• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
Was the OICW fire sound specifically made by Valve, or was it stock sound effects?
Hey guys! I am hopefully going to be a new member of the team. I will be a texture artist. Check out some of my work here: [url]http://gamebanana.com/wips/44069[/url]. Hope you like what you see! I will be doing weapons and environmental if I am added.
Which team?
[QUOTE=Sally;46593359]Which team?[/QUOTE] I think he is only trying to promote himself and his roblox project, as far as i know, there are no "teams" in this thread. Also, does anyone have this model? [QUOTE=ZaxonYin;40962219][img]http://cloud-2.steampowered.com/ugc/597005871366121161/E78B372C8AF2E54620F88873C0D83824B2FDCCD7/[/img] Ladies, hold your Orgasms :3[/QUOTE]
[QUOTE=Matsilagi;46593845]I think he is only trying to promote himself and his roblox project, as far as i know, there are no "teams" in this thread. Also, does anyone have this model?[/QUOTE] i have a really old version deep down in my hard drives, but i doubt he wants an unfinished model released.
[QUOTE=Theuaredead;46594107]i have a really old version deep down in my hard drives, but i doubt he wants an unfinished model released.[/QUOTE] No one has to know. *cough* Ah, nvm then. I really want to do something to this thread, but i dont think i apply anywhere.
What do you do in general?
[QUOTE=Sally;46594252]What do you do in general?[/QUOTE] GMod stuff only, i also fixed the OICW once. However, i dunno much of the other stuff, i cant do anything aside from porting HL2 Beta stuff in that case.
[QUOTE=Matsilagi;46594297]GMod stuff only, i also fixed the OICW once. However, i dunno much of the other stuff, i cant do anything aside from porting HL2 Beta stuff in that case.[/QUOTE] Why don't you look into porting some of the leak levels? It may be done a thousand times but there are quite a few jems in there worth finding.
I do wish some things were kept in, things like the AR1, which was an AK47, but there were some things in there that could've possibly cause controversy like the child workers, but it was probably for the best and they got the source code for the game leaked so that could be another reason for so much cut content.
[QUOTE=xXM@ri0Xx;46600887]I do wish some things were kept in, things like the AR1, which was an AK47, but there were some things in there that could've possibly cause controversy like the child workers, but it was probably for the best and [B]they got the source code for the game leaked so that could be another reason for so much cut content.[/B][/QUOTE] Most of the cut stuff had already been cut by the time the leak happened (the files for cut enemies/weapons etc merely remained in the game files after being cut, and the WC mappack has files going back a couple of years before the leak happened), so that isn't at all the cause.
[QUOTE=xXM@ri0Xx;46600887]I do wish some things were kept in, things like the AR1, which was an AK47, but there were some things in there that could've possibly cause controversy like the child workers, but it was probably for the best and they got the source code for the game leaked so that could be another reason for so much cut content.[/QUOTE] Why would you want the most generic assault rifle sans M4 in HL2?
[QUOTE=Butthurter;46604465]because the beta was cooler and retail is soooo laaaame![/QUOTE] It wouldn't of been the beta valve didn't lose the code.
But really though, the OICW was pretty cool in my eyes. It's not generic, and I feel that the HL2 OICW was pretty well done in comparison to other OICW in games. How many games are there out there that has the OICW, without some clunky controls for its functions? Too bad the OSIPR was definitely a better choice, so it had to be scrapped.
[QUOTE=Sally;46604664]It wouldn't of been the beta valve didn't lose the code.[/QUOTE] I doubt Valve *lost* the code, it was only leaked and they were forced to drastically change it. Man, what if Axel Gembe just waited instead...
[QUOTE=BenjaminTennison;46605747]I doubt Valve *lost* the code, it was only leaked and they were forced to drastically change it. Man, what if Axel Gembe just waited instead...[/QUOTE] What code? Why do they need to drastically change it? As said in RtB, the HL2 we got today is the game Valve wanted it to be. Hell, the state of the game when it was leaked is very close to what we got, which proved Valve's statement. Axel Gembe leaking out the pre-release materials is just an extra bonus that benefited us, even though it's a crime. So yeah, thank him for giving us something to fuck around with. Fun fact: The only game I know that was purposely changed exactly because it was leaked is Doom 3. I don't know why id had to change it because it was leaked though.
[QUOTE=BenjaminTennison;46605747]I doubt Valve *lost* the code, it was only leaked and they were forced to drastically change it. Man, what if Axel Gembe just waited instead...[/QUOTE] I was replying to a maymay
[QUOTE=Sally;46506548]Mostly Klow best I can tell[/QUOTE] is there anywhere i can get them?
[QUOTE=9999999;46630657]is there anywhere i can get them?[/QUOTE] They were compiled by different people, you gotta be more specific about the maps you want to get.
[QUOTE=HGrunt;46630818]They were compiled by different people, you gotta be more specific about the maps you want to get.[/QUOTE] The versions of d1_c17_01
[url]http://www.moddb.com/mods/half-life2-origin[/url] is this active?
[QUOTE=9999999;46679921][url]http://www.moddb.com/mods/half-life2-origin[/url] is this active?[/QUOTE] I doubt it, they've been inactive for a long while now, unfortunately.
I don't remember if it was here or on the HL thread, but, just in case... Nicknine mentionated that originally npcs would be able to use the alt-fire of the SMG1, but it was disabled. So I went and restored the code: [video=youtube;bRB3uT3EkJM]http://www.youtube.com/watch?v=bRB3uT3EkJM[/video] The code is meant to be used for the Combine Elite Soldier, but it can be easily adapted for every npc. Also on the video I'm showing that the RPG npcs seems to be better than I saw at HL2, maybe because they got improved on EP2, or in Source 2013 (they even use the laser sight). Fun fact: The code that checks if is ok to fire the grenade launcher is the same that the Hgrunt has at HL1, just adapted to Source.
Is it just me or does their AI seem a bit better?
The Combine AI was made for larger open areas with a lot of cover, and most maps in HL2 were pretty close cornered, so they seemed pretty stupid and charged at you instead of taking cover
[QUOTE=Maestro Fenix;46726970]I don't remember if it was here or on the HL thread, but, just in case... Nicknine mentionated that originally npcs would be able to use the alt-fire of the SMG1, but it was disabled. So I went and restored the code: [video=youtube;bRB3uT3EkJM]http://www.youtube.com/watch?v=bRB3uT3EkJM[/video] The code is meant to be used for the Combine Elite Soldier, but it can be easily adapted for every npc. Also on the video I'm showing that the RPG npcs seems to be better than I saw at HL2, maybe because they got improved on EP2, or in Source 2013 (they even use the laser sight). Fun fact: The code that checks if is ok to fire the grenade launcher is the same that the Hgrunt has at HL1, just adapted to Source.[/QUOTE] So only the Elites can use this, not regular Soldiers. Is it possible to have a download?
[QUOTE=9999999;46730365]The Combine AI was made for larger open areas with a lot of cover, and most maps in HL2 were pretty close cornered, so they seemed pretty stupid and charged at you instead of taking cover[/QUOTE] So kinda like the Black Ops then (you only fought them in large areas with lots of cover I remember)? How is the HECU AI in comparison?
[QUOTE=PikaCommando;46728993]Is it just me or does their AI seem a bit better?[/QUOTE] The Elites just behave like always, but I have to say I was surprised that the npcs (at least now the rebels) can handle better the RPG (they even use the laser sight to guide the rocket). I can tell you from my own experiences in Source 2007 that they spend half the time moving around to find a place to fire the rocket, and when they do, they don't use the laser. If they got improved on Episodic games/Source 2013, that's one thing I have to check. One thing is for sure: I don't have to work on it then (since originally I was going to fix it too). [QUOTE=9999999;46730365]The Combine AI was made for larger open areas with a lot of cover, and most maps in HL2 were pretty close cornered, so they seemed pretty stupid and charged at you instead of taking cover[/QUOTE] They continue charging at you, you can see it on the video. No matter what tactics you choose (normal, pressure until 30ft, pressure) or the node hints you put on the map. Is funny that they barely are able to hit a target with the SMG1, unlike the rebels, yet if you give them the AR2, they barely miss. :v: [QUOTE=BoxBuilder999;46730890]So only the Elites can use this, not regular Soldiers. Is it possible to have a download?[/QUOTE] Let me explain you first how the code is set to make the soldier decide to use the grenade launcher: At the code of npc_combine.cpp, there is a part where it defines what to use in order to attack with a long range weapon, if the grenade or the grenade launcher. The code is set so if is an Elite, it must use the alt fire of the current weapon (AR2 energy ball or the grenade launcher of the SMG1), and if is the other soldiers, the normal grenade. This is also derivated/inspirated on Half-Life 1. On there, the Hgrunts are organized by little squads, with a leader. This leader, who uses the leader model (the one with the beret) is also the one who has the M4+Grenade Launcher (yes, this is how it works on HL. If you select the Shotgun weapon, you will get the Balaclava model, and such). You only have to see that on HL, you never see the leader squad using a grenade, since they have something better. It should be simple to do a light modification to do both (I wonder if there is more stuff from the Hgrunt on the Combine code). *Extra fact: on the Combine soldier code I also saw that originally the Elites could be ran out of AR2 energy balls. This was disabled until EP2, or at least that's what the comment says.* And as I always do, I released the code here (look at the description of the video next time): [url]https://developer.valvesoftware.com/wiki/HL2_snippets#Restoring_Combine_Elite_Soldier_hability_to_use_the_alt_fire_of_the_SMG1[/url] On the following hours/days I will upload to GitHub the modificated files, for those who want to download files instead. [QUOTE=Mech Bgum;46732779]Those grenades look so disturbing, smoke is unaffected by the movement, should leave a trail instead.[/QUOTE] Weird, right? Same happens when the player fires it. The grenade itself oscillates on the air (best seen on long shots with host_timescale 0.5). [QUOTE=PikaCommando;46733259]So kinda like the Black Ops then (you only fought them in large areas with lots of cover I remember)? How is the HECU AI in comparison?[/QUOTE] I thought that the only difference on their AI were that they don't chatter and that they have defined at the code the Hgrunts as enemies. The rest was shared/the same (and well, the karate kick melee, but you don't need to code that).
[QUOTE=Maestro Fenix;46733735] On the following hours/days I will upload to GitHub the modificated files, for those who want to download files instead.[/QUOTE] I did look at the video description. That's what I meant by "download," as I don't really know how to compile code and stuff. [QUOTE=PikaCommando;46733259]So kinda like the Black Ops then (you only fought them in large areas with lots of cover I remember)? How is the HECU AI in comparison?[/QUOTE] I feel that in Opposing Force, the fact that the HECU had to follow the player restricted their AI somewhat, because they had to stick close to the player at all times.
[QUOTE=Maestro Fenix;46733735]The Elites just behave like always, but I have to say I was surprised that the npcs (at least now the rebels) can handle better the RPG (they even use the laser sight to guide the rocket). I can tell you from my own experiences in Source 2007 that they spend half the time moving around to find a place to fire the rocket, and when they do, they don't use the laser. If they got improved on Episodic games/Source 2013, that's one thing I have to check. One thing is for sure: I don't have to work on it then (since originally I was going to fix it too). They continue charging at you, you can see it on the video. No matter what tactics you choose (normal, pressure until 30ft, pressure) or the node hints you put on the map. Is funny that they barely are able to hit a target with the SMG1, unlike the rebels, yet if you give them the AR2, they barely miss. :v: Let me explain you first how the code is set to make the soldier decide to use the grenade launcher: At the code of npc_combine.cpp, there is a part where it defines what to use in order to attack with a long range weapon, if the grenade or the grenade launcher. The code is set so if is an Elite, it must use the alt fire of the current weapon (AR2 energy ball or the grenade launcher of the SMG1), and if is the other soldiers, the normal grenade. This is also derivated/inspirated on Half-Life 1. On there, the Hgrunts are organized by little squads, with a leader. This leader, who uses the leader model (the one with the beret) is also the one who has the M4+Grenade Launcher (yes, this is how it works on HL. If you select the Shotgun weapon, you will get the Balaclava model, and such). You only have to see that on HL, you never see the leader squad using a grenade, since they have something better. It should be simple to do a light modification to do both (I wonder if there is more stuff from the Hgrunt on the Combine code). *Extra fact: on the Combine soldier code I also saw that originally the Elites could be ran out of AR2 energy balls. This was disabled until EP2, or at least that's what the comment says.* And as I always do, I released the code here (look at the description of the video next time): [url]https://developer.valvesoftware.com/wiki/HL2_snippets#Restoring_Combine_Elite_Soldier_hability_to_use_the_alt_fire_of_the_SMG1[/url] On the following hours/days I will upload to GitHub the modificated files, for those who want to download files instead. Weird, right? Same happens when the player fires it. The grenade itself oscillates on the air (best seen on long shots with host_timescale 0.5). I thought that the only difference on their AI were that they don't chatter and that they have defined at the code the Hgrunts as enemies. The rest was shared/the same (and well, the karate kick melee, but you don't need to code that).[/QUOTE] I meant the HECU AI in comparison to the Combine AI.
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