• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
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This place is pretty cool, you guys are making nice progress recreating beta stuff and that. What's the recap on everything so far? ...I feel really weird being here, since I'm not a modeler, materializer, or coder. I'm just.... here.
[QUOTE=Seaal;43035769] ...I feel really weird being here, since I'm not a modeler, materializer, or coder. I'm just.... here.[/QUOTE] You can always learn to model, code, or materialize (lol) ! When you find a project you want done bad enough, give it a shot. I personally always wanted some head-hacked conscripts, as I thought they were a cool concept, but we only had Animal and Vance to use. SO after countless requests and multiple failures by other people, I just did it myself. Granted it took me probably 2 years to figure out what I was doing, but I'm content with the end results. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=108019431[/url]
[QUOTE=Seaal;43035769]This place is pretty cool, you guys are making nice progress recreating beta stuff and that. What's the recap on everything so far? ...I feel really weird being here, since I'm not a modeler, materializer, or coder. I'm just.... here.[/QUOTE] Basic storylines found in the leak recap: [url]http://half-life.wikia.com/wiki/Half-Life_2_original_storyline[/url] (Keep in mind, not all valve files were leaked, far from that. For example, there were story versions without Borealis even existed in the universe). And the technical recap + different stuff like locations and monsters and props and dialogues is too many to count. Just download the beta and explore the files.
[QUOTE=xXpyroHatakeXx;43036368]You can always learn to model, code, or materialize (lol) ! When you find a project you want done bad enough, give it a shot. I personally always wanted some head-hacked conscripts, as I thought they were a cool concept, but we only had Animal and Vance to use. SO after countless requests and multiple failures by other people, I just did it myself. Granted it took me probably 2 years to figure out what I was doing, but I'm content with the end results. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=108019431[/url][/QUOTE] Hehe. Ya, if only I knew how to model after materials. I heard that the beta Jalopy's material is in the Ep2 files, but not the model itself. Maybe I should take classes some year. I did always like that kind of thing. But hopefully I don't need to worry right now. Isn't someone already trying to make it?
I am sorry if this isn't HL2 beta related but it's about there. This weekend I worked on a mod for the Source Particle Benchmark that fixes and adds some things. Fixes that were included in a fixed version of the Source Particle Benchmark that I had laying around: -Added a model to npc_blob. -Added a new map called "testroom". Fixes I did: -Added the 2 maps to the "New Game" chapter menu. -Added a fixed Hunter model built out of the Ministrider model from EP1. -Added binds for spawning NPCs and weapons: U: Spawns npc_surface I: Spawns npc_blob O: Spawns npc_hunter P: Gives you all the weapons You can install the mod by going into your Source Particle Benchmark directory, extract the .zip file then drag both the .bat file and the particlesim folder into the particle simulation benchmark/game directory. Then double-click the batch file to open it. Link to the mod: [URL]https://dl.dropboxusercontent.com/u/81688479/source_particle_benchmark/particlesim_mod.zip[/URL] I also uploaded a version with Source Particle Benchmark bundled with it: [URL]https://dl.dropboxusercontent.com/u/81688479/source_particle_benchmark/sourceparticlebenchmark_with_particlesim_mod.zip[/URL] Please reply to this post if there are any suggestions, bug reports, or anything else you have.
[QUOTE=Spor;43025633]If someone is interested, here's a "fuck ton of stuff" beta build. [url]https://mega.co.nz/#!zQ5WzCyR!Qd7eewv_Jz9-kHyvo0-O7C6vzEcvi_ljAP4-H__Z69A[/url] Thread: [url]http://www.hl2-beta.ru/e107_plugins/forum/forum_viewtopic.php?26736[/url] Includes: Axel project engine build with it's graphical menus and stuff. GabeN patch with a lot of sound texture and model and map fixes. a huge pack of compiled maps. More maps and more gib fixes, even more depot and test and zoo maps. hl2-beta.ru mega patch 3 with shit ton of general fixes (type exec weapons in console to really get all weapons).[/QUOTE] Is there a working version of e3_industrial and City_test03 in there?
[QUOTE=Thevaultkid;43040148]Is there a working version of e3_industrial and City_test03 in there?[/QUOTE] Here's a list of the maps: [QUOTE]alyxcave4.bsp background01.bsp background02.bsp background03.bsp boxing.bsp c17_archetype.bsp c17_assault.bsp c17_plaza.bsp cafeteria.bsp d1_canals_01.bsp d1_canals_02.bsp d1_canals_end.bsp d1_eli_01.bsp d1_garage_02_03.bsp d1_quarry_01.bsp d1_tempcanals_01.bsp d1_tempcanals_02.bsp d1_town_01.bsp d1_town_02.bsp d1_town_03.bsp d1_town_04.bsp d1_town_05.bsp d1_trainstation_01.bsp d1_trainstation_02.bsp d1_trainstation_03.bsp d1_trainstation_05.bsp d1_under_01.bsp d1_under_02.bsp d1_under_03.bsp d1_under_04.bsp d1_under_05.bsp d1_under_06.bsp d2_airex_01.bsp d2_airex_01a.bsp d2_airex_02.bsp d2_airex_03.bsp d2_airex_04.bsp d2_airex_05.bsp d2_airex_06.bsp d2_airex_start.bsp d2_coast_01.bsp d2_coast_02.bsp d2_coast_03.bsp d2_coast_04.bsp d2_coast_04_dx60.bsp d2_coast_05.bsp d2_coast_06.bsp d2_coast_07.bsp d2_coast_08.bsp d2_depot_01.bsp d2_depot_02.bsp d2_depot_03.bsp d2_prison_01.bsp d2_prison_02.bsp d2_prison_03.bsp d2_prison_04.bsp d2_prison_05.bsp d2_prison_06.bsp d2_prison_07.bsp d3_c17_03.bsp d3_c17_04.bsp d3_c17_05.bsp d3_c17_06a.bsp d3_c17_06b.bsp d3_c17_07.bsp d3_c17_08.bsp d3_c17_09.bsp d3_c17_10a.bsp d3_c17_10b.bsp d3_c17_11.bsp d3_c17_12.bsp d3_c17_13.bsp d3_c17_14.bsp d3_canals_01.bsp d3_canals_02.bsp d3_citadel_05.bsp d3_energo_01.bsp d3_energo_02.bsp d3_energo_03.bsp d3_energo_04.bsp d3_lab_01.bsp d3_park_01.bsp d3_under_01.bsp d3_under_02.bsp d4_palace_01_beta_multiplay.bsp demo_arctic.bsp demo_arctic_2008.bsp devtest.bsp e3_bugbait.bsp e3_c17_01.bsp e3_c17_02.bsp e3_depot.bsp e3_end.bsp e3_Gurluas.bsp e3_hl2logo.bsp e3_hydra.bsp e3_industrial.bsp e3_lab.bsp e3_lab_2002.bsp e3_lab_b.bsp e3_phystown.bsp e3_phystown_01a.bsp e3_seafloor.bsp e3_ship.bsp e3_strider.bsp e3_techdemo_1.bsp e3_techdemo_2.bsp e3_techdemo_5.bsp e3_techdemo_6.bsp e3_techdemo_7.bsp e3_terminal.bsp e3_town.bsp e3_under_02.bsp e3_under_02b.bsp eli_lab.bsp filelist.txt gm_airex_start.bsp n1_catacombs_01.bsp nether_01.bsp nov_bor_001.bsp perftest.bsp perftestb.bsp prefab_industrial.bsp proto_c17combine.bsp proto_c17courtyard_v2.bsp proto_citadel_consul.bsp quarry_town.bsp subt.bsp t0a0.bsp testroom_assault.bsp testroom_commander.bsp testroom_fastzombie.bsp testroom_standards.bsp testroom_terrainmorph.bsp trainingroom.bsp traptown_01.bsp zoo_cable.bsp zoo_dust.bsp zoo_extras.bsp zoo_item.bsp zoo_lighting.bsp zoo_model.bsp zoo_particle.bsp zoo_portal.bsp zoo_portal2.bsp zoo_shader.bsp zoo_weapon.bsp[/QUOTE]
[QUOTE=Bitl;43040246]Here's a list of the maps:[/QUOTE] Good lord, man. It was more of a yes or no question, thanks, though. Are there more of them I could run if I got them working? Or is this all of them?
[QUOTE=Thevaultkid;43040506]Good lord, man. It was more of a yes or no question, thanks, though. Are there more of them I could run if I got them working? Or is this all of them?[/QUOTE] yes
[QUOTE=Bitl;43039710]I am sorry if this isn't HL2 beta related but it's about there. This weekend I worked on a mod for the Source Particle Benchmark that fixes and adds some things. Fixes that were included in a fixed version of the Source Particle Benchmark that I had laying around: -Added a model to npc_blob. -Added a new map called "testroom". Fixes I did: -Added the 2 maps to the "New Game" chapter menu. -Added a fixed Hunter model built out of the Ministrider model from EP1. -Added binds for spawning NPCs and weapons: U: Spawns npc_surface I: Spawns npc_blob O: Spawns npc_hunter P: Gives you all the weapons You can install the mod by going into your Source Particle Benchmark directory, extract the .zip file then drag both the .bat file and the particlesim folder into the particle simulation benchmark/game directory. Then double-click the batch file to open it. Link to the mod: [URL]https://dl.dropboxusercontent.com/u/81688479/source_particle_benchmark/particlesim_mod.zip[/URL] I also uploaded a version with Source Particle Benchmark bundled with it: [URL]https://dl.dropboxusercontent.com/u/81688479/source_particle_benchmark/sourceparticlebenchmark_with_particlesim_mod.zip[/URL] Please reply to this post if there are any suggestions, bug reports, or anything else you have.[/QUOTE] You are aware that this is a giant waste of time, right? What you're working with is a debug build thus making performance a billion times worse no matter what you do. Everything in this build is already available for everyone to use.
[QUOTE=Perhaps?;43040604]yes[/QUOTE] Ha, you got me. Anyhow, it's good to know there are more maps in there, I've always wanted to see some of them in their original state.
[QUOTE=ProZak;43040699]You are aware that this is a giant waste of time, right? What you're working with is a debug build thus making performance a billion times worse no matter what you do. Everything in this build is already available for everyone to use.[/QUOTE] holy fuck call the fbi a man's doing something for free and just because he's interested in it even though it won't add much to anything this is a serious crime
[QUOTE=ProZak;43040699]You are aware that this is a giant waste of time, right? What you're working with is a debug build thus making performance a billion times worse no matter what you do. Everything in this build is already available for everyone to use.[/QUOTE] Yes, I am aware that this is a waste of time, but mainly I did it all for fun. Plus some people might want to fix their betas or put them up to their limits.
[QUOTE=Butthurter;43040980]says the missing information dev[/QUOTE] Please explain to me how that's comparable. [QUOTE=Bitl;43040984]Yes, I am aware that this is a waste of time, but mainly I did it all for fun. Plus some people might want to fix their betas or put them up to their limits.[/QUOTE] Alright, cool. Thanks for not being a fucking moron.
[QUOTE=Bitl;43039710]I am sorry if this isn't HL2 beta related but it's about there. This weekend I worked on a mod for the Source Particle Benchmark that fixes and adds some things. Fixes that were included in a fixed version of the Source Particle Benchmark that I had laying around: -Added a model to npc_blob. -Added a new map called "testroom". Fixes I did: -Added the 2 maps to the "New Game" chapter menu. -Added a fixed Hunter model built out of the Ministrider model from EP1. -Added binds for spawning NPCs and weapons: U: Spawns npc_surface I: Spawns npc_blob O: Spawns npc_hunter P: Gives you all the weapons You can install the mod by going into your Source Particle Benchmark directory, extract the .zip file then drag both the .bat file and the particlesim folder into the particle simulation benchmark/game directory. Then double-click the batch file to open it. Link to the mod: [URL]https://dl.dropboxusercontent.com/u/81688479/source_particle_benchmark/particlesim_mod.zip[/URL] I also uploaded a version with Source Particle Benchmark bundled with it: [URL]https://dl.dropboxusercontent.com/u/81688479/source_particle_benchmark/sourceparticlebenchmark_with_particlesim_mod.zip[/URL] Please reply to this post if there are any suggestions, bug reports, or anything else you have.[/QUOTE] Ahh, the source particle benchmark. when i first heard of it i was extremely interested. i spent a lot of time just messing around with those blobs actually...
Actually the Particle Benchmark is a very interesting build of EP2, it has both the Ai code for the ministriders and Hunters, both can be spawned and both act differently (the ministriders fire the beta "airboat" style projectiles for instance) I player around fixing alot of stuff up from the benchmark. It would make a great base for throwing together a ep2 beta using found content (maps models etc). Not to mention the original Jalopy handling files.
[QUOTE=Proj3ct_ZeRo;43044661]Actually the Particle Benchmark is a very interesting build of EP2, it has both the Ai code for the ministriders and Hunters, both can be spawned and both act differently (the ministriders fire the beta "airboat" style projectiles for instance) I player around fixing alot of stuff up from the benchmark. It would make a great base for throwing together a ep2 beta using found content (maps models etc). Not to mention the original Jalopy handling files.[/QUOTE] Ehh, maybe. I don't know how it would come out though. Since you know, it's a debug build of the game and so forth. It isn't like HL2 Survivor where we ported the game to PC in only a few weeks or so.
but wasnt the source code of source base 2007 leaked, and didnt it include some code from source particle benchmark?
[QUOTE=uaredead2020;43045621]but wasnt the source code of source base 2007 leaked, and didnt it include some code from source particle benchmark?[/QUOTE] Yes. But we don't know if it works or not, since Source Particle Benchmark uses a modified Source Engine 7 (Source SDK base 2006).
[QUOTE=Spor;43025633]If someone is interested, here's a "fuck ton of stuff" beta build. [url]https://mega.co.nz/#!zQ5WzCyR!Qd7eewv_Jz9-kHyvo0-O7C6vzEcvi_ljAP4-H__Z69A[/url] Thread: [url]http://www.hl2-beta.ru/e107_plugins/forum/forum_viewtopic.php?26736[/url] Includes: Axel project engine build with it's graphical menus and stuff. GabeN patch with a lot of sound texture and model and map fixes. a huge pack of compiled maps. More maps and more gib fixes, even more depot and test and zoo maps. hl2-beta.ru mega patch 3 with shit ton of general fixes (type exec weapons in console to really get all weapons).[/QUOTE] Where does MEGA put the file? It's not very descriptive in where it drops the file.
In your regular downloads folder for your browser.
[QUOTE=ProZak;43049945]In your regular downloads folder for your browser.[/QUOTE] It's not there, pesky MEGA.
[QUOTE=spencecool;43030157]running the launcher gives me this error: The procedure entry point g_pVCR could not be located in the dynamic link library tier0.dll.[/QUOTE] fixes? anyone?
I made a video about this cut content stuff but i never continued it [media]http://www.youtube.com/watch?v=DyFihvG1blA[/media]
[QUOTE=fruxodaily;43051106]I made a video about this cut content stuff but i never continued it [media]http://www.youtube.com/watch?v=DyFihvG1blA[/media][/QUOTE] You know the E3 maps were totally fixed in Missing Information, right?
[QUOTE=code_gs;43051181]You know the E3 maps were totally fixed in Missing Information, right?[/QUOTE] I know that but at the time I was just basing my knowledge off what i was playing, idk if i want to revisit it and make episode 2
[QUOTE=fruxodaily;43051191]I know that but at the time I was just basing my knowledge off what i was playing, idk if i want to revisit it and make episode 2[/QUOTE] You should w/ Missing Information
[QUOTE=code_gs;43051241]You should w/ Missing Information[/QUOTE] but then how is he gonna explain how the beta worked.
[QUOTE=uaredead2020;43051248]but then how is he gonna explain how the beta worked.[/QUOTE] Missing Information just fixes a lot of the beta content to work as it was supposed to; the fact that the scripts weren't included with the beta leak shouldn't be an excuse when there is fixes out there.
[QUOTE=code_gs;43051260]Missing Information just fixes a lot of the beta content to work as it was supposed to; the fact that the scripts weren't included with the beta leak shouldn't be an excuse when there is fixes out there.[/QUOTE] but missing information isn't the beta, and has a lot of remade content, that already existed in the beta. he was talking about showing off the cut content in the hl2 beta, so he should show it in the beta. he could also show off the many patches for the hl2 beta and various mods out there based off of the beta
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