• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
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Post 1602 on page 41.
[QUOTE=ProZak;43112909]Post 1602 on page 41.[/QUOTE] 12/8/13 NEVAR FORGET
[QUOTE=Antivirus_404;43112777]The odds that it's real are way too low. Okay, let's say that it's actually not on Steam yet. Here's a question for you: what's the chance that a non-Valve employee gets a chance to play a beta version of Half-Life 3 with it on the Steam list, when you don't actually have to add the game to the Steam list in order to play it? And if he is a secret playtester for Valve, why does he run around with a red flag saying that "here lookie here i'm playin hl3 alpha u fags jelly" So either he is the new Axel Gembe, or he's faking. Or either this is the biggest ruse in the history of mankind. Choose one.[/QUOTE] no i was not serious
[QUOTE=vladnag;43106657]Why would there be an Alpha for what we all assume is going to be a single player game?[/QUOTE] I don't follow the logic here.
[QUOTE=Uberslug;43117074]I don't follow the logic here.[/QUOTE] I dont want to continue this. But you have a public alpha for a multiplayer game not a single player game.
[QUOTE=Sally;43117109]I dont want to continue this. But you have a public alpha for a multiplayer game not a single player game.[/QUOTE] Alright, lets end it. Valve is known for taking in testers for all their single player games. What's stopping them from using outside testers? It's not happening, we all know that, but technically its possible. Can we can back to the topic now? Thank you.
May I suggest that we can talk about Odell becoming the icon of the Beta?
I remember when I first opened one of c17_01 or d1_garage maps, and I saw Odell standing in some Combine garage, I assumed he was a traitor and was actually helping Combine with tech or whatnot. Lel. So long ago, it was. I practically didn't know anything of the original storyline, have not read RtB yet.
So, does anyone make anything of that "Sticky Launcher"? I was playing with it and I found it has some gameplay potential. I coated a crate in bombs and threw it at a cop with the Physgun. I think it could be an interesting weapon if the model was changed... and the bombs didn't look like glass marbles. Maybe the model could look somethin' like this thing: [url]http://upload.wikimedia.org/wikipedia/commons/5/57/PEO_XM25_Grenade_Launcher.jpg[/url]
There are xm25 models out there so as far as view models go I can see what I can do.
I always thought the sticky bomb launcher was just a test weapon along with the physgun
[QUOTE=uaredead2020;43118515]I always thought the sticky bomb launcher was just a test weapon along with the physgun[/QUOTE] Wasn't the Physgun shown at E3?
[QUOTE=Thevaultkid;43118654]Wasn't the Physgun shown at E3?[/QUOTE] During the physics demo map. It made a good tool to show off the physics.
[QUOTE=uaredead2020;43118515]I always thought the sticky bomb launcher was just a test weapon along with the physgun[/QUOTE] Going off of concept art, I'm pretty sure the Physgun was meant to be an actual part of the game, but it eventually developed into what we know now as the Gravity Gun.
Am I on the right track here? [url]https://www.dropbox.com/s/2r5trqp8jmb3tmp/c17_stenographers0000.jpg[/url] (upd: img_thumb doesn't seem to work for me. Probly because it's dropbox.) [QUOTE]So, does anyone make anything of that "Sticky Launcher"?[/QUOTE] I am. The physgun is kinda tricky and too slow for any effective, immense gameplay. You can kill a zombie or even a soldier by swinging a radiator and trying to build up its momentum, but it takes too long. It has its potential though, obviously.
Both the sticky launcher and the physgun are test weapons and had no place in the final game.
[QUOTE=ProZak;43122327]Both the sticky launcher and the physgun are test weapons and had no place in the final game.[/QUOTE] I prefer the Gravgun over the Physgun, I just like the aesthetics of the Physgun. The sticky launcher is just fun to dick about with. Edited: It's sort-of redundant to have both (Grav & Phys). I think the Sticky Launcher has potential for environmental combat.
The one great use I found for the Physgun was accidental. I shot out an explosive barrel, and while it was burning, I took the Physgun, grabbed it and used the scroll wheel to put it aside a couple of soldiers. Lawlies. About Cvoxalury's work, I would of course recommend redoing those cylinder things. Otherwise its amazingly done.
Does anyone have .VMFs (Or whatever the decompiled state of that time was) Of the Half-life alpha maps? I wanted to take a look at them, I just got the Half-life SDK working.
[QUOTE=ProZak;43122327]Both the sticky launcher and the physgun are test weapons and had no place in the final game.[/QUOTE] And once again, it DOES NOT mean, that they cannot be made into something more. They are a bit better than that. With test stuff (in general in games) the only thing you can do is… test. And these have more in them. And about the 'in final game'… eeh, come on! This is exactly the opposite of what the beta community's existence aims for. The things that were discarded to have a place in final game, are the most interesting. [editline]9th December 2013[/editline] [QUOTE=95Navigator;43123199]About Cvoxalury's work, I would of course recommend redoing those cylinder things. Otherwise its amazingly done.[/QUOTE] Well, the texture is off, yeah. Looks like they were only supposed to be seen from a great distance. But the brush ones are actually unusable, they kill fps with their friction and dust and sparks and whatever.
What kind of black magic did you used to make those pistons work? Damn.
[QUOTE=95Navigator;43123634]What kind of black magic did you used to make those pistons work? Damn.[/QUOTE] Had my share of headache with them, too. I initially copied them from e3_industrial_006, but the phys_slideconstraints were crashing the game and had to be replaced (single one instead of a pair for a single piston+sleeve, the constraint goes in the lower joint of a piston, the origin point goes into the upper one), phys_ballsockets are keeping the piston's and the sleeve's physboxes in place. Phys_hinges don't seem to be vital but appear to grant extra stability to the sleeves. After all, have a look at the [URL="https://www.dropbox.com/s/qxaafgbgxp14uh5/childfactory_pistons.vmf"]vmf[/URL] here. The hinges are on the roof.
[QUOTE=Cvoxalury;43123389]And once again, it DOES NOT mean, that they cannot be made into something more. They are a bit better than that. With test stuff (in general in games) the only thing you can do is… test. And these have more in them. And about the 'in final game'… eeh, come on! This is exactly the opposite of what the beta community's existence aims for. The things that were discarded to have a place in final game, are the most interesting.[/QUOTE] Never said they couldn't. I just said they had no place in the final Half-Life 2 that Valve released, and that was their plan all along.
[QUOTE=Cvoxalury;43123718]Had my share of headache with them, too. I initially copied them from e3_industrial_006, but the phys_slideconstraints were crashing the game and had to be replaced (single one instead of a pair for a single piston+sleeve, the constraint goes in the lower joint of a piston, the origin point goes into the upper one), phys_ballsockets are keeping the piston's and the sleeve's physboxes in place. Phys_hinges don't seem to be vital but appear to grant extra stability to the sleeves. After all, have a look at the [URL="https://www.dropbox.com/s/qxaafgbgxp14uh5/childfactory_pistons.vmf"]vmf[/URL] here. The hinges are on the roof.[/QUOTE] Man, thanks a lot really. This is absolutely astounding :)
[QUOTE=ProZak;43123949]Never said they couldn't. I just said they had no place in the final Half-Life 2 that Valve released, and that was their plan all along.[/QUOTE] Well, ok. It's just the impression of your rejection of the mere idea of using the content that appear to be 'testing only' (on Valve's terms, anyway). It's strong. ______________ Yeah, phys_hinges are better be there for every piston. Otherwise the sleeves' physboxes skew over and create friction.
[url]http://postimg.org/image/f2kjz97gx/[/url] [url]http://postimg.org/image/5tidp4ykx/[/url] Took a crack at deep_01_011. Extremely WIP work, but hey, it already has a decontamination airlock! I want to hear suggestions and things you envision in Kraken Base. I personally envision something similar to the escape in Aliens, with a lot of vent-crawling and scares. Also, Valve's ambient sounds for the base are absolutely top-notch.
[QUOTE=Cvoxalury;43124086]Well, ok. It's just the impression of your rejection of the mere idea of using the content that appear to be 'testing only' (on Valve's terms, anyway). It's strong. ______________ Yeah, phys_hinges are better be there for every piston. Otherwise the sleeves' physboxes skew over and create friction.[/QUOTE] Rather than using phys_hinges on brushes, why don't you model the piston and animate the movement instead?
[QUOTE=Snood_1990;43125091]Rather than using phys_hinges on brushes, why don't you model the piston and animate the movement instead?[/QUOTE] The phys-based system is more universal. I can make different piston configurations, regulate their speed, and there are other phys system benefits like realistic inertia. When done right, it works perfectly fine, I don't see a real need for making animated models. Also, the pistons are models. The brushes are invisible and work as more of an anchor part. Finally, it is kinda more cool and authentic? I can't really remember any games where stuff like this was simulated 'really' instead of prop animation.
[QUOTE=Cvoxalury;43125382]The phys-based system is more universal. I can make different piston configurations, regulate their speed, and there are other phys system benefits like realistic inertia. When done right, it works perfectly fine, I don't see a real need for making animated models. Also, the pistons are models. The brushes are invisible and work as more of an anchor part. Finally, it is kinda more cool and authentic? I can't really remember any games where stuff like this was simulated 'really' instead of prop animation.[/QUOTE] Its basically like everything brush-related: it sacrifices visual for functionality. I hate when pipe, railing and fence models dont fit by one fucking inch. If I was using brushes, I could just strech it...
Wait, but if the physgun was purely a test, why would Valve bother to give it its own model, with animations no less? Just for that one E3 03 presentation?
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