• Half-Life 2 Cut Content V2 - Drama posts are week ban
    5,017 replies, posted
Got more Episode 2 alpha/beta content right off the platter for you guys this time its for download These are prototype VMF's from Valve for the Episode 2 strider battle nearing the end of the game. I do not have a date on these VMF's, I will not tell my source. [url]https://mega.nz/#!Y0c1EDCa!rsfcpRExz4MldxbL0gfRkse3D8olwFNmE6JBsS9p8iA[/url] proto_finale3.vmf is heavily unfinished and there are several graphical anomalies while panning around the editor, there is also a white mask over a part of the displacements. it does not have a sealed skybox so be advised when attempting to compile. proto_finale1 and 2 have sealed skyboxes yet dont seem to be fully finished depending on their displacements which look really square-like.
Your source is probably the Source developer depot everyone seems to be talking about. Fucking hell.
[QUOTE=SFC003;50879554]Your source is probably the Source developer depot everyone seems to be talking about. Fucking hell.[/QUOTE] I have not received these from a depot. While I will not go into detail about my source they are not from the Source developer depot.
[QUOTE=imheretoserve;50879558]I have not received these from a depot. While I will not go into detail about my source they are not from the Source developer depot.[/QUOTE] Either they're from a depot, or they're from a former or current Valve employee - or your source is lying. Making a new account for this is also extremely suspicious. Sorry for doubting you but the timing of all of this just seems really weird.
[QUOTE=imheretoserve;50879550]Got more Episode 2 alpha/beta content right off the platter for you guys this time its for download These are prototype VMF's from Valve for the Episode 2 strider battle nearing the end of the game. I do not have a date on these VMF's, I will not tell my source. [url]https://mega.nz/#!Y0c1EDCa!rsfcpRExz4MldxbL0gfRkse3D8olwFNmE6JBsS9p8iA[/url] proto_finale3.vmf is heavily unfinished and there are several graphical anomalies while panning around the editor, there is also a white mask over a part of the displacements. it does not have a sealed skybox so be advised when attempting to compile. proto_finale1 and 2 have sealed skyboxes yet dont seem to be fully finished depending on their displacements which look really square-like.[/QUOTE] Pelpix is going to react well to this.
i always find it weird when these beta files dont have the original modified dates - but these VMFs seem legit. anybody see anything to the contrary?
[QUOTE=livelong;50879607]Pelpix is going to react well to this.[/QUOTE] Can't wait for Drama 3.5
[QUOTE=Jackathan;50879623]i always find it weird when these beta files dont have the original modified dates - but these VMFs seem legit. anybody see anything to the contrary?[/QUOTE] this happens to me if i move over something into a zipped file it changes the dates wtf is going on
[img]http://i.imgur.com/oF3gVeg.png[/img] [highlight](User was banned for this post ("Dumb meme shit" - postal))[/highlight]
[img]http://i.imgur.com/9Lkmtan.png[/img] [I]general cubbage[/I] [editline]13th August 2016[/editline] thanks sergeantstalker for telling me about that
What's with the sudden influx of Episode 2 content? By the way, imheretoserve, whoever you are, in case if you ever get a chance to find this kind of stuff in the future again but only get to leak one, choose something important or unseen before (up close, at least) like c17_02 or the gasmask please. [QUOTE=Exploders;50879625]Can't wait for Drama 2: Episode 1[/QUOTE] Fixed that for ya
By the way, have any of you guys ever attempted dating maps from WC map pack and other sources by the editor build number? The VMF's contain embedded info on build number of Hammer they were created with. For example, the EP2 maps from above yield build numbers 3464, 3497, 3498. The editor build I used for my map a year ago was 6356. Editor builds for WC map pack are variable, but some examples are: 2100, 2423, 3368, 1518, 1874, etc. VHE is being worked on constantly, with various features added or bugs fixed. Work on the editor has been going on non-stop since the switch from RMF to VMF has happened. This gives enough confidence that editor build numbers have been rising pretty steadily while there was active work going on on the game. While the build numbers very clearly specify relative sequence of when maps were worked on (higher build numbers mean map was worked on later), they can also be indicative of time spans, especially for maps that were worked on around the same time. I could run a more in-depth analysis of all the maps. Editor build is certainly a much more reliable dating source than file dates (especially for older maps), as I can already see that file dates don't match up to editor builds at all in many files. Version header looks like this (example for d3_broealis_02_001.vmf, the editor build makes this a very very old map. File date is 29.05.2002): [code] versioninfo { "editorversion" "400" "editorbuild" "2030" "mapversion" "1321" "prefab" "0" } [/code]
im sorry if any shitstorm is caused, i'm only doing what i think is right
[QUOTE=BlackPhoenix;50879863]By the way, have any of you guys ever attempted dating maps from WC map pack and other sources by the editor build number? The VMF's contain embedded info on build number of Hammer they were created with. For example, the EP2 maps from above yield build numbers 3464, 3497, 3498. The editor build I used for my map a year ago was 6356. Editor builds for WC map pack are variable, but some examples are: 2100, 2423, 3368, 1518, 1874, etc. VHE is being worked on constantly, with various features added or bugs fixed. Work on the editor has been going on non-stop since the switch from RMF to VMF has happened. This gives enough confidence that editor build numbers have been rising pretty steadily while there was active work going on on the game. While the build numbers very clearly specify relative sequence of when maps were worked on (higher build numbers mean map was worked on later), they can also be indicative of time spans, especially for maps that were worked on around the same time. I could run a more in-depth analysis of all the maps. Editor build is certainly a much more reliable dating source than file dates (especially for older maps), as I can already see that file dates don't match up to editor builds at all in many files. Version header looks like this (example for d3_broealis_02_001.vmf, the editor build makes this a very very old map. File date is 29.05.2002): [code] versioninfo { "editorversion" "400" "editorbuild" "2030" "mapversion" "1321" "prefab" "0" } [/code][/QUOTE] This is actually what I knew all along but never could get myself bothered to check and compare all those numbers. Someone should though...
I like how on this map there's orange arrows everywhere bluntly pointing out everything important. [url=http://imgur.com/84rIZMp][img]http://i.imgur.com/84rIZMpl.png[/img][/url]
[QUOTE=imheretoserve;50879550]Got more Episode 2 alpha/beta content right off the platter for you guys this time its for download These are prototype VMF's from Valve for the Episode 2 strider battle nearing the end of the game. I do not have a date on these VMF's, I will not tell my source. [url]https://mega.nz/#!Y0c1EDCa!rsfcpRExz4MldxbL0gfRkse3D8olwFNmE6JBsS9p8iA[/url] proto_finale3.vmf is heavily unfinished and there are several graphical anomalies while panning around the editor, there is also a white mask over a part of the displacements. it does not have a sealed skybox so be advised when attempting to compile. proto_finale1 and 2 have sealed skyboxes yet dont seem to be fully finished depending on their displacements which look really square-like.[/QUOTE] All i can currently say is... What... The... Hell How did you do this? When? Why? (Oh yeah right..)
[QUOTE=Cvoxalury;50879923]This is actually what I knew all along but never could get myself bothered to check and compare all those numbers. Someone should though...[/QUOTE] I'm on it. I'll post CSV with all data here after I'm done. I will try to correlate build numbers to file dates too.
[QUOTE=livelong;50879935]I like how on this map there's orange arrows everywhere bluntly pointing out everything important. [url=http://imgur.com/84rIZMp][img]http://i.imgur.com/84rIZMpl.png[/img][/url][/QUOTE] It all goes [URL="http://combineoverwiki.net/wiki/File:D3_c17_10a_oldnexus.jpg"]from the original leak[/URL], too.
[img]http://i.imgur.com/z9t2vMX.png[/img] welp i wish we had that
This stuff is really interesting, wonder if there are other proto_ maps from ep2.. Maybe even from ep1?
[QUOTE=BlackSnow;50879994]This stuff is really interesting, wonder if there are other proto_ maps from ep2.. Maybe even from ep1?[/QUOTE] I'm positive we'll see more of them released. It's kinda obvious now who has them and who's gonna try and release. And not much there to stop them.
Okay, so i found something interesting... If you go to ep2/cfg/skill_episodic.cfg you'll find on the last line has: // advisor sk_advisor_health "1000" Whats strange that it's set to be decided by the difficulty, and we don't fight any advisors in EP2... At least we're not supposed to.
[QUOTE=BlackSnow;50880029]Okay, so i found something interesting... If you go to ep2/cfg/skill_episodic.cfg you'll find on the last line has: // advisor sk_advisor_health "1000" Whats strange that it's set to be decided by the difficulty, and we don't fight any advisors in EP2... At least we're not supposed to.[/QUOTE] Advisors having wip/disabled combat AI in Ep2 is old news kinda.
[QUOTE=Cvoxalury;50880035]Advisors having wip/disabled combat AI in Ep2 is old news kinda.[/QUOTE] True, but i found something else really interesting: if you create chapter8.fg in the cfg folder, you'll get this: [img]http://i.imgur.com/fmudsId.jpg[/img] This could mean that chapter 8 once existed and could've been longer... [editline]13th August 2016[/editline] [QUOTE=BlackSnow;50880050]True, but i found something else really interesting: if you create chapter8.fg in the cfg folder, you'll get this: [img]http://i.imgur.com/fmudsId.jpg[/img] This could mean that chapter 8 once existed and could've been longer...[/QUOTE] EDIT: Looks like the advisors had hands like in retail EP2 but used the older HL2 design...
finale_2 compile gives 100% CPU :eyeroll:
[QUOTE=chipsnapper2;50880078]finale_2 compile gives 100% CPU :eyeroll:[/QUOTE] Yeah don't compile finale_2 since that thing will blow up your PC EDIT: Motherfucking finale_3 does this too! What is this??!?!
Fairly insignificant, but now it's clear what the "models/ep2_out12_hut1/hut_group*.mdl" stuff in Episode Two files is for. It's a cinematic destruction model for the building featured prominently in proto_ maps, here placed for comparison, suggesting said building was cut late. [t]http://i.imgur.com/4dqwVg1.jpg[/t]
Do you guys know how to figure out build date of a Hammer executable? I could really use some set of data on which hammer build numbers correspond to which build dates. I've only managed to get the HL2 leak hammer dated, since I had original file dates.
[QUOTE=BlackPhoenix;50880115]Do you guys know how to figure out build date of a Hammer executable? I could really use some set of data on which hammer build numbers correspond to which build dates. I've only managed to get the HL2 leak hammer dated, since I had original file dates.[/QUOTE] just compile some blank map? or fuck around with hex editing to find the offset, idk.
[QUOTE=Zelpa;50880128]just compile some blank map? or fuck around with hex editing to find the offset, idk.[/QUOTE] I know build numbers (they are shown in the about box), but not dates when the hammer executables were built. They don't have version information embedded.
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