• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
Here's something cool I put together. [video=youtube;36keKO7UjEY]http://www.youtube.com/watch?v=36keKO7UjEY[/video]
[QUOTE=crazeeweegeman4;44829805]Here's something cool I put together. [video=youtube;36keKO7UjEY]http://www.youtube.com/watch?v=36keKO7UjEY[/video][/QUOTE] The guard tower sounds fits it extremely well. The Combine voices might be a bit too distorted.
[B]STOP WHINING[/B]
[QUOTE=a-cookie;44831714][B]STOP WHINING[/B][/QUOTE] b-but my feet [I];~;[/I]
Ah man, crazee, that is amazing to see in action. My only criticism would be the slightly abrupt door opening and sudden sound transition when it stops. But otherwise the actual motion of the thing is impressive, much better than how I imagined it would look from the old brush models. Glad you got it working in a game level, seeing that in context makes such a difference. It's definitely ready to go in the full release if you can get someone to ride and step out of it! [QUOTE=ProZak;44824081][I]Thanks for understanding, and being a genuine fan! There's a lot of "fans" out there that's not patient and keeps bitching instead. We have lives we need to live as well. We ARE aware that we haven't updated our Moddb page or released anything since around 2011 but there's simply not been any real time for it. 1.6 took a lot of our motivation and energy because we kept delaying. Source is causing problems with our of our maps because it can't handle it properly and that's extremely demotivating as well. Nice find! I don't think I've seen them all posted before. Tundra_cool used to be one of the project leads for Missing Information. He started working for Gearbox on Borderlands and that kinda stopped then. I think I have a copy of the map somewhere, but I'm not completely sure. A lot of our old content is from when LaCabra was leading the team, and there was 0 (zero) version control or remote backup of files. Since I've been project lead I've made sure everything is on our SVN and at least two of my computers just in case. Same goes for my decompiler which is stored on a private SVN and a encrypted USB drive.[/I][/QUOTE] Yeah, I understand the Source compatibility issue, that's something that seems to be getting [I]worse[/I] as Steam keeps changing. Though I'm more familiar with its effects on machinima and Source Filmmaker more than actual modding [I](The reason that list took me ages to post was from the last Freeman's Mind episode I was working on)[/I] And wow, I didn't know Brian was a project [B][I]lead[/I][/B] for MissingInfo, that's pretty cool. It's great that he got hired for his talent, but man, I almost wish he stayed unemployed so he could still work on the indie projects. Definitely a damn smart move to backup everything and start using SVN, you've already saved lives as a project leader. [QUOTE=95Navigator;44827194][I]The Depot, as it is on the WC mappack, its a pure giant mess of concepts and revisions. So far, the only progress I (part of the Insolence Dev Team) made is a good, workable, solid version of wasteland_depot_inside (formely d2_depot_03 in our mod). I posted a screenshot of it on the ModDB page, though its a very old screen and the map is way more advanced right now. I have great, big plans for it, regarding gameplay and visuals. Also, I thank you, OttoGrainer, for your aprecciation! Thanks and expect many awesome stuff in the future ;)[/I][/QUOTE] That's awesome to hear, man. All the thanks go to you guys; I'm just collecting the stuff and showing it to people. Though I can't wait to see your take on the wasteland chapters. Your Insolence mod is gaining incredible traction and I'm noticing how much utility you're adding to a lot of these otherwise messy and poorly designed maps. The Depot for me has always been a pretty iconic concept piece for Half-Life 2, it was the one I saw most often when the game was still in promotion from 2003/04. So I'm glad you're keeping it in and, more importantly, making use and fun gameplay out of it. Speaking of which, I can't believe I forgot to add your own model. I must've accidentally discarded it when I was looking for ones with the [I]left[/I] handed view of the building. My bad... that makes eight fan-made depots made from scratch. [B]Insolence[/B] Depot version made by Elijah [I](TheZealot)[/I] in 2012: [IMG_THUMB]http://media.moddb.com/images/mods/1/21/20031/c2_piperline0009.jpg[/IMG_THUMB]
[QUOTE=ProZak;44831574]The guard tower sounds fits it extremely well. The Combine voices might be a bit too distorted.[/QUOTE] Yeah, I just used the ones from the leak. If anybody knows how to replicate the metropolice voice distortion, do tell how, because I've looked everywhere and I've come up with nothing.
Oh man, as a foley artist and sound editor, I've been obsessed with getting that voice filter since forever. I don't have the best software at the moment to recreate the effect, but I have done a [I]lot[/I] of hunting in the past few years so this is what I know... Damn, I'm having trouble finding the excerpt I saved from Kelly Bailey. [B]EDIT:[/B] Ah good, I got it. This is a post from the Steam Forums I found seven years ago by a guest user "[I]snaileri[/I]": [QUOTE]Year and a half ago I sent the same question to Valve. Their Sound Artist replied: 1. record voice with real walkie-talkie 2. pitch shift down 3. use slight amplitude &/or pitch modulation to give slight 'warble' 4. use formant filter, ie: from vocoder, adjust to provide character Glad I found the text file where I pasted the e-mail reply.[/QUOTE] What's funny is I nearly lost [I]my[/I] text file. Okay, I found the thread link; good thing Steam has an archive for these now: [url]http://forums.steampowered.com/forums/showthread.php?t=563148[/url] Here is also an even older [I](2005)[/I] thread from the former Half-Life2.net site: [url]http://www.valvetime.net/threads/combine-overwatch-voice-effect.76670/[/url] The topic I originally linked to in my old Steam post was actually from a useful Facepunch thread. Go figure. Also of use: [QUOTE]Post #11 | 09-16-2007, 09:22 AM | Brap: Well after recording it, the vocoder needs to have one or more wave morphing oscillators to adjust the symmetry, harmonics, waveform, detune and pitch. Also assigning an LFO to the osc helps add variation to the output. If you wanted to go further, you can also run the sample through a wavetable synth to re-synthesize the sound, i.e. adjust FM, bias.[/QUOTE] I don't know if that helps you understand it, but it's probably the closest you'll ever get.
[img]http://combineoverwiki.net/images/6/62/Brickbat_Headcrab.jpg[/img] Brickbat headcrabs look creepy as fuck
[QUOTE=OttoGrainer;44831841]Ah man, crazee, that is amazing to see in action. My only criticism would be the slightly abrupt door opening and sudden sound transition when it stops. But otherwise the actual motion of the thing is impressive, much better than how I imagined it would look from the old brush models. Glad you got it working in a game level, seeing that in context makes such a difference. It's definitely ready to go in the full release if you can get someone to ride and step out of it! Yeah, I understand the Source compatibility issue, that's something that seems to be getting [I]worse[/I] as Steam keeps changing. Though I'm more familiar with its effects on machinima and Source Filmmaker more than actual modding [I](The reason that list took me ages to post was from the last Freeman's Mind episode I was working on)[/I] And wow, I didn't know Brian was a project [B][I]lead[/I][/B] for MissingInfo, that's pretty cool. It's great that he got hired for his talent, but man, I almost wish he stayed unemployed so he could still work on the indie projects. Definitely a damn smart move to backup everything and start using SVN, you've already saved lives as a project leader. That's awesome to hear, man. All the thanks go to you guys; I'm just collecting the stuff and showing it to people. Though I can't wait to see your take on the wasteland chapters. Your Insolence mod is gaining incredible traction and I'm noticing how much utility you're adding to a lot of these otherwise messy and poorly designed maps. The Depot for me has always been a pretty iconic concept piece for Half-Life 2, it was the one I saw most often when the game was still in promotion from 2003/04. So I'm glad you're keeping it in and, more importantly, making use and fun gameplay out of it. Speaking of which, I can't believe I forgot to add your own model. I must've accidentally discarded it when I was looking for ones with the [I]left[/I] handed view of the building. My bad... that makes eight fan-made depots made from scratch. [B]Insolence[/B] Depot version made by Elijah [I](TheZealot)[/I] in 2012: [IMG_THUMB]http://media.moddb.com/images/mods/1/21/20031/c2_piperline0009.jpg[/IMG_THUMB][/QUOTE] Wait... youre THAT guy O.O So... ahm... wanna join our mod?? Just asking ^^
[QUOTE=OttoGrainer;44832086]Oh man, as a foley artist and sound editor, I've been obsessed with getting that voice filter since forever. I don't have the best software at the moment to recreate the effect, but I have done a [I]lot[/I] of hunting in the past few years so this is what I know... Damn, I'm having trouble finding the excerpt I saved from Kelly Bailey. [B]EDIT:[/B] Ah good, I got it. This is a post from the Steam Forums I found seven years ago by a guest user "[I]snaileri[/I]": What's funny is I nearly lost [I]my[/I] text file. Okay, I found the thread link; good thing Steam has an archive for these now: [url]http://forums.steampowered.com/forums/showthread.php?t=563148[/url] Here is also an even older [I](2005)[/I] thread from the former Half-Life2.net site: [url]http://www.valvetime.net/threads/combine-overwatch-voice-effect.76670/[/url] The topic I originally linked to in my old Steam post was actually from a useful Facepunch thread. Go figure. Also of use: I don't know if that helps you understand it, but it's probably the closest you'll ever get.[/QUOTE] Thank you very much! This was exactly what I was looking for! I've seen some of the posts before, but some of this I must've missed.
Good work guys! But i wonder, when people normaly will take on Half-Life 1 Alpha/Beta?
Well, I know there's Half-Life: Quiver - [url]http://www.moddb.com/mods/hlquiver[/url] Other than that, I don't think there's any serious mods for it. [QUOTE=95Navigator;44835089][I]Wait... youre THAT guy O.O So... ahm... wanna join our mod?? Just asking ^^[/I][/QUOTE] What guy do you mean? I didn't help create any of these depots, unfortunately. :D Or if you meant the FM thing, I probably should have clarified, I'm just the guy that helps the main creator. There's normally only two of us for that series. :P I've worked pretty closely with Ross Scott over the last several years, so when a bad Source or Steam update breaks something for him, it usually affects me.
[QUOTE=Sidd Roxe;44835709]Good work guys! But i wonder, when people normaly will take on Half-Life 1 Alpha/Beta?[/QUOTE] Barnz worked on a recreation of it called Arrowhead on GoldSrc, then he switched it to Source. I don't know if he continues working on it sometimes. [url]http://s281.photobucket.com/user/TehBarnz/library/arrowhead?sort=3&page=1[/url] [url]http://facepunch.com/showthread.php?t=1238089&p=39263611&viewfull=1#post39263611[/url] [url]https://www.youtube.com/playlist?list=PL2l0aVYviXUfH9NqqlNqJGdC4bVl6l_el[/url]
[QUOTE=Maestro Fenix;44839155]Barnz worked on a recreation of it called Arrowhead on GoldSrc, then he switched it to Source. I don't know if he continues working on it sometimes. [url]http://s281.photobucket.com/user/TehBarnz/library/arrowhead?sort=3&page=1[/url] [url]http://facepunch.com/showthread.php?t=1238089&p=39263611&viewfull=1#post39263611[/url] [url]https://www.youtube.com/playlist?list=PL2l0aVYviXUfH9NqqlNqJGdC4bVl6l_el[/url][/QUOTE] There is 3 mods based on Half-Life Beta/Alpha in progress now : 1. Arrowhead (BarnZ mod) - bigger progress EVER! Best mod. 2. Shaft (Zaxon & Harron mod, now have updates, check it on page - [url]http://www.moddb.com/mods/shft-no-mercy[/url]). 3. Uknown Half-Life (Dismensionstore) (Giohaus0n & GaussGunner mod. One ever released mod with old content. Now las build in progress, check updates on page - [url]http://www.moddb.com/mods/unknown-half-life[/url]). All mods in WIP, but lookling good!)
Here's another little thing I threw together. It still needs a bit of work, but it's a start [video=youtube;HQMFn9Mej3c]http://www.youtube.com/watch?v=HQMFn9Mej3c[/video]
The cremator and Combine Super soldier look pretty cool, although I agree with the one guy, his stomach thing does look like a pokeball. It's a shame what they cut out.
I really do love the older concepts, but the more I see them realized and put in-game, the more I'm glad we got the retail version instead. For some reason, the older stuff just doesn't make me think "oh yeah, this is a Half-Life game" when I see it.
[QUOTE=Marcolade;44877946]I really do love the older concepts, but the more I see them realized and put in-game, the more I'm glad we got the retail version instead. For some reason, the older stuff just doesn't make me think "oh yeah, this is a Half-Life game" when I see it.[/QUOTE] To be honest, when they suddenly added the combine to half life 2 i had no idea what the hell i was playing.
Does anybody have a link to the 2007 Source Engine Particle Benchmark? The link on the Russian beta site appears to be 404'ed. :(
Not sure if it works but try this on for size [url]https://www.dropbox.com/s/swk4l9y6arq42ej/sourceparticlebenchmark_with_particlesim_mod.zip[/url]
[QUOTE=Gamerman12;44896395]Not sure if it works but try this on for size [URL]https://www.dropbox.com/s/swk4l9y6arq42ej/sourceparticlebenchmark_with_particlesim_mod.zip[/URL][/QUOTE] You should of just reposted the original post. [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]
[QUOTE=Bitl;44898911]You should of just reposted the original post.[/QUOTE] Thanks for the link! I am having an issue with it crashing on startup though. :( Right after the valve guy intro ends, I hear the windows 7 error buzz ("Derr!") and everything closes. No warnings or error codes. I mainly needed it for some materials and junk, so everything worked out in the end.
[QUOTE=crazeeweegeman4;44899492]Thanks for the link! I am having an issue with it crashing on startup though. :( Right after the valve guy intro ends, I hear the windows 7 error buzz ("Derr!") and everything closes. No warnings or error codes. I mainly needed it for some materials and junk, so everything worked out in the end.[/QUOTE] Try closing Steam.
I just spent a while making a batch script so I could just do "Send To > Type of Compile" for quick previewing of leak maps. [IMG]http://i.imgur.com/1TaSPBQ.png[/IMG] Time well spent! :dance:
[QUOTE=IntenseBarney;44951312]I just spent a while making a batch script so I could just do "Send To > Type of Compile" for quick previewing of leak maps. [IMG]http://i.imgur.com/1TaSPBQ.png[/IMG] Time well spent! :dance:[/QUOTE] mind sharing?
[QUOTE=LittleBabyman;44951484]mind sharing?[/QUOTE] Sure, but you'll need to edit them and change "c:\beta" to whatever your beta path is because I didn't really intend on sharing it. [URL="http://www.mediafire.com/download/d2qi9cx57rp8d0z/betacompilers.zip"]Download[/URL] put the bat files in %appdata%\microsoft\windows\SendTo It's really messy too. I just sort of whipped it up because I was annoyed of having to load up hammer and all sorts of stuff just to compile a map for quick previewing. Might clean it up later. Guide: Navigate to VMF right click Send to > Compiler of choice. Compiler Keys: Compile.bat - Standard Compile Compile Fast.bat - Compile with vrad and vvis set to fast (If something gets stuck, try this before anything else. Compile NoVis.bat - Compile but don't run vvis (use if vvis gets stuck or takes too long) Compile NoRad.bat - Compile but don't run vrad (use if vrad gets stuck or takes too long) Compile NoRadVis.bat - Only compile with vbsp (use in extreme cases where both vrad and vvis get stuck or take too long)
Personally I prefer having it only for certain file formats (e.g. QC files like my example). [img]http://i.imgur.com/7mn3gm9.png[/img]
Finally crawled over the huge mountain of posts that appeared since I last read this thread. [QUOTE=OttoGrainer;44822903] [B]Dark Interval[/B] version, a very large depot created by Alexei Yulin [I](Cvoxalury)[/I] in 2012: [img_thumb]http://media.moddb.com/images/mods/1/19/18706/2012-02-05_00024.jpg[/img_thumb] The same one made bigger, desaturated and with improved geometry in 2013: [img_thumb]http://media.moddb.com/images/mods/1/19/18706/depot_010002.jpg[/img_thumb][/QUOTE] These are way too terrible (come on people, you know that. HL fans are just too kind). You shoudln't have posted them. Or rather, [I]I[/I] should've not posted them back then.
remove that shit tonemap and it might look decent
I recently decided to update my Source Particle Benchmark mod! 1.1: - Added more content from Source SDK Base 2006 - Fixed Hunter animations. Mod link: [url]https://dl.dropboxusercontent.com/u/81688479/source_particle_benchmark/particlesim_v1_1.rar[/url] Mod bundled with Source Particle Benchmark: [url]https://dl.dropboxusercontent.com/u/81688479/source_particle_benchmark/sourceparticlebenchmark_with_particlesim_mod_v1_1.rar[/url]
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