Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=Thevaultkid;46328067]After dicking around with the optimisational nightmare that is 04, I decided to just make it from total scratch instead of trying to re-engineer it. Going pretty well so far, gonna try it with GYFTVs in a little bit.[/QUOTE]
Remaking from scratch is the real way to go with most of the leak content.
[editline]25th October 2014[/editline]
[QUOTE=PikaCommando;46328265]Anyone got a clue as to what the Combine Assassin Tank is supposed to be?
[IMG]http://img4.wikia.nocookie.net/__cb20091007091215/half-life/en/images/f/f0/Borealis_tanks.jpg[/IMG]
From the concept art, it seems that it was thrown into the ship. But assuming that the Borealis was attacked during Gordon's ride with it, it doesn't look like the Combine had enough time to chain it up in the air. It also appears to be somewhat techno-organic, as opposed to most common Combine tech (only the earliest version of the Citadel comes to mind). So from what I can gather, this is very likely captured by the Rebel and was intended to be transported to Kraken Base for studies or whatever, which might explain the Assassin's frozen nature.
It actually kind of reminds me of the secret Statue of Liberty heart in GTA IV.
[IMG]http://img4.wikia.nocookie.net/__cb20090901102901/gtawiki/images/1/1a/StatueofHappiness-GTA4-HeartoftheCity.jpg[/IMG][/QUOTE]
Surprisingly similar (also surprisingly spoiler, hah).
However there is another example of techno-organic Combine tech: the Gonarch pod.
Well, my crack on it takes back to the very first prototype of the story for the Hyper. The ship was an undercover Rebel ship, that at some point got stuck in the ice and captured by the Combine.
At some point later on, the Combine realized that the recently-captured ship was the perfect place to store 5 of their Combine Assassins in some sort of cryogenic suspension. So they cut off all power systems, shut down the ship and cut straight through it, placing the tanks right in the middle of the ship's structure (at least from what Ive studied, the tanks are right in the middle of it, below the smokestack).
My plan is when Gordon and Odell arrive to the tanks, it will be the perfect place to introduce the Combine Assassins as an enemy. Maybe they could come off suspension and attack immediatly.
How about it?
[QUOTE=95Navigator;46328594]
At some point later on, the Combine realized that the recently-captured ship was the perfect place to store 5 of their Combine Assassins in some sort of cryogenic suspension. So they cut off all power systems, shut down the ship and cut straight through it, placing the tanks right in the middle of the ship's structure (at least from what Ive studied, the tanks are right in the middle of it, below the smokestack).
[/QUOTE]
Why would the Combine want to do that though? I mean of all the places they could store the assassins, why some rebel vessel?
And while we're at the Borealis, I remember hearing some sound files of Odell asking Freeman if he's Resistance or not, in a way that implies that Odell isn't actually part of the Resistance. Does that maybe mean that Odell and perhaps the rest of the crew are some sort of "neutral" party? It's been a while though since I heard those sound files so maybe I'm remembering them wrong.
[QUOTE=marmalade;46328726]Why would the Combine want to do that though? I mean of all the places they could store the assassins, why some rebel vessel?
And while we're at the Borealis, I remember hearing some sound files of Odell asking Freeman if he's Resistance or not, in a way that implies that Odell isn't actually part of the Resistance. Does that maybe mean that Odell and perhaps the rest of the crew are some sort of "neutral" party? It's been a while though since I heard those sound files so maybe I'm remembering them wrong.[/QUOTE]
... why not a rebel vessel? Aside from the cold temperatures, its a place of extremely hard acess, and not of particular interest to anyone except from Gordon.
[QUOTE=95Navigator;46328594]Well, my crack on it takes back to the very first prototype of the story for the Hyper. The ship was an undercover Rebel ship, that at some point got stuck in the ice and captured by the Combine.
At some point later on, the Combine realized that the recently-captured ship was the perfect place to store 5 of their Combine Assassins in some sort of cryogenic suspension. So they cut off all power systems, shut down the ship and cut straight through it, placing the tanks right in the middle of the ship's structure (at least from what Ive studied, the tanks are right in the middle of it, below the smokestack).
My plan is when Gordon and Odell arrive to the tanks, it will be the perfect place to introduce the Combine Assassins as an enemy. Maybe they could come off suspension and attack immediatly.
How about it?[/QUOTE]
So in your version of events are the Combine trying to use the Borealis as a Trojan Horse to get at the Rebel's arctic base?
Looking purely at the design of the Borealis maps, why would the Combine close up the ship again after tearing through the upper decks to place the holding tanks? As in, why is there no external damage to the ship visible when you are outside running around the decks? Surely there would be some visible damage to the ship if the Combine had cut into it. But there isn't.
The combine using the Borealis as storage doesn't make much sense. Why would they leave potentially highly valuable assassins sitting in an ice-locked ship which could possibly sink at any moment? The first theory you proposed sounds more logical:
[QUOTE=95Navigator] this is very likely captured by the Rebel and was intended to be transported to Kraken Base for studies or whatever, which might explain the Assassin's frozen nature.[/QUOTE]
This idea seems to mesh with the idea of the Borealis being an undercover rebel ship. The Rebels had stolen this big combine thing, but were unsure exactly what it did, so they were smuggling it to Kraken for further analysis. Or, they knew exactly what it was and the thing was vital for the research and work going on at Kraken. This idea accounts for why the thing was hidden in the heart of the ship instead of a more logical area, like the storage bay in the rear of the ship where the mini-sub can be found. If the rebels were trying to hide or smuggle this thing they would not want to place it where the combine were likely to search first.
[QUOTE=Frost 31;46330422]So in your version of events are the Combine trying to use the Borealis as a Trojan Horse to get at the Rebel's arctic base?
Looking purely at the design of the Borealis maps, why would the Combine close up the ship again after tearing through the upper decks to place the holding tanks? As in, why is there no external damage to the ship visible when you are outside running around the decks? Surely there would be some visible damage to the ship if the Combine had cut into it. But there isn't.
The combine using the Borealis as storage doesn't make much sense. Why would they leave potentially highly valuable assassins sitting in an ice-locked ship which could possibly sink at any moment? The first theory you proposed sounds more logical:
This idea seems to mesh with the idea of the Borealis being an undercover rebel ship. The Rebels had stolen this big combine thing, but were unsure exactly what it did, so they were smuggling it to Kraken for further analysis. Or, they knew exactly what it was and the thing was vital for the research and work going on at Kraken. This idea accounts for why the thing was hidden in the heart of the ship instead of a more logical area, like the storage bay in the rear of the ship where the mini-sub can be found. If the rebels were trying to hide or smuggle this thing they would not want to place it where the combine were likely to search first.[/QUOTE]
I can envision the Combine letting the rebels capture it for studying only to activate it once it was inside the ship to destroy it or the kraken base to weaken it before launching a full attack. Imagine the rebels find some weird thing, they want to take it to the scientists at kraken. Combine allow this to happen to either uncover a large rebel operation or they already knew about it and were simply going to destroy it.
It sounded like the borealis was a critical rebel transport vehicle so the combine could be anxious to destroy it and kraken at the same time.
I could even see the combine allowing multiple tanks to be captured and taken to kraken. Maybe on was taken to kraken on another ship and that's why they're sending distress signals trying to warn the borealis what they're actually carrying is a combine weapon that can be activated remotely.
[QUOTE=95Navigator;46328594]My plan is when Gordon and Odell arrive to the tanks, it will be the perfect place to introduce the Combine Assassins as an enemy. Maybe they could come off suspension and attack immediatly.
[/QUOTE]
Wasn't the Combine Assassins supposed to be introduced in Air Exchange? Or maybe that's some fan mod map fix.
[QUOTE=Frost 31;46330422]This idea seems to mesh with the idea of the Borealis being an undercover rebel ship. The Rebels had stolen this big combine thing, but were unsure exactly what it did, so they were smuggling it to Kraken for further analysis. Or, they knew exactly what it was and the thing was vital for the research and work going on at Kraken. This idea accounts for why the thing was hidden in the heart of the ship instead of a more logical area, like the storage bay in the rear of the ship where the mini-sub can be found. If the rebels were trying to hide or smuggle this thing they would not want to place it where the combine were likely to search first.[/QUOTE]
Wait, let's recount the events for a while. Borealis and Kraken were attacked at about the same time, which might mean that the Combine had only recently found out about it by stalking Gordon (just like how they found out about Black Mesa East in the final). Borealis seems to have suffered the same fate as old Ravenholm, where it was shelled with Headcrabs before landing Combine soldiers and Stalkers there to clear everything that wasn't destroyed in the initial shelling. It might be possible that they were to retrieve the frozen tanks, but how old was the map containing it in the first place? The concept art shows the roof being destroyed as well whereas the map doesn't, which means it's just a mapping issue. It might be possible that it was cut very earlier, possibly changing the plot from "retrieving frozen tanks" to "let's wreck some ship bro" or it could very well be destroying the tanks along with the ship.
According to the wiki, the map script says Kraken is infested by Zombies, which means it was shelled too, just like Ravenholm and Borealis. It might be possible that Combine soldiers and Stalkers were there by the time Gordon reached there, but we don't know. It's also possible that an Alien Assassin was sent there for whatever reason, only to be zombified in the end.
tl;dr Borealis is totally a Rebel ship based on how Kraken Base acknowledge it (or it could be a long-captured Combine ship, seeing as how the workers have Combine worker uniforms and that at the time period, the Combine reuses existing human assets like the helicopter), Combine found it about it (possibly through Kraken Base since Gordon was on Borealis when it was attacked and the distress call from Kraken is sent when Gordon reached the ship) and decided to wreck it for lulz
[QUOTE=PikaCommando;46333145]Wasn't the Combine Assassins supposed to be introduced in Air Exchange? Or maybe that's some fan mod map fix.
[/QUOTE]
That's from Airex mod by ШЛЫК (as well as the gunship in the tower/refinery level). WC maps only feature a few combine soldiers, a bunch of stalkers, some scanners, and of course a lot of Odells.
[I]And some zombies, barnacles and manhacks but that's another story.[/I]
You know, for the things that the leak community has done programming-wise, why is there still no Advisor AI? Or is it just a cutscene-only thing, just like in final? Are there anything hints in the code or source files or script or whatever indicating the Advisor's role in the leak? What's the oldest Advisor file anyway?
Something tells me HL2 would have been a self-contained story and not expanded into episodes though. The idea of episodes either
1) Came into being after figuring out they couldn't end the story as it was when the plot is finalized
2) They thought it would be a great idea during end dev so they retooled the ending into a cliffhanger
3) Excuse as mission packs to reuse old assets and get more cash
Fun fact: Noticed how the Episodes' main color theme correspond to the main HL1 games?
Orange = Half-Life 1 and Episode 1
Green = Opposing Force and Episode 2 (actually slightly blue in the early versions)
Blue = Blue Shift and Episode 3 (based on concept art and being in arctic)
Just a coincidence, but pretty funny to me.
[QUOTE=PikaCommando;46334077]
Fun fact: Noticed how the Episodes' main color theme correspond to the main HL1 games?
Orange = Half-Life 1 and Episode 1
Green = Opposing Force and Episode 2 (actually slightly blue in the early versions)
Blue = Blue Shift and Episode 3 (based on concept art and being in arctic)
Just a coincidence, but pretty funny to me.[/QUOTE]
HL1 logo is red, though. But at the same time, EP1 has a lot of red color, too.
[QUOTE=Cvoxalury;46333788]That's from Airex mod by ШЛЫК (as well as the gunship in the tower/refinery level). WC maps only feature a few combine soldiers, a bunch of stalkers, some scanners, and of course a lot of Odells.
[I]And some zombies, barnacles and manhacks but that's another story.[/I][/QUOTE]
>a lot of Odells
>a lot of Odells
>a lot of Odells
>a lot of Odells
>a lot of Odells
omg this
It gets to an insane level.
Come to think of it, could the presence of Odell be some sort of placeholder for an Airex human worker? It seems plausible to have some human workers in Airex.
[QUOTE=PikaCommando;46334077]You know, for the things that the leak community has done programming-wise, why is there still no Advisor AI? Or is it just a cutscene-only thing, just like in final? Are there anything hints in the code or source files or script or whatever indicating the Advisor's role in the leak? What's the oldest Advisor file anyway?[/QUOTE]
There is an advisor AI mod. They (well since Ep2) can be made capable of combat (and crashing the game sometimes), their code is largely commented out, but once uncommented - yes, they are capable of picking physics objects telekinetically and throwing them at the player, and there are particle effects for their attacks. Their defense includes making a 'shield' with physic objects.
There was an old video with all this somewhere.
What I'm saying is that Valve already did most of the work here but that's a bit unstable and probably didn't fit anywhere in the final game, hence why it's disabled.
[editline]26th October 2014[/editline]
[QUOTE=95Navigator;46334250]
Come to think of it, could the presence of Odell be some sort of placeholder for an Airex human worker? It seems plausible to have some human workers in Airex.[/QUOTE]
I always thought they used cyclers and odells for measurements (while making doorways and such, placing decal signs, health and suitchargers, etc. (at least I do that, using info_player_starts and sometimes a Breen)). The worker theory makes sense as well.
[QUOTE=Mech Bgum;46335087]I remember Valve announced Half-Life 2: Aftermath almost immediately after release of Half-Life 2, and it was basically Ep1+Ep2, I think they obviously planned it before release of HL2.
The idea of episodes was probably introduced to help Valve Time, but it only made things more absurd :v:[/QUOTE]
A lot of people say Aftermath was supposed to be Ep1+Ep2 and yet I couldn't find any proof of that. The trailer only showed Ep1 content (so no White forest), and when the episodic system was announced they didn't mention that Aftermath would be split in parts, they pretty much said "Eh, now it's called Episode One"
My take on the CA Tanks was that Assassins with red goggles were replicas (clones) and ones with blue goggles were Pure ("Normal" people), so the tanks were fetuses in the early stages of the replication process.
The catch to this, of course, was that Replica's are replicants of I.A Latham.
Gotta keep that story line edgy.
[QUOTE=halfer;46335258]A lot of people say Aftermath was supposed to be Ep1+Ep2 and yet I couldn't find any proof of that. The trailer only showed Ep1 content (so no White forest), and when the episodic system was announced they didn't mention that Aftermath would be split in parts, they pretty much said "Eh, now it's called Episode One"[/QUOTE]
Not sure if this is real or not, but it is on half-life wikia
[IMG]http://img4.wikia.nocookie.net/__cb20110706212005/half-life/en/images/d/d9/Half-Life_2_Aftermath_cover.jpg[/IMG]
[QUOTE=Thevaultkid;46335724]My take on the CA Tanks was that Assassins with red goggles were replicas (clones) and ones with blue goggles were Pure ("Normal" people), so the tanks were fetuses in the early stages of the replication process.
The catch to this, of course, was that Replica's are replicants of I.A Latham.
Gotta keep that story line edgy.[/QUOTE]
Are the blue goggles even official? Isn't it just fan-made?
[QUOTE=Cvoxalury;46334543]There is an advisor AI mod. They (well since Ep2) can be made capable of combat (and crashing the game sometimes), their code is largely commented out, but once uncommented - yes, they are capable of picking physics objects telekinetically and throwing them at the player, and there are particle effects for their attacks. Their defense includes making a 'shield' with physic objects.
There was an old video with all this somewhere.
[/QUOTE]
You mean this?
[media]http://www.youtube.com/watch?v=gL655A9EtxI[/media]
The author of the video said it was custom code though. And both a texture and the video imply that it was a self-generated psychic barrier. How unfinished is the code anyway? I'm no programmer, but let's see how much I can mess with it :V
I'm talking about leak Advisor by the way, isn't there anything else for the leak Advisor other than model, textures, and animations? From what I can tell, seeing as how the Advisor shaft from Ep1 is in one of the (said by the wiki to be) earliest Citadel maps, so that means the Advisor was conceived from the very beginning or from that period of time, which, either way, might mean that it have quite some history within the leak.
[QUOTE=Megadave;46335881]Not sure if this is real or not, but it is on half-life wikia
[IMG]http://img4.wikia.nocookie.net/__cb20110706212005/half-life/en/images/d/d9/Half-Life_2_Aftermath_cover.jpg[/IMG][/QUOTE]
Yeah, that was real. It was taken by someone who saw this poster at Valve's office. In any case, my theory 1 and 2 still stands.
Also the Ep1+Ep2 theory is false, because I remember some sites saying that "Aftermath is the first of three Half-Life 2 expansion packs". Hunters are most likely a cut enemy early in development (why else do they place so much emphasis on this mysterious new enemy when it was stilled called Aftermath?) for either not fitting within city environments or whatever. The Ep2 files that can be found are just, well, early files for Ep2 Valve has already made but didn't remove for some reason. If only they did this with Ep3.
To be honest though, once again I have to say I'm glad with how HL2 turns out because otherwise we would never get an enemy as badass as the Hunters. Also Valve needs to put those posters up in Valve Store, where I would buy them in an instant.
[QUOTE=PikaCommando;46336052]You mean this?
[media]http://www.youtube.com/watch?v=gL655A9EtxI[/media]
The author of the video said it was custom code though. And both a texture and the video imply that it was a self-generated psychic barrier. How unfinished is the code anyway? I'm no programmer, but let's see how much I can mess with it :V
I'm talking about leak Advisor by the way[/QUOTE]
Yeah that's it. It is custom (or modified) code in a sense that it isn't what you can get in the original game, but the actual code is written by Valve, it's already there in the SDK code. All you have to do is to remove or enable the preprocessor "switch", and maybe tweak a couple of things now after all the updates (assuming they didn't update the advisor code).
In npc_advisor_shared.h, you can see
// Set this to 0 to disable the advisor's special AI behavior (all that object chucking),
// which we did in Ep2 to make him a scripted creature.
#define NPC_ADVISOR_HAS_BEHAVIOR 0
And when you set it to 1 (and build the projects), the compiler includes all the behavior code and you can see it ingame.
As I can see in the leak code, the beta actually doesn't have an advisor NPC at all, the ones you see on the maps are cyclers or scripted actors.
Apart from that, the consistent problem with making or improving [leak] NPCs is that most of the time you need to have or make animations for NPCs. For example, it's not hard at all to code the zombie assassin but because the model is pretty much static it becomes a long (and kinda dead-end) road. I made cremator and assassin npcs for my mod but they are pretty limited and basic because it's pointless to try to improve their behavior using only the old assets. The assassin model only has one attack animation so that's not too impressive, the cremator is old and ugly, and so on.
[editline]26th October 2014[/editline]
Oh and one more thing,
[QUOTE=PikaCommando;46333145]
According to the wiki, the map script says Kraken is infested by Zombies[/QUOTE]
The wiki is so full of shit. Where the hell did they take that idea from? Kraken maps are john/deep_01_011 and randy/proto_deep002 and 002b. There are no zombies for certain and not many NPCs in general, featuring some conscripts and citizens, Barney, and three odells. There are no other entities (like spawners or scripted sequences) that prove the zombie part. With that level of deduction I'm surprised their articles don't say that Borealis is inhabitated by antlions (which would even be closer to truth).
I was looking in the Half-Life: Source .vpk and found this:
liblist.gam (which is used by GoldSource mods to define stuff, think gameinfo.txt)
[code]
// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Half-Life 1"
startmap "Hyper_001"
trainingmap "t0a0"
hlversion "1000"
mpentity "info_player_deathmatch"
[/code]
Hyper_001? Why would that be in liblist.gam, which is in a game which doesnt even use liblist.gam??
[QUOTE=Jackathan;46337387]I was looking in the Half-Life: Source .vpk and found this:
liblist.gam (which is used by GoldSource mods to define stuff, think gameinfo.txt)
[code]
// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Half-Life 1"
startmap "Hyper_001"
trainingmap "t0a0"
hlversion "1000"
mpentity "info_player_deathmatch"
[/code]
Hyper_001? Why would that be in liblist.gam, which is in a game which doesnt even use liblist.gam??[/QUOTE]
Looking in the HLS vpk, I can't find it.
Intended for GoldSource version of HL2, obviously
Nevermind, it's in hl1_pak_dir\scripts.
Wierd.
[editline]26th October 2014[/editline]
fuck the merge
I've been informed by crazyweegeeman that the liblist.gam I found is identical to the one in the hl1 port to the leak engine that was leaked along with the main leak.
I guess they just forgot to delete it after finalizing Half-Life: Source (quite an oversight).
[QUOTE=Jackathan;46339687]I've been informed by crazyweegeeman that the liblist.gam I found is identical to the one in the hl1 port to the leak engine that was leaked along with the main leak.
I guess they just forgot to delete it after finalizing Half-Life: Source (quite an oversight).[/QUOTE]
no, it was most likely added in with steampipe, i have the old GCF backed up, ill check.
[editline]27th October 2014[/editline]
nevermind, its in pre-steampipe HL1S
this also proves nothing much was done with HL1S from 2003 to 2004
[editline]27th October 2014[/editline]
because the leaked version of HL1S works slightly better than the 2004 release of HL1S
and both of them work better than steampipe
[editline]27th October 2014[/editline]
also valve doesnt give a shit about steampipe anymore, so i wouldnt hold my breath for a working build of HL1S
[editline]27th October 2014[/editline]
or for it to rolled back to the stable-ish release
[editline]27th October 2014[/editline]
oh yeah did i mention that valve destroyed HLDMS and HL1S with steampipe
[QUOTE=Cvoxalury;46336429]The wiki is so full of shit. Where the hell did they take that idea from? Kraken maps are john/deep_01_011 and randy/proto_deep002 and 002b. There are no zombies for certain and not many NPCs in general, featuring some conscripts and citizens, Barney, and three odells. There are no other entities (like spawners or scripted sequences) that prove the zombie part. With that level of deduction I'm surprised their articles don't say that Borealis is inhabitated by antlions (which would even be closer to truth).[/QUOTE]
They said map scripts, which is probably something in the editor or those code things (think of it like those developer comments in source codes and stuff, like the Advisor one you posted). In other words, I don't think you're supposed to see it normally during gameplay.
Oh yeah, which year's SDK has the Advisor code?
[QUOTE=uaredead2020;46339976]because the leaked version of HL1S works slightly better than the 2004 release of HL1S[/QUOTE]
Really? I've played HL:S only once, and I don't remember having any problems. What's better in the leak?
[QUOTE=uaredead2020;46339976]no, it was most likely added in with steampipe, i have the old GCF backed up, ill check.
[editline]27th October 2014[/editline]
nevermind, its in pre-steampipe HL1S
this also proves nothing much was done with HL1S from 2003 to 2004
[editline]27th October 2014[/editline]
because the leaked version of HL1S works slightly better than the 2004 release of HL1S
and both of them work better than steampipe
[editline]27th October 2014[/editline]
also valve doesnt give a shit about steampipe anymore, so i wouldnt hold my breath for a working build of HL1S
[editline]27th October 2014[/editline]
or for it to rolled back to the stable-ish release
[editline]27th October 2014[/editline]
oh yeah did i mention that valve destroyed HLDMS and HL1S with steampipe[/QUOTE]
Wait a minute, HL1 build was leaked, too? I thought there's just source code.
EDIT: Oh [URL="http://www.betaarchive.com/wiki/index.php?title=Half-Life_2%3A-4"]right[/URL]
[QUOTE]Half-Life converted to the Source engine later known as Half-Life: Source[/QUOTE]
The build itself can be found on the Russian HL2 Beta website.
[QUOTE=PikaCommando;46341173]They said map scripts, which is probably something in the editor or those code things (think of it like those developer comments in source codes and stuff, like the Advisor one you posted). In other words, I don't think you're supposed to see it normally during gameplay.
Oh yeah, which year's SDK has the Advisor code?[/QUOTE]
Whichever year's was the Ep2 (Source 2007) one, and from there on.
[QUOTE=Nik1895;46341596]Wait a minute, HL1 build was leaked, too? I thought there's just source code.
EDIT: Oh [URL="http://www.betaarchive.com/wiki/index.php?title=Half-Life_2%3A-4"]right[/URL]
The build itself can be found on the Russian HL2 Beta website.[/QUOTE]
Just played that build. Aside from a couple of bugs, it's in a rather good state. Ironically, it's indeed better than the current build of Half-Life: Source.
[QUOTE=Nik1895;46342039]Just played that build. Aside from a couple of bugs, it's in a rather good state. Ironically, it's indeed better than the current build of Half-Life: Source.[/QUOTE]
How so?
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