Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
Has anyone [B]ever[/B] managed to get the map [I]alyx_caves03[/I] working? If you can't remember, the error is:
Line 412: error 7
I'm willing to bet that it's just a wasteland themed test box with alyx inside it, but I can't be sure. Has anyone ever managed to get it working? I doubt it'd yield anything useful, but not knowing what the map is kills me.
[QUOTE=MI_Junk;50203164]The way we interpreted the Borealis for MI 1.6 was that the ship was repurposed by the Combine and the crew rebelled. Why else would the Borealis Workers be wearing Combine labourer uniforms? Also the way the interior of the ship is hap hazardously gutted to make room for this distinctly Combine looking equipment, it only makes sense for this particular iteration of the Borealis (as opposed to the earlier iteration where it was the first area of the game) to be a Combine controlled vessel. I also tried to allude to this in MI when you hear the soldier on the bridge's radio refer to it as "integrated transport Hyperborea."
That radio sound is also a good way to tell when other mods have ripped off our stuff.
But anyway, the Borealis clearly went through at least two different purposes. Maybe it had zero to do with the Combine when it was the first area/training mission, maybe at one point it was under Combine control. Like many things in the leak there's more than one answer to what its purpose was. And that is why "recreating the original leak storyline" is a complete fallacy.[/QUOTE]
Didn't the concept art that came with the article describing when Hyperborea was the first level depicts it as being a Combine ship, hence Gordon being all sneaky?
[IMG]http://combineoverwiki.net/images/d/dc/Borealis_opening_concept.jpg[/IMG]
[QUOTE]I found out how to code it back into the retail engine but there's no way to enable it in the leak without compiling code as far as I know.
[/QUOTE]
Does this mean the old HUD file is in the leak? How do you do it?
[QUOTE=PikaCommando;50203942]
[IMG]http://combineoverwiki.net/images/d/dc/Borealis_opening_concept.jpg[/IMG][/QUOTE]
This reminds me a lot of the mgs2 tanker mission
[QUOTE=bw1119;50203258]Has anyone [B]ever[/B] managed to get the map [I]alyx_caves03[/I] working? If you can't remember, the error is:
Line 412: error 7
I'm willing to bet that it's just a wasteland themed test box with alyx inside it, but I can't be sure. Has anyone ever managed to get it working? I doubt it'd yield anything useful, but not knowing what the map is kills me.[/QUOTE]
Well, after numerous vmf errors, I fixed it! Here's the results:
[img_thumb]http://puu.sh/owmFT/61f9a93496.png[/img_thumb]
The vmf file itself shows that the rest of the file probably didn't save at all (abrupt end of displacement normals and lack of end brackets ), resulting in this.
[QUOTE=bw1119;50203258]Has anyone [B]ever[/B] managed to get the map [I]alyx_caves03[/I] working? If you can't remember, the error is:
Line 412: error 7
I'm willing to bet that it's just a wasteland themed test box with alyx inside it, but I can't be sure. Has anyone ever managed to get it working? I doubt it'd yield anything useful, but not knowing what the map is kills me.[/QUOTE]
The file is incomplete, if you open it in a text editor you'll see it just ends abruptly.
[QUOTE=PikaCommando;50203942]Does this mean the old HUD file is in the leak? How do you do it?[/QUOTE]
The old hud used a single texture which was actually included in the retail files as well as the leak. Basically, in order to recreate the old hud, one would need to revive an unused hud object in the retail code. It's actually pretty basic, you can message me on steam if you want to know more.
Also here's a video of it: [url]https://www.youtube.com/watch?v=09BRv2fw5hQ[/url]
Wow, I havent visited this in quite a while. This is what college does to you folks.
So, triggered by both the Portal Betas that some people are toying around with, and by that Unproofed copy of the RtB book, my interest in the Beta resurfaced again.
Man, quite the nostalgic experience walking through some of my maps. I got quite a few chapters almost done in the time I worked at Insolence/Terminus, and since this thread is languishing a bit, I might post some pics of them so you guys can see them.
[QUOTE=MI_Junk;50203164]The way we interpreted the Borealis for MI 1.6 was that the ship was repurposed by the Combine and the crew rebelled. Why else would the Borealis Workers be wearing Combine labourer uniforms? Also the way the interior of the ship is hap hazardously gutted to make room for this distinctly Combine looking equipment, it only makes sense for this particular iteration of the Borealis (as opposed to the earlier iteration where it was the first area of the game) to be a Combine controlled vessel. I also tried to allude to this in MI when you hear the soldier on the bridge's radio refer to it as "integrated transport Hyperborea."
That radio sound is also a good way to tell when other mods have ripped off our stuff.
But anyway, the Borealis clearly went through at least two different purposes. Maybe it had zero to do with the Combine when it was the first area/training mission, maybe at one point it was under Combine control. Like many things in the leak there's more than one answer to what its purpose was. And that is why "recreating the original leak storyline" is a complete fallacy.[/QUOTE]
This was also my idea for the chapter. The way I planned it was that Gordon and Odell would go around the ship trying to activate the crane that would lower the Kraken sub into the water, and in the end, they would find the Assassin tanks. They would hatch and let out the Assassins stored there, which would serve as the culmination/boss fight of the chapter. The sub would be your reward for defeating them.
I managed to get the chapter ready design/mapping wise, but never got to flesh out the scripts needed for this.
[I]7. Were there ever any multiplayer maps designed?[/I]
[I]-No.[/I]
I imagined a lot if I had included multiplayer and player models like gordon,gman,barney,kleiner instead of rebels and combine.
Was [URL="http://vocaroo.com/i/s1MyYYZJB8Yg"]city_civilalert_loop1[/URL] ever used (or at least referenced) in a leaked map? It sounds like a 1940s air raid siren, so fucking nostalgic and cool!
Though it is probable that it was a placeholder sound effect, in that case:
:cry:
[QUOTE=95Navigator;50233201]Wow, I havent visited this in quite a while. This is what college does to you folks.
So, triggered by both the Portal Betas that some people are toying around with[/QUOTE]
There's Portal betas?
[QUOTE=PikaCommando;50236994]There's Portal betas?[/QUOTE]
We've been discussing them for almost a year now ever since one person here on fp got their hands on them and started fixing them up for release
You are so out of the loop
[QUOTE=PikaCommando;50236994]There's Portal betas?[/QUOTE]
Welcome to 2016
[QUOTE=MI_Junk;48666050]Hahaha, I was kind of hoping you'd post these screenshots. Don't mind if I mirror them on imgur in case they go down.
Okay, let's see what we got...
[IMG]http://imgur.com/KT3uaDa.jpg[/IMG]
Man, where do I even begin with this screenshot? This is the "farm ambience" Airex map I was referring to a few pages earlier. I guess the biggest criticism I have is the mapper has put a Ravenholm windmill propeller on an antenna array. This combined with the broken down truck, backwoods style water tower, cobblestone ground, and what appears to be a wooden shack on the far left, all make this look like some bizarre hybrid of an industrial control complex and a third world farming operation. This map is practically begging for someone to put a bullet between its eyes and free it from its tortured existence.
[IMG]http://i.imgur.com/O61PbCl.jpg[/IMG]
Oh, Terminal, what happened to you? I am guessing that all these foreign props are from Metro. I haven't played Metro, but I don't recognize them from STALKER. Anyway, criticism number one is the oversized oak tree between the columns. I'm not sure if the author is trying to go for a Halloween theme for this map, but it sure doesn't look like a tree you'd find in any large city I've been to, and it certainly does not fit here at all. Actually, I'm not sure if the tree should be my number one criticism, or the inexplicable wooden scaffolding someone decided to construct over the plaza. What the hell is it doing there? I really can't think of any explanation other than the mapper felt that more "detail" was needed. Also, check out the apartment building that just happens to be on fire. Stuff like that should be a focal point of a map, not just an incidental detail. Road signs hanging from those out-of-place street lamps denote intersections that aren't there. I'm not really sure what is going on with the street textures, but it sure doesn't look good. It also looks like the mapper made a bet with a friend to see how many car models he could cram into it while still leaving a minimal number of square footage for the player to move freely.
[IMG]http://i.imgur.com/cfSz7Ju.jpg[/IMG]
Another angle of this regrettable map reveals more bad decisions. I want to talk about these truck models which I assume are either from STALKER or Metro. These do not fit with HL2's art style at all. It just looks exactly like what it is, an asset from a different game entirely. Sure, City 17 is supposed to be a eclectic Eastern European city, but there's more to Eastern Europe than derelict Soviet military equipment. I do not understand the appeal of using these props. Also, check out the textures on the brush based Citadel. Most mappers with a shred of critical thinking ability have already figured out that Valve overwrote some of their old materials between 2002 and the time of the leak, and that is why these old brush based Citadels and other Combine tech have that off-putting clay colored corrugated aluminum siding texture or the glass window texture, among other oddities found in those older maps. However, that memo clearly never reached this mapper because he seems to have taken this side-effect of game development as gospel. Look at the weird dip in the road in front of the Cremator. I also just realized that the plaza is on fire. Fire is a detail, and more detail means more points, right? I do like the citizen who is scratching his itchy ass on the side of that building. Did the Combine turn off the hot water in his apartment? We may never know.
[IMG]http://i.imgur.com/Sx62nHK.jpg[/IMG]
Not much to say about this one because it looks just about identical to the original map, apart from the textures and props. There's nothing spectacularly bad about it like the first three shots, it just looks uninspired.
Man that felt good.[/QUOTE]
every time I pictures like these it makes me sad that hl3 isn't out yet tbh
Hey come on guys its not THAT bad. At least he isnt barely fixing the maps and putting them out there, expecting the entire community to rejoice in sheer amazement how great his map and his work is.
At least that Airex fog is sweet. And some of those Terminal buildings also look nice. But thats it, really.
He's trying his best
It looks like it was built on top of an old version of FakeFactor's Cinematic Mod, based on some of the textures, the vehicle models being from Metro, and that AR2 replacement model.
[QUOTE=Tuskin;50240479]It looks like it was built on top of an old version of FakeFactor's Cinematic Mod, based on some of the textures, the vehicle models being from Metro, and that AR2 replacement model.[/QUOTE]
The FakeFactory thing alone gives it a sort of extra detail to the enviromnent. The problema is the guy used it all wrong.
[QUOTE=Butthurter;50242507]quit smoking whatever it is youre on, fakefactory is a hack and absolute garbage
he only upscales 256p textures up to unnecessary 4k res and layers it to hell with an unfitting stock texture that will tile like crazy[/QUOTE]
It STILL is extra detail, detail not present in retail HL2. I never said it was good or bad.
[QUOTE=95Navigator;50242687]It STILL is extra detail, detail not present in retail HL2. I never said it was good or bad.[/QUOTE]
Your idea of extra detail must be 25 steps sideways from my idea of extra detail
All that content.. Never to be played correctly. Imagine if they did this with source 2 and they say "Sorry, still no half life 3!"
This topic hurt me. It hurt me generally when good content are just thrown away for problems but this.. it's a complete game that has been thrown away.
Not to say what we got was amazing too, i had much fun with half life 2, but this? It's just another level of WTF.
[QUOTE=ApertureXS200;50243100]All that content.. Never to be played correctly. Imagine if they did this with source 2 and they say "Sorry, still no half life 3!"
This topic hurt me. It hurt me generally when good content are just thrown away for problems but this.. it's a complete game that has been thrown away.
Not to say what we got was amazing too, i had much fun with half life 2, but this? It's just another level of WTF.[/QUOTE]
Well, Valve's approach to game design is throwing ideas and concepts at a wall and seeing what sticks. You don't know if it works until you test it. So they produce a lot of content and they discard a lot of content. But, as Marc Laidlaw pointed out in those recent emails posted here, the leak stuff was never even near completion and didn't work as a cohesive experience.
To pull a quote from the unproofed RtB: "... we're going to waste some money on some things that don't pan out, and hopefully have enough things that do pan out to offset the things that we fail on."
It's in reference to technical challenges, but if obviously fits their entire game development routine quite well.
[QUOTE=Chrille;50243207]Well, Valve's approach to game design is throwing ideas and concepts at a wall and seeing what sticks. You don't know if it works until you test it. So they produce a lot of content and they discard a lot of content. But, as Marc Laidlaw pointed out in those recent emails posted here, the leak stuff was never even near completion and didn't work as a cohesive experience.
To pull a quote from the unproofed RtB: "... we're going to waste some money on some things that don't pan out, and hopefully have enough things that do pan out to offset the things that we fail on."
It's in reference to technical challenges, but if obviously fits their entire game development routine quite well.[/QUOTE]
Yeah, something that happens with every videogame. Modelling then going back to drawing after throwing it. That content is pretty nice anyway, some idea REALLY belonged to be in the final games (likes the airex, like the eli maxwell idea, the cremator..)
[editline]2nd May 2016[/editline]
[QUOTE=Butthurter;50242507]quit smoking whatever it is youre on, fakefactory is a hack and absolute garbage
he only upscales 256p textures up to unnecessary 4k res and layers it to hell with an unfitting stock texture that will tile like crazy[/QUOTE]
I have quite low standart due to the fact that i always had shit pc, so i will say that FakeFactory look indeed pretty good. I don't know anything about the technical sides of it tho, so i can see where i can be wrong.
[QUOTE=Katatonic717;50238169]since one person here on fp got their hands on them[/QUOTE]
Wow, I guess anything's possible these days, maybe with the exception of HL3.
[QUOTE=ApertureXS200;50243100]All that content.. Never to be played correctly. Imagine if they did this with source 2 and they say "Sorry, still no half life 3!"
This topic hurt me. It hurt me generally when good content are just thrown away for problems but this.. it's a complete game that has been thrown away.
Not to say what we got was amazing too, i had much fun with half life 2, but this? It's just another level of WTF.[/QUOTE]
In true Valve fashion, its always like that. Look at HL1 - an entire game, levels and AI got thrown out. HL2 is no exception - theres enough Beta contente and storyline for at least 2 diferente games.
Just imagine the number of games we could do with the HL3 beta. Lol.
That being said, I absolutely love the Beta concepts, and I believe they got thrown out not because they were BAD per se, but just because Valve had a specific vision it wanted to achieve with HL2, and Airex's and Depot's and American C17's did not conform to that vision.
If done right, a spetacular balls-to-the-wall Beta game can be made. The concepts have that spark of magic behind them (Daikatana is another case of this - the game's concept is really amazing... its execution... not so much).
When half-life 3 eventually happens, I imagine the following thread will be very popular:
Half-Life 3 Cut Content - Is it me or dose the cut content look better than what we got?
[QUOTE=Dracon;50245842]When half-life 3 eventually happens, I imagine the following thread will be very popular:
Half-Life 3 Cut Content - Is it me or dose the cut content look better than what we got?[/QUOTE]
Well sure, it'll probably have over a decades worth of discarded ideas by that point, but whatever happens I think we can all agree on never fixing that typo
[QUOTE=Ruby_Axe;50245965]Well sure, it'll probably have over a decades worth of discarded ideas by that point, but whatever happens I think we can all agree on never fixing that typo[/QUOTE]
I've grown fond of the type in the title, and I'd be very sad if another thread was made and it didn't have at least one typo
So after exploring the Half-Life SDK some more, I decided to take another look at the one scientist mesh in the whole SDK, inside Barney's folder.
[img]http://puu.sh/oGnlT/ecb4cdd58b.png[/img]
Everything seems to be in order
[T]http://puu.sh/oGnFx/5f4386c0f4.png[/T]
A list of different edits of the scientist? Interesting, what happens when I deselect everything but the oldest edit.
[T]http://puu.sh/oGnGC/b944205841.png[/T]
[T]http://puu.sh/oGiju/5e84c907af.png[/T] [T]http://puu.sh/oGidV/563cb76e88.png[/T]
AAAAAAAAAAAAAA-
Welp, new scientist head guys, shows over we can go now.
He even has fully modeled ears what the hell [T]http://puu.sh/oGhJG/9f1968cbec.png[/T] It's weird thinking we've had this mesh since 2000 or so and nobody has ever found this.
Now what happens if I do the same thing to all the other models?
[T]http://puu.sh/oG4ID/34c7f4f618.png[/T] The beta Barney's first mesh is a weird mixup of the beta one and alpha one.
[T]http://puu.sh/oG61L/d097ef3ff3.png[/T]Oh hey it's that Gordon from the screenshots.
[T]http://puu.sh/oG7ZP/50709c591e.png[/T] That is one spooky Charger head.
[T]http://puu.sh/oG88v/1f2b8f7ed8.png[/T] Oddly high poly boid.
[t]http://puu.sh/oGgAe/50f8dc26b3.png[/t] An early skeleton mesh. [DEL]spooky[/DEL]
[T]http://puu.sh/oG8W6/7cac003191.png[/T] That beta shotgun.
[T]http://puu.sh/oG8mc/fe8992131a.png[/T] Early viewmodel grenade mesh
This isn't even scratching the surface of all the stuff inside the .max files, we've had this stuff for years but the entire time nobody bothered to visit the modifiers tab in 3DSMax? Seriously?
There are over 100 different Beta Barney variations, all [I]slightly[/I] different from each other, retail Barney didn't really change except for his general body shape and head structure.
[QUOTE=CryoDragon;50257591][T]http://puu.sh/oGidV/563cb76e88.png[/T]
[/QUOTE]
Anyone else getting some serious Deus Ex 1 vibes off of this models head?
[QUOTE=CryoDragon;50257591]So after exploring the Half-Life SDK some more, I decided to take another look at the one scientist mesh in the whole SDK, inside Barney's folder.
[img]http://puu.sh/oGnlT/ecb4cdd58b.png[/img]
Everything seems to be in order
[T]http://puu.sh/oGnFx/5f4386c0f4.png[/T]
A list of different edits of the scientist? Interesting, what happens when I deselect everything but the oldest edit.
[T]http://puu.sh/oGnGC/b944205841.png[/T]
[T]http://puu.sh/oGiju/5e84c907af.png[/T] [T]http://puu.sh/oGidV/563cb76e88.png[/T]
AAAAAAAAAAAAAA-
Welp, new scientist head guys, shows over we can go now.
He even has fully modeled ears what the hell [T]http://puu.sh/oGhJG/9f1968cbec.png[/T] It's weird thinking we've had this mesh since 2000 or so and nobody has ever found this.
Now what happens if I do the same thing to all the other models?
[T]http://puu.sh/oG4ID/34c7f4f618.png[/T] The beta Barney's first mesh is a weird mixup of the beta one and alpha one.
[T]http://puu.sh/oG61L/d097ef3ff3.png[/T]Oh hey it's that Gordon from the screenshots.
[T]http://puu.sh/oG7ZP/50709c591e.png[/T] That is one spooky Charger head.
[T]http://puu.sh/oG88v/1f2b8f7ed8.png[/T] Oddly high poly boid.
[t]http://puu.sh/oGgAe/50f8dc26b3.png[/t] An early skeleton mesh. [DEL]spooky[/DEL]
[T]http://puu.sh/oG8W6/7cac003191.png[/T] That beta shotgun.
[T]http://puu.sh/oG8mc/fe8992131a.png[/T] Early viewmodel grenade mesh
This isn't even scratching the surface of all the stuff inside the .max files, we've had this stuff for years but the entire time nobody bothered to visit the modifiers tab in 3DSMax? Seriously?
There are over 100 different Beta Barney variations, all [I]slightly[/I] different from each other, retail Barney didn't really change except for his general body shape and head structure.[/QUOTE]
Holy shit! All and all this proves theres always something to see in the amazing world of Valve betas.
So this means we can have the true Beta model of both Scientist and Barney...
Is there any chance theres something like this for the HL2 models? Who knows what we can find.
Sorry, you need to Log In to post a reply to this thread.