• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Sergeant Stacker;46085681]Make the combine carry muskets around.[/QUOTE] That'd need a really fucking long reload animation
[QUOTE=Sergeant Stacker;46085681]Make the combine carry muskets around.[/QUOTE] [QUOTE=Thevaultkid;46085706]That'd need a really fucking long reload animation[/QUOTE] [img]http://i.imgur.com/KNyN0N2.jpg[/img]
I used to play a CS Source mod called Civil War. It was Scouts-only with scoping disabled.
[QUOTE=crazeeweegeman4;46086366][img]http://i.imgur.com/KNyN0N2.jpg[/img][/QUOTE] is this real
I think I found a legit cut song from HL2 in the beta. hl2_song5 isn't in the vpk for hl2, and it seems to be an extended remix of Pulse Phase (hl2_song6). I don't know if this was common knowledge but it's new to me
Can someone explain how Ravenholm is entered in its various phases? Quarry seems to be from a dry forest land and is the most different version overall, zombie town is just a prototype map in the middle of nowhere, traptown/e3 is the one where you come from the canal lake and enter through the bridge (this also seems to be the one with Digger and Big Momma Pod), but there's a map that has a familiar red warehouse located abruptly in the canal town. [video=youtube;v8NigE8DtvI]http://www.youtube.com/watch?v=v8NigE8DtvI[/video] [QUOTE=crazeeweegeman4;46086366][img]http://i.imgur.com/KNyN0N2.jpg[/img][/QUOTE] Now this is the funniest Half-Life related picture I've seen in years. Also, I tried experimenting around with fitting Citizen 17's textures with Samuel. [IMG]https://i.imgur.com/CRhp7iU.png[/IMG] [IMG]https://i.imgur.com/ERt4FRe.png[/IMG] [IMG]https://i.imgur.com/oPHI5xp.png[/IMG] The results are pretty bad because I don't know how all these things work, but most important thing is this: [IMG]https://i.imgur.com/DJZphG7.png[/IMG] I think we're getting somewhere with Samuel's model, if only there's some sort of technique for making models that can perfectly fit textures. Any clue/news on the respirator and hood model? EDIT: I found something pretty amusing in city_test09 but you guys might already know. If you shoot some of the error models, colored gas will come out!
I'm pretty sure Ravenholm would be entered through the quarry in the earlier versions. The most complete quarry map is d1_quarry_01, seen here (please excuse the fullbright). [IMG]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/d1_quarry_010000.jpg[/IMG] There's a puzzle in the map that involves a retarded spinning conveyor and riding a cart to the town. On the left you can see a few of Ravenholm's buildings on the edge of the cliff. Ravenholm being entered through the canals didn't come until later in 2003 (don't quote me on that, that's just a guess). [editline]secretmessagebehere[/editline] Also, prefab_canals has a very small swamp/river area, which might have been an entrance to Ravenholm back when it would be entered through its docks/the lake. This is only speculation though. [img]http://combineoverwiki.net/images/thumb/2/20/Prefab_canals1.jpg/800px-Prefab_canals1.jpg[/img] [editline]Edit 2: Revenge Of The Edit[/editline] [quote]Also, I tried experimenting around with fitting Citizen 17's textures with Samuel. [IMG]https://i.imgur.com/CRhp7iU.png[/IMG] [IMG]https://i.imgur.com/ERt4FRe.png[/IMG] [IMG]https://i.imgur.com/oPHI5xp.png[/IMG] [/quote] There was a guy in this thread who was working on restoring the Citizen 17 model but he appears to have vanished off the face of the Earth.
Aside from the Hyberborea in MI, and HGrunt's palace, has any beta chapter been fully recreated?
Hey Everyone, Ambient here. I'm the story writer, sound artist, and concept artist for Raising the Bar. I just wanted to let you guys know that I've been reading this thread for a while and I've notified the team of it's existence, so they might show up on here every now and then. I think it's neat to have a thread like this that actually has activity on it, so feel free to ask us questions and/or comment on our work. We'll also do the same for you, if you want.
[QUOTE=AmbientNoise;46090836]Hey Everyone, Ambient here. I'm the story writer, sound artist, and concept artist for Raising the Bar. I just wanted to let you guys know that I've been reading this thread for a while and I've notified the team of it's existence, so they might show up on here every now and then. I think it's neat to have a thread like this that actually has activity on it, so feel free to ask us questions and/or comment on our work. We'll also do the same for you, if you want.[/QUOTE] are they aware they're probably not gonna be ready for the criticism [editline]27th September 2014[/editline] also hi ambient
[QUOTE=Jackathan;46090680]Aside from the Hyberborea in MI, and HGrunt's palace, has any beta chapter been fully recreated?[/QUOTE] The Airex mod for the HL2 Leak. Insolence also has a playable Airex.
[QUOTE=uaredead2020;46090853]are they aware they're probably not gonna be ready for the criticism [editline]27th September 2014[/editline] also hi ambient[/QUOTE] Well, as long as the criticism isn't unreasonable, they should be fine with it. Hi as well. :P
[QUOTE=uaredead2020;46085070][IMG]http://i61.tinypic.com/rrme1h.jpg[/IMG] thats a world model texture[/QUOTE] Although it looks fairly similar to the world model texture from the retail, I don't think it actually is a world model texture. Not only is it in the V_Shotgun folder, the world model in the beta does not use it and instead uses a much lower res texture: [IMG]http://i60.tinypic.com/rws93n.jpg[/IMG]
[QUOTE=En_Carlson;46093559]Although it looks fairly similar to the world model texture from the retail, I don't think it actually is a world model texture. Not only is it in the V_Shotgun folder, the world model in the beta does not use it and instead uses a much lower res texture: [IMG]http://i60.tinypic.com/rws93n.jpg[/IMG][/QUOTE] the leak shotgun has basically been in use since 2002 until the release of HL2
[QUOTE=uaredead2020;46093591]the leak shotgun has basically been in use since 2002 until the release of HL2[/QUOTE] I thought there was an older version of the shotgun that can be seen in the hl2 box-art and the e3 trailer? The leak shotgun looks significantly different than those two and has retail hands. Also, does anyone know what the tiny icon on the top left corner of the menus in the leak is supposed to be? It doesn't look anything like a hl2 symbol. I made a quick drawing of it in paint so you can see what I'm talking about: [img_thumb]http://i61.tinypic.com/28jd0n6.jpg[/img_thumb] EDIT: found the actual icon in the files:[IMG]http://i59.tinypic.com/2pplaf7.jpg[/IMG]. Its called icon_hlicon1, so it sounds like it is actually an older icon for hl2.
[QUOTE=En_Carlson;46093700]I thought there was an older version of the shotgun that can be seen in the hl2 box-art and the e3 trailer? The leak shotgun looks significantly different than those two and has retail hands.[/QUOTE] its the exact same shotgun with beta hands and beta anims, and slightly different textures [IMG]http://screenshots.filesnetwork.com/32/others/screens_89.jpg[/IMG]
[QUOTE=En_Carlson;46093700]I thought there was an older version of the shotgun that can be seen in the hl2 box-art and the e3 trailer? The leak shotgun looks significantly different than those two and has retail hands. Also, does anyone know what the tiny icon on the top left corner of the menus in the leak is supposed to be? It doesn't look anything like a hl2 symbol. I made a quick drawing of it in paint so you can see what I'm talking about: [img_thumb]http://i61.tinypic.com/28jd0n6.jpg[/img_thumb] EDIT: found the actual icon in the files:[IMG]http://i59.tinypic.com/2pplaf7.jpg[/IMG]. Its called icon_hlicon1, so it sounds like it is actually an older icon for hl2.[/QUOTE] Called it.
[QUOTE=AmbientNoise;46090836]Hey Everyone, Ambient here. I'm the story writer, sound artist, and concept artist for Raising the Bar. I just wanted to let you guys know that I've been reading this thread for a while and I've notified the team of it's existence, so they might show up on here every now and then. I think it's neat to have a thread like this that actually has activity on it, so feel free to ask us questions and/or comment on our work. We'll also do the same for you, if you want.[/QUOTE] So far what's the planned route of levels and locations are you guys gonna use? Also are you guys searching for voice actors? I think I can do Samuel :P Would be nice if you guys can get some input from Valve; emailing Marc Laidlaw is a good start. But he seems to have stopped replying to my mails about the beta after saying something along the lines of "we don't remember anything anymore, let's just put the past behind us". The Steam Greenlight page says you're recreating it based on the earliest of stuff, which means organic Citadel and Vertigo skyscraper right? But wasn't the first pass of HL2's storyline [del]about Gordon travelling to planets and dimensions to kick Xen aliens' asses[/del] began with Gordon boarding the Borealis to C17? And proto_docks, which is assumed to be a prototype map for that first pass, is using the rare clamp Citadel instead. But most importantly (for me), how's the recreation of Citizen 17 going?
[QUOTE=AmbientNoise;46090836]Hey Everyone, Ambient here. I'm the story writer, sound artist, and concept artist for Raising the Bar. I just wanted to let you guys know that I've been reading this thread for a while and I've notified the team of it's existence, so they might show up on here every now and then. I think it's neat to have a thread like this that actually has activity on it, so feel free to ask us questions and/or comment on our work. We'll also do the same for you, if you want.[/QUOTE] I talked several times with Boker about this thread in fact, although he refused to appear around here.
[QUOTE=Jackathan;46090680]Aside from the Hyberborea in MI, and HGrunt's palace, has any beta chapter been fully recreated?[/QUOTE] Actually, even Palace is unfinished. There's a second map for it, with a very incomplete destroyed lower floor of the building.
[QUOTE=HGrunt;46095259]Actually, even Palace is unfinished. There's a second map for it, with a very incomplete destroyed lower floor of the building.[/QUOTE] Planning on finishing it? Or is it too unfinished to do anything about?
This is extremely hilarious: [IMG]http://i.imgur.com/2rSyfER.jpg[/IMG] While we are on the topic of Vertigo/The Palace, I found this apartment type thing on sky_walk01. It might not be news to anybody else but I thought it was interesting.
Have any of you guys considered remaking the timelapse opening? It's detailed with some amazing writing in Raising The Bar and while it's questionable at best if it's even possible on Source, it would be crazy if it could be made with good quality. [QUOTE][IMG]http://i.imgur.com/IicO7ny.jpg?1[/IMG] [IMG]http://i.imgur.com/eJcSSrT.jpg?1[/IMG][/QUOTE]
[QUOTE=Crimsonseven;46099294]Have any of you guys considered remaking the timelapse opening? It's detailed with some amazing writing in Raising The Bar and while it's questionable at best if it's even possible on Source, it would be crazy if it could be made with good quality.[/QUOTE] The end's funny. I like to imagine Samuel awkwardly walking from one end of the train all the way to you just to angrily shout "YOU STARTLED ME!"
[QUOTE=Crimsonseven;46099294]Have any of you guys considered remaking the timelapse opening? It's detailed with some amazing writing in Raising The Bar and while it's questionable at best if it's even possible on Source, it would be crazy if it could be made with good quality.[/QUOTE] I had a go at a [b]very[/b] rough concept of it. It's just a cityscape before and after. I was working on a gman scene but I set it aside for now. [t]http://cloud-2.steampowered.com/ugc/564392637695149792/448F45375927035FF1F88D9D9A0205CE655F1A0D/[/t] [t]http://cloud-4.steampowered.com/ugc/564392637667537410/5BB98591AF394FCA98891FA895E3028AE2AABF31/[/t]
[QUOTE=Crimsonseven;46099294]Have any of you guys considered remaking the timelapse opening? It's detailed with some amazing writing in Raising The Bar and while it's questionable at best if it's even possible on Source, it would be crazy if it could be made with good quality.[/QUOTE] It's funny you bring this up, I have been experimenting with the opening scene. I've wanted to make it for a long time but I hate hammer with a kind of passion. Still, that hasn't stopped me recently from experimenting a little. What I've found is interesting. It [I]COULD[/I] be possible in source using a few hammer tricks and model tricks I think. The changing scenery is possible using models and changing bodygroups/skingroups. The sky changing could be achieved by using any method of multiple 2d skyboxes. The scale could be done simply with the 3d skybox camera. The 3d skybox default scale is 16 times normal size but I think it can go upwards of 1024 times normal size. All in all I think it's very doable and actually I'm doing everything I can to get a working prototype together.
Please no, Half-Life doesn't need more cutscenes. [B]Edit:[/B] I thought I was in the Half-Life 2: Enhancement Mod thread when I posted this.
I, too, worked on a prototype at one point. We've also got a train ride prototype that's somewhat working.
[QUOTE=DONOTWANT;46103327]Please no, Half-Life doesn't need more cutscenes.[/QUOTE] If done right, the intro would only be about the same length as / a little longer than the retail intro, or the HL1 ending.
[QUOTE=Milkyway M16;46102738]It's funny you bring this up, I have been experimenting with the opening scene. I've wanted to make it for a long time but I hate hammer with a kind of passion. Still, that hasn't stopped me recently from experimenting a little. What I've found is interesting. It [I]COULD[/I] be possible in source using a few hammer tricks and model tricks I think. The changing scenery is possible using models and changing bodygroups/skingroups. The sky changing could be achieved by using any method of multiple 2d skyboxes. The scale could be done simply with the 3d skybox camera. The 3d skybox default scale is 16 times normal size but I think it can go upwards of 1024 times normal size. All in all I think it's very doable and actually I'm doing everything I can to get a working prototype together.[/QUOTE] Couldn't you technically 'teleport' the player with a smart transition to an identical scene of the city with the skybox/model etc changes.
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