• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
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[QUOTE=KillerKo4565;45758434]Does anyone have the v37 mdl decompiler? I've googled around and I didn't found anything, if someone have it can upload it?[/QUOTE] [url]http://oldtimes-software.com/files/Half-Life%202/HLmodelconverter37.rar[/url]
Thanks! But I keep getting Q_FixSlashes error when I try to run it.
[QUOTE=Snood_1990;45759089][url]http://oldtimes-software.com/files/Half-Life%202/HLmodelconverter37.rar[/url][/QUOTE] Here's newer version: [url]http://www.alek.action-radar.com/tools/jan17_2011.rar[/url] Make sure you read readme.
[QUOTE=Nik1895;45759308]Here's newer version: [url]http://www.alek.action-radar.com/tools/jan17_2011.rar[/url] Make sure you read readme.[/QUOTE] Thanks, I tried it, installed everything. But I keep getting that Q_FixSlashes error. [quote]Can not find the entry point of the procedure Q_FixSlashes in the dynamic link library path\anon-hl2\bin\MaterialSystem.dll.[/quote]
[QUOTE=KillerKo4565;45768725]Thanks, I tried it, installed everything. But I keep getting that Q_FixSlashes error.[/QUOTE] Then you probably have modified Beta. Most likely The Axel Project. Try using it with clean Beta.
In case you guys haven't seen: [url]http://facepunch.com/showthread.php?t=1420545[/url] The release contains source files too and full rights to use as you please. evilgarlic is cool dude.
[QUOTE=Milkyway M16;45809041]In case you guys haven't seen: [url]http://facepunch.com/showthread.php?t=1420545[/url] The release contains source files too and full rights to use as you please. evilgarlic is cool dude.[/QUOTE] that video was cool
I love how terrible some of the texture work is in some of these maps.
Sorry to ask this but there is any stuff you guys released to be used on GMod? Last time i was in here was at the time someone was trying to fix the invisibility of the Poo Combine
[QUOTE=KayoDuck;45829402]Sorry to ask this but there is any stuff you guys released to be used on GMod? Last time i was in here was at the time someone was trying to fix the invisibility of the Poo Combine[/QUOTE] I try to release all of my model ports to gmod as I go along. There's [url=http://steamcommunity.com/sharedfiles/filedetails/?id=251862124]this[/url], also [url=http://steamcommunity.com/sharedfiles/filedetails/?id=294245691]this[/url], and finally [url=http://steamcommunity.com/sharedfiles/filedetails/?id=254077907]this[/url], though that last one is a little bit buggy. And I plan to release a massive super prop pack soonish. It will have at least 95% of the world props in the leak ported to retail with proper physics and gibs. I may or may not obsolete the older model packs in favor of having one full pack of 900+ ports.
I found this while looking for stuff [t]http://fc09.deviantart.net/fs51/f/2009/283/4/1/Leak_Style_HL2_Citizen_by_Deathbymodding.jpg[/t] The image was posted in 2009, wonder if it ever got released. Maybe some of you dudes know
[QUOTE=Katatonic717;45840243]I found this while looking for stuff [t]http://fc09.deviantart.net/fs51/f/2009/283/4/1/Leak_Style_HL2_Citizen_by_Deathbymodding.jpg[/t] The image was posted in 2009, wonder if it ever got released. Maybe some of you dudes know[/QUOTE] That's one of JBarnes' skins. Not sure if he ever did.
[QUOTE=Snood_1990;45840725]That's one of JBarnes' skins. Not sure if he ever did.[/QUOTE] Yeah I know it's JBarnes. Think he still has it around on his hard drive?
I'm still glad some of this was cut to make the game less stodgy (is that a word?), but so much of it looks like it's ripe to return. Some of those synths look perfect for arctic warfare.
I just released a bunch of brush-based models on to the GMod workshop. [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=309312780[/URL] [img_thumb]http://i.imgur.com/Hxl5y4W.jpg[/img_thumb] I'm planning to add more, soon [B]Notable Features[/B] -Every iteration I could find of the "VAB" APC -Midget Submarine, with improved texturing -AirEx Truck -Manhack Arcade Machines, with different skins -Razor Train -Some barge props I found on a canals map -Submarine Crane suggestions are welcome
[QUOTE=Memobot;45848346]I'm still glad some of this was cut to make the game less stodgy (is that a word?), but so much of it looks like it's ripe to return. Some of those synths look perfect for arctic warfare.[/QUOTE] This is one of those wishy-washy ideas, but it'd be cool if cremators melted tunnels through the ice, each with a small squad of combine backing them up. That way you'd be walking along and some of the ice turns red/steams and out comes a cremator with some combine.
[QUOTE=Minelayer;45876195]This is one of those wishy-washy ideas, but it'd be cool if cremators melted tunnels through the ice, each with a small squad of combine backing them up. That way you'd be walking along and some of the ice turns red/steams and out comes a cremator with some combine.[/QUOTE] Sounds like something that could only work as a scripted sequence. It would be a cool scripted sequence if done properly, obviously.
Technically, wouldn't some of the enemies still exist, since they were only available in cut areas?
[QUOTE=Megadave;45882839]Technically, wouldn't some of the enemies still exist, since they were only available in cut areas?[/QUOTE] Like what I'd imagine you'd see some of everything throughout all of HL2.
[QUOTE=Butthurter;45883257]is this another grasping at straws attempt to shoehorn the idea that cremators still exist in retail hl2 lore but theyre just never seen like those burnt bodies you see combine soldiers slowly walking away from in the coast levels being obviously cremated by the cremator[/QUOTE] What about that jar in Eli's lab?
[QUOTE=Butthurter;45883257]is this another grasping at straws attempt to shoehorn the idea that cremators still exist in retail hl2 lore but theyre just never seen like those burnt bodies you see combine soldiers slowly walking away from in the coast levels being obviously cremated by the cremator[/QUOTE] They're just nods, just like the fact that Dog has a Combine Guard foot. Doesn't mean they actually exist in canon at this point. [img]http://www.cosplayisland.co.uk/files/costumes/170/54599/DOG_model.jpg[/img] [img]http://img1.wikia.nocookie.net/__cb20090527005642/half-life/en/images/7/78/Combine_guard.jpg[/img]
[QUOTE=Mech Bgum;45887174]Except Eli says he doesn't know what it is. If cremators existed he obviously would know. Doesn't mean they can't appear later obviously, but somehow I doubt it. Valve is not a company that does pointless fan service of that sort. Instead they make "easter egg"-esque nods like this very head in the jar.[/QUOTE] When did he say that? He was talking about the canister in the machine the vortigaunt is next to.
If a leak mod were to incorporate all weapons into actual gameplay, how do you think this would be managed? There are remnants of a system where you can only carry one weapon of each weapontype in the code so this might be one way to do it. I wrote a system where the game reads a category number from the weapon's script file and you can only carry one weapon from each category at a time. This doesn't really solve the problem though. How will the player know that they need to drop the smg1 to pick up the smg2? For areas with area-specific weapons (like the iceaxe being used in the north), it's assumed that these weapons would replace the default weapon(crowbar) but does this mean that the player would lose the crowbar before picking up the iceaxe and then lose the iceaxe after gordon gets back to the city? I would assume that gordon wouldn't really have a need for 2 or 3 melee weapons so I thought that along the way he would lose one and pick up another temporarily before retrieving the original like in the iceaxe scenario ("lose" crowbar before borealis, find iceaxe and use it through borealis, kraken, weather control, "lose" iceaxe after flight of c-130, pick up new/original crowbar in skyscraper) I've always had trouble thinking up a solution to this problem so what do you guys think?
[QUOTE=Milkyway M16;45894375]If a leak mod were to incorporate all weapons into actual gameplay, how do you think this would be managed? There are remnants of a system where you can only carry one weapon of each weapontype in the code so this might be one way to do it. I wrote a system where the game reads a category number from the weapon's script file and you can only carry one weapon from each category at a time. This doesn't really solve the problem though. How will the player know that they need to drop the smg1 to pick up the smg2? For areas with area-specific weapons (like the iceaxe being used in the north), it's assumed that these weapons would replace the default weapon(crowbar) but does this mean that the player would lose the crowbar before picking up the iceaxe and then lose the iceaxe after gordon gets back to the city? I would assume that gordon wouldn't really have a need for 2 or 3 melee weapons so I thought that along the way he would lose one and pick up another temporarily before retrieving the original like in the iceaxe scenario ("lose" crowbar before borealis, find iceaxe and use it through borealis, kraken, weather control, "lose" iceaxe after flight of c-130, pick up new/original crowbar in skyscraper) I've always had trouble thinking up a solution to this problem so what do you guys think?[/QUOTE] Press E to swap SMG1 for SMG2
[QUOTE=Milkyway M16;45894375]For areas with area-specific weapons (like the iceaxe being used in the north), it's assumed that these weapons would replace the default weapon(crowbar) but does this mean that the player would lose the crowbar before picking up the iceaxe and then lose the iceaxe after gordon gets back to the city? I would assume that gordon wouldn't really have a need for 2 or 3 melee weapons so I thought that along the way he would lose one and pick up another temporarily before retrieving the original like in the iceaxe scenario ("lose" crowbar before borealis, find iceaxe and use it through borealis, kraken, weather control, "lose" iceaxe after flight of c-130, pick up new/original crowbar in skyscraper) [/QUOTE] According to Marc Laidlaw, early versions of the game were supposed to start at the Borealis level. Gordon would probably use the iceaxe for that level and then pick up his crowbar and use that for the rest of the game. [QUOTE=Marc Laidlaw](The version of the HL2 script referred to in the Final Hours, in which the game starts on the Borealis) wasn't really the "first pass" at the script. We had many different starting places and many different storylines we kicked around. In that version, you started on the ice, on foot, near the ice-locked Borealis, and then you boarded it, made you way through the ship, the ship travelled out of the ice and you boarded a minisub that took you down to an underwater lab run by Dr. Mossman and an army of stalkers. The lab was flooded, you narrowly escaped in an escape pod, were rescued by rebels and fought your way to a weather station where you boarded a C40 that flew you to the city where you crashed into a skyscraper and worked your way down through the ruined building to ground level where...my memories become unclear because we never built most of this. We already felt it wasn't working and we were moving on to more compelling scenarios. So in answer to your question "how would this have worked, exactly?" I reply, "It wouldn't work." That's why we didn't make it. [B]I'm not sure why people thought Borealis was placed toward the end of the game in the stolen version.[/B] (By the way, it was not a "leak." It was "theft.")[/QUOTE]
[QUOTE=Thevaultkid;45895080]Press E to swap SMG1 for SMG2[/QUOTE] I've thought about this but I'm not sure if it would be good enough. [QUOTE=Dymium;45895343]According to Marc Laidlaw, early versions of the game were supposed to start at the Borealis level. Gordon would probably use the iceaxe for that level and then pick up his crowbar and use that for the rest of the game.[/QUOTE] Even in that scenario, how do you communicate to the player that he has to use the crowbar instead? Or does he even have to use the crowbar? Can he use the iceaxe the entire game instead? Do you force the iceaxe out of his hands somehow (similar to the weapon confiscation zones in the citadel)? I'm just trying to figure out the best way to use most if not all of the guns from the leak. I have rethought some of them to actually be fun/useful but I'm not sure how to incorporate them into the story/how to make the player use them. The smg1 could be used by combine and the smg2 by humans and Gordon could choose one or the other. Same for the ar1(human) and the ar2(combine). Or the smg1/2 and the ar1/2 could be randomly used by both forces. Still the problem is communicating this well enough to the player to make them understand that certain weapons can be swapped for others. The other problem is deciding which guns should be swapable/in the same category. The smg1/2, ar1/2, crowbar/iceaxe make sense, but what about things like guardgun/immolator? Would they even be in the same area of the game? What about the shotgun, all the explosives, the gauss gun, etc. Which brings up another possibility. Maybe there should be limited weapon swapping between the main weapons (ar's and smg's) and keep all the other guns locked to certain chapters. MissingInfo used the iceaxe, extinguisher, and flaregun on the borealis. I can definitely see the use for these weapons in that part of the game but after that, not so much. So then the problem becomes: how do you take the weapons away from the player that they no longer need for the next part of the game in a believable way?
[QUOTE=Milkyway M16;45896110]So then the problem becomes: how do you take the weapons away from the player that they no longer need for the next part of the game in a believable way?[/QUOTE] If my memory doesn't fail, after the Borealis chapter, we go to the Kraken Base (for those who doesn't know yet, is the submarine base), and then it is get attacked, forcing us to go to the surface (and then the chapter of Weather Control starts). You could make some sort of "checkpoint" where is forced to give their weapons "for safety", and during the attack, due the confusion, grabbing other available weapons.
Or alternatively, just give the iceaxe a slower attack speed than the crowbar. Make the crowbar a desirable upgrade.
Perhaps a rebel could passively mention in some way that a crowbar might be better suited to x task like breaking boarded up doors. I doubt it's effectively possible but perhaps the iceaxe could be incapable of breaking objects. If there were a variety of weapons and only 4-5 to carry I think it's plausible to say that the number of weapons was really just for variety and possibly defining the power differences between the rebels and Combine.
[QUOTE=Cows Rule;45899064]Perhaps a rebel could passively mention in some way that a crowbar might be better suited to x task like breaking boarded up doors. I doubt it's effectively possible but perhaps the iceaxe could be incapable of breaking objects. If there were a variety of weapons and only 4-5 to carry I think it's plausible to say that the number of weapons was really just for variety and possibly defining the power differences between the rebels and Combine.[/QUOTE] like the thompson in Wolfenstein, only in it for the beginning, to show how far the nazis have advanced past allied technology.
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