QUOTE] There's your answer.
I wonder if it would be possible to get in contact with someone at Valve who would know something about how they did that effect, perhaps?
[QUOTE=Nukedrabbit95;50144526]I wonder if it would be possible to get in contact with someone at Valve who would know something about how they did that effect, perhaps?[/QUOTE] [url]https://facepunch.com/showthread.php?t=1253345&p=44832086&viewfull=1#post44832086[/url] This gets re-posted about every four pages or so. It's all we really have to work off of.
bcs files were used for Sonic Foundry Batch Converter, an old and now-lost program that was basically Sony SoundForge before Sonic Foundry sold the assets i tried importing it into older SoundForge projects, it won't work. dunno if this was mentioned before, correct me if i'm wrong. the method described on the steam forums seems like a good workaround, though
I asked Marc Laidlaw some questions about the original storyline and certain periods of development, and he told me some pretty interesting stuff: [U][B]First Set of Questions[/B][/U] [U]1. Was there ever a reason as to why the cremator and the alien assassin both have similar orange spheres on their hands? [URL="http://combineoverwiki.net/images/8/8b/Cremator_hand_ball.jpg"]Cremator Hand[/URL] | [URL="http://vignette3.wikia.nocookie.net/half-life/images/c/c3/Alien_Assassin_hand_ball.jpg/revision/latest?cb=20091030104542&path-prefix=en"]Alien Assassin Hand[/URL][/U] [QUOTE]No Idea.[/QUOTE] [U]2. Was Gordon supposed to lose his weapons at multiple points in the game at one point? The amount of weapons back then hints at this.[/U] [QUOTE]Can't remember but it's possible. Someone experimented with a Halo-like system where you could constantly pick up different weapons but had to trade them out, and couldn't carry around all the weapons without restriction. This didn't seem like a good system for the HL experience.[/QUOTE] [U]3. At one point in development, was the Cremator's weapon ever supposed to shoot fire?[/U] [QUOTE]Sort of a napalm liquid fire maybe...not actual flames.[/QUOTE] [U]4. What was the point of the [URL="http://combineoverwiki.net/wiki/Brickbat"]brickbat[/URL] weapon? Was it just a test weapon?[/U] [QUOTE]I think that was a class that let you pick up and throw a variety of small random objects--bricks, bottles, molotovs. This was before the gravity gun was in the game so you just used your invisible hands.[/QUOTE] [U]5. Was the player ever supposed to enter the [URL="http://vignette3.wikia.nocookie.net/half-life/images/c/ca/Weather-text.jpg/revision/latest?cb=20091007091533&path-prefix=en"]Weather Control station[/URL]? Also, do you know if any maps were ever made for it, or was it just a lost story fragment?[/U] [QUOTE]Yes, that would have been a level. I recall some roughed out maps, probably never checked in by the level designer because they never reached a level of completion he was happy with.[/QUOTE] [U]6. Do you know if [URL="http://combineoverwiki.net/wiki/Eli_Maxwell"]Eli Maxwell's[/URL] Cave ever went past the prototype stage?[/U] [QUOTE]No...some very rough rock interiors, that was about it.[/QUOTE] [U]7. Were there ever any multiplayer maps designed?[/U] [QUOTE]No.[/QUOTE] [U]8. Was the ending of the original storyline written? Was it much different from the retail ending (apart from the consul instead of breen)?[/U] [QUOTE]No. I don't have any idea what ending we had in mind. After our experience with Xen we were careful not to think we could do endings until we understood everything else going into the game.[/QUOTE] [U]9. How was the [URL="http://half-life.wikia.com/wiki/Antlion_King"]Antlion King[/URL] to be implemented?[/U] [QUOTE]No idea.[/QUOTE] [U]10. Did the [URL="http://half-life.wikia.com/wiki/File:Vorti-Cell.jpg"]Vorti-Cells[/URL] ever go past concept art?[/U] [QUOTE]No.[/QUOTE] [U]11. Was a model for the Consul ever made?[/U] [QUOTE]No.[/QUOTE] [U]12. Was the train during the original, longer, opening train ride sequence a Combine Razor Train?[/U] [QUOTE]It would have been whatever train we show in the current opening, although that doesn't make sense to me now. We probably would have had to design some kind of armored passenger train for long distance transport, with big windows so you could watch the terrain go by.[/QUOTE] [U]13. Were any voice lines for [URL="http://half-life.wikia.com/wiki/Samuel"]Samuel[/URL] ever recorded?[/U] [QUOTE]I don't think so. I did all the temp voices myself and I don't remember anything about that.[/QUOTE] [U]14. Were any other lines written for the Consul? Apart from the "The true citizen..." PA lines.[/U] [QUOTE]Not that I recall.[/QUOTE] [editline]16th April 2016[/editline] [B][U]Second Set of Questions[/U][/B] [U]1. Were any maps ever designed for the GMan monologue? [/U] [QUOTE]No.[/QUOTE] [U]2. Were any lines recorded for the GMan monologue?[/U] [QUOTE]No.[/QUOTE] [U]3. Were any maps designed for the opening train sequence?[/U] [QUOTE]No.[/QUOTE] 4. What do you know about the cut [URL="https://www.youtube.com/watch?v=bvu1p5VHVQg"]Particle Storm[/URL] enemy? [QUOTE]I had forgotten all about it...it was an idea of how to do free roaming portal storms, but never got to the point of actual gameplay or art.[/QUOTE] [U]5. Were any maps designed around the cut Particle Storm enemy? Additionally, did any maps made include it?[/U] [QUOTE]Probably just a plain test box.[/QUOTE] [U]6. What was the point of the Kraken Base section? [/U] [QUOTE]This was a long and convoluted story section where we tried to do some complicated plotting really really early, when there was a lot of ideas for story and no gameplay. Never got anywhere with it. You were supposed to go there via a mini sub stored on the Borealis, the base was a secret science lab run by Dr. Mossman with stalkers everywhere, and at some point everything goes haywire due to the treachery of one of the scientist characters and the base starts to flood and you barely escape in a rescue pod. The obvious influence here was The Abyss.[/QUOTE] [U]7. How long was the Kraken Base section intended to be?[/U] [QUOTE]A substantial section of the early game.[/QUOTE] [U]8. How much do you know about the Kraken Base section? What, exactly, was supposed to happen there? [/U] [QUOTE]See above.[/QUOTE] [U]9. Do you know what the c17_02 map was supposed to be (it was missing from the leaked mappack)? It was supposed to come after [URL="https://www.youtube.com/watch?v=aTCNTCKMiYY"]this[/URL] map.[/U] [QUOTE]No.[/QUOTE] [U]10. Do you know anything about the missing c17_06 map? It was to be set after [URL="https://www.youtube.com/watch?v=TUMAn6ro5rs"]c17_05[/URL].[/U] [QUOTE]No.[/QUOTE] [U]11. What do you know about the older HL2 intro that was supposed to be set on a boat?[/U] [QUOTE]That boat was the Hyperborea aka Borealis. The game started on the ice, Borealis was icelocked nearby, and you would get on board and do whatever you had to do to get in the mini sub to Kraken Base. [/QUOTE] [U]12. Is it possible HL2 was to start on a bus at one point in development?[/U] [QUOTE]We talked about some stuff on a bus but I don't know if it was the opening. We were enamored of the idea of doing various kinds of ghost-train rides on different types of vehicles. Someone might have built some lengths of track where you were going through city streets, but nothing that ever got fleshed out. [/QUOTE] [U]13. Did any of the citadel maps ever go past the prototype stage?[/U] [QUOTE]Nothing really went beyond prototype stage except the things we shipped. I don't know what citadel maps you mean. The whole end of the shipping game was citadel maps.[/QUOTE] [QUOTE][B][U]ADDITIONAL:[/U][/B] Yeah, that citadel stuff, those were just things we kept iterating on until we shipped. Lots of experimenting with shapes and textures, never any commitment to it. [/QUOTE] [U]14. Was the map [URL="https://www.youtube.com/watch?v=7woRcoSiqSk"]sniper_029[/URL] a test map or not? If it wasn't, then what was supposed to come before and after this map?[/U] [QUOTE]That sniper map was just a test map...a very early one. Never hooked up to anything.[/QUOTE] [U]15. Is [URL="https://www.youtube.com/watch?v=JMr-q6A3iFg"]this[/URL] an accurate representation of how the Consulcast was supposed to work?[/U] [QUOTE]The one we shipped is all I can remember...we just keep iterating. The Consul turned into Breen so it's all the same thing.[/QUOTE]
[quote]the base was a secret science lab run by Dr. Mossman with stalkers everywhere[/quote] That's interesting. Were those people really desensitized to the point they were ok with working alongside a team of stalkers :v
[QUOTE=HGrunt;50147936]That's interesting. Were those people really desensitized to the point they were ok with working alongside a team of stalkers :v[/QUOTE] The stalkers were probably there to force the scientists work for the combine, that's what I think anyway :v:
...To think Mossman's treachery was intended in the first place.
I always imagined Kraken being filled with scientist's and stuff, not once did it ever come to mind that stalkers were supposed to work alongside the crew
[QUOTE=BenjaminTennison;50148171]...To think Mossman's treachery was intended in the first place.[/QUOTE] This is why you don't trust characters played by Michelle Forbes.
What if they were like "liberated" stalkers, ones that had their memory-replacement undone somehow?
[QUOTE=RenaFox;50149331]What if they were like "liberated" stalkers, ones that had their memory-replacement undone somehow?[/QUOTE] That would be horrifying.
Here's 2 letters from Marc on this topic One is answer to my friend's question about Borealis: [QUOTE]The “Free TV” era is a bit of a blur to me now, I’m afraid. The Borealis figured in the story from very early on—in fact, for a while HL2 began there. You would start in the fog, on the ice, hearing a ship bell tolling, and make your way forward until it appeared from the mist and you’d clamber in through a hole in the hull and explore from there. Eventually you’d get into a submersible that would be lowered through the ice and down to Kraken Base, an undersea research lab where you’d meet Dr. Mossman. In my head these are real places but I’m not sure any of them were actually ever built. And they were some of the first stuff to go away when we seriously started planning out the game.[/QUOTE] and second is his answer on my question about Borealis being start location of HL2 in earliest drafts: [QUOTE]That is basically correct, however that wasn't really the "first pass" at the script. We had many different starting places and many different storylines we kicked around. In that version, you started on the ice, on foot, near the ice-locked Borealis, and then you boarded it, made you way through the ship, the ship travelled out of the ice and you boarded a minisub that took you down to an underwater lab run by Dr. Mossman and an army of stalkers. The lab was flooded, you narrowly escaped in an escape pod, were rescued by rebels and fought your way to a weather station where you boarded a C40 that flew you to the city where you crashed into a skyscraper and worked your way down through the ruined building to ground level where...my memories become unclear because we never built most of this. We already felt it wasn't working and we were moving on to more compelling scenarios. So in answer to your question "how would this have worked, exactly?" I reply, "It wouldn't work." That's why we didn't make it. I'm not sure why people thought Borealis was placed toward the end of the game in the stolen version. (By the way, it was not a "leak." It was "theft.")[/QUOTE] In my later letter I reminded him of that map from RtB. The thing that confuses me is - why there were stalkers in Kraken base? He didn't make any explanation in any letters.
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