Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=Marphy Black;41139848]GoldSrc[/QUOTE]
Why no one ever talked about this? Let me guess, it happens like the HL2 leaked code and the full Source 2007 leaked code, is illegal to use, right?
[QUOTE=Proj3ct_ZeRo;41141172]I know it was but there must be some way to force it back on? I have already figured out how to execute console commands without the console but I do need it fully operational for my purposes.[/QUOTE]
Thanks to the OverWiki:
[QUOTE=OverWiki]It is not possible to activate the console, however it's possible both to enter console commands and to see console output.
To enter console commands, "gfx\shell\kb_act.lst" file should be extracted from "valve\pak0.pak", a new line in "command" "any name" should be added to kb_act.lst, kb_act.lst should be added to "gfx\shell" of pak0.pak, and a key should be bound to a new command in the main menu.
To see console output, the game should be launched with -condebug command line argument. The output will be written into "valve\qconsole.log".[/QUOTE]
[QUOTE=Maestro Fenix;41141504]Why no one ever talked about this? Let me guess, it happens like the HL2 leaked code and the full Source 2007 leaked code, is illegal to use, right?[/QUOTE]
Because it wasn't actually leaked. Gembe once told me he had a copy in a rar file on a disc somewhere. He said he'd hook me up but never did. Oh, and he had forgotten the password to the file anyway.
GoldSrc is just Quake with one or two lines of code from Quake 2 + VGUI.
Also while we are on the topic of releasing files, would anyone want the source to the vehicles in the Pilotable Strider mod? The reason I ask is because the beta and cut files referenced pilotable Striders and APC's, and as far as I know the HL2 beta doesn't contain many working files relating to this matter (but don't take my word for it). Here's an example of some driving features that were cut (one of the videos were taken from Half-Life 2 Xbox, I know):
[video=youtube;lkYpbfvjO0Q]http://www.youtube.com/watch?v=lkYpbfvjO0Q&feature=player_embedded[/video]
[video=youtube;xQTGWSN25I0]http://www.youtube.com/watch?v=xQTGWSN25I0[/video]
Here is the source for the vehicles (as well as a helicopter):
[QUOTE][URL="https://dl.dropbox.com/s/uro0uscxj19m122/Pilotable Strider Code.rar?dl=1"]Link[/URL]
It contains the vehicle source code, and also the vehicle scripts and a couple materials used for the helicopter. It also contains the FGD and gameinfo.txt. I am also unsure if the code needs fixing, or if its optimized as well as it should because I do not know C++. Anyway, just putting it out there in case anybody wanted it.[/QUOTE]
I have already posted this before but it seemed nobody had a use for it, however I don't know how much use you guys might get out of it, so I decided to post it here.
The leaked source code can easily be modified to have a controllable Strider, same goes for the APC.
[t]http://slkandy.com/filez/HL2/e3_outpost_test0002.png[/t]
(Ignore the shitty motion blur)
[QUOTE=ProZak;41142459]The leaked source code can easily be modified to have a controllable Strider, same goes for the APC.
[t]http://slkandy.com/filez/HL2/e3_outpost_test0002.png[/t]
(Ignore the shitty motion blur)[/QUOTE]
Ah, my bad, I am not very experienced with the functionality of Half-Life 2 beta items. I didn't know how useful those files I had would be however since Pilotable Strider was popular back in the day, and cut content from Half-life 2 utilized drivable Striders, as well as APC's.
[QUOTE=ProZak;41010269]We're looking for modellers, mappers and 2d artists for Missing Information. Do you know anyone with the skills and the interest? Feel free to send them my way ;)![/QUOTE]
I'd totally be up for it for modeling/ texturing but have 0 experience with Source :T
[QUOTE=ProZak;41142459]-snip-[/QUOTE]
Is that one of those early e3 maps that's full of dev textures?
[QUOTE=xalener;41142636]I'd totally be up for it for modeling/ texturing but have 0 experience with Source :T[/QUOTE]
If it's compiling and rigging you're stuck with in that regard, I can always help you out.
[QUOTE=xalener;41142636]I'd totally be up for it for modeling/ texturing but have 0 experience with Source :T[/QUOTE]
It's never too late to learn. Feel free to send me a message with some of your work, if you're up for it :)
[QUOTE=Sally;41142747]Is that one of those early e3 maps that's full of dev textures?[/QUOTE]
e3_outpost I believe, yes.
[QUOTE=NeoDement;41140257]Haha. Wow.[/QUOTE]
I haven't seen YOU in years.
[QUOTE=supersoldier58;41141868]Thanks to the OverWiki:[/QUOTE]
Yeah I was hoping there would be a way to force it back on... I heard you can compile HL day one in the sdk if you compile under OEM instead of release, apparently this re-enables the console but would it work with day one or would it compile newer binaries??
How you doing with the Jalopy Zero?
And, again, [QUOTE]Sorry if I seem impatient. I have looked back on that topic for years in hopes of seeing it get updated. That is how much I really want the Jalopy.[/QUOTE]
[QUOTE=Proj3ct_ZeRo;41150444]Yeah I was hoping there would be a way to force it back on... I heard you can compile HL day one in the sdk if you compile under OEM instead of release, apparently this re-enables the console but would it work with day one or would it compile newer binaries??[/QUOTE]
Why do you want the console in Day One so much? Are you tryin to use retail maps?
No just some things I want to test out in the earlier build.
[IMG]http://puu.sh/3peCv.png[/IMG]
It's quite glitchy, but Face Flexes working in the beta!
[QUOTE=uaredead2020;41205455][IMG]http://puu.sh/3peCv.png[/IMG]
It's quite glitchy, but Face Flexes working in the beta![/QUOTE]
Jesus Christ how horrifying.
Great now the OP has been perma banned.
Totally not a bump
It doesnt matter the people who have contributed most to this thread are still here.
-snip-
he did
Well I did some work on proto_citadel_consul.
I think I did good. Tell me if I should change anything.
I don't feel like linking them all so just check them out on moddb.
[url]http://www.moddb.com/mods/insolence/images/consuls-office-of-hurt8[/url]
[QUOTE=Sally;41306798]Well I did some work on proto_citadel_consul.
I think I did good. Tell me if I should change anything.
I don't feel like linking them all so just check them out on moddb.
[url]http://www.moddb.com/mods/insolence/images/consuls-office-of-hurt8[/url][/QUOTE]
[t]http://media.moddb.com/cache/images/mods/1/21/20031/thumb_620x2000/2013-07-03_00020.jpg[/t]
Shouldn't it be "too", or am I stupid?
[QUOTE=Katatonic717;41306942][t]http://media.moddb.com/cache/images/mods/1/21/20031/thumb_620x2000/2013-07-03_00020.jpg[/t]
Shouldn't it be "too", or am I stupid?[/QUOTE]
Combine degenerate spelling. The image came from the RTB book I will make sure to fix that though.
[QUOTE=Sally;41306798]Well I did some work on proto_citadel_consul.
I think I did good. Tell me if I should change anything.
I don't feel like linking them all so just check them out on moddb.
[url]http://www.moddb.com/mods/insolence/images/consuls-office-of-hurt8[/url][/QUOTE]
I guess I'll reply here as well, since your project leader is one butt hurt kid.
Mix this up. Too much of the same texture and the player will get disoriented. Same goes for the entire Consol office really. I've noticed you're really fond of that texture :P
[t]http://media.moddb.com/cache/images/mods/1/21/20031/thumb_620x2000/2013-07-03_00017.jpg[/t]
Try using colder colors (goes for everywhere as well). Right now they've got a very warm theme for a place that's located above the skies (not saying that's impossible, this is just suggestion).
[t]http://media.moddb.com/images/mods/1/21/20031/2013-07-03_00016.jpg[/t]
You could easily up the cubemap resolution (especially close to glass windows) but I'm sure that's planned in the actual release. There are a couple of other things as well but I'll just let you figure them out for yourself ;)
[editline]4th July 2013[/editline]
Figured I might as well post this here as well seeing how its somehow related to the old content.
[t]http://scart.slkandy.com/images/Team%20Fortress%202/HumanCommando.png[/t]
[t]http://scart.slkandy.com/images/Team%20Fortress%202/AlienCommando.png[/t]
[QUOTE=ProZak;41311792]I guess I'll reply here as well, since your project leader is one butt hurt kid.
Mix this up. Too much of the same texture and the player will get disoriented. Same goes for the entire Consol office really. I've noticed you're really fond of that texture :P
-pic-
Try using colder colors (goes for everywhere as well). Right now they've got a very warm theme for a place that's located above the skies (not saying that's impossible, this is just suggestion).
-pic-
You could easily up the cubemap resolution (especially close to glass windows) but I'm sure that's planned in the actual release. There are a couple of other things as well but I'll just let you figure them out for yourself ;)
[/QUOTE]
I remember seeing a post on the love-tub saying that its a waste of perf to raise the cubemaps size. So I lowered to 128x128. I wonder if its possible to get past 256 without building my own custom cubemaps.
Also I wanted to stay with the warm theme because It just kinda felt like the consul to me. I will try to step off that material so it doesn't disorient the player.
Thanks for the feedback
[video=youtube;rg4vwXla14g]http://www.youtube.com/watch?v=rg4vwXla14g[/video]
I messed a bit around with this again. Even though I've got the models decompiled, some of the gestures and poses are missing from the leak, meaning it's impossible to recreate the scene completely. It was fun playing around with but I'm done with it for now.
(Ignore the missing sounds)
[QUOTE=ProZak;41321172][video=youtube;rg4vwXla14g]http://www.youtube.com/watch?v=rg4vwXla14g[/video]
I messed a bit around with this again. Even though I've got the models decompiled, some of the gestures and poses are missing from the leak, meaning it's impossible to recreate the scene completely. It was fun playing around with but I'm done with it for now.
(Ignore the missing sounds)[/QUOTE]
Does it come with working sheyders for my nvidya?
[QUOTE=Sally;41322515]Does it come with working sheyders for my nvidya?[/QUOTE]
Haha! Do I know you, or did you hang around when we released those old GabeCasts :D? Good times they were.
[QUOTE=ProZak;41321172][video=youtube;rg4vwXla14g]http://www.youtube.com/watch?v=rg4vwXla14g[/video]
I messed a bit around with this again. Even though I've got the models decompiled, some of the gestures and poses are missing from the leak, meaning it's impossible to recreate the scene completely. It was fun playing around with but I'm done with it for now.
(Ignore the missing sounds)[/QUOTE]
Maybe you should try recreating the gestures, if you have time for that :v:
[QUOTE=CheezMan;41326391]Maybe you should try recreating the gestures, if you have time for that :v:[/QUOTE]
I've thought about it but I kinda feel it's too much work for a little scene like this. Sure people would like to see it released but the scene is over in less than 2 minutes.
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