• Half-Life 2 Cut Content V2 - Drama posts are week ban
    5,017 replies, posted
[QUOTE=HGrunt;50913211]A lot of textures were de-x'd in the HL2 beta mega patch, available on that russian site, so you should check it out as to not do unnecessary work.[/QUOTE] Those X's are faded away but still visible, though. So it wasn't ideal. [editline]19th August 2016[/editline] [QUOTE=lopatkevin;50913407]most games that use source also use another engine too[/QUOTE] Wat?
[QUOTE=lopatkevin;50913407]It amazes me that people would spend $1000 of dollars on a engine that is over 10 yrs old doesn't seem worth I would just use unreal or something else up to date [editline]19th August 2016[/editline] And to be real I don't think any good games are losing any valuables and most games that use source also use another engine too[/QUOTE] Unless its a yearly cost it most likely costs alot more than $1000 as just to sell a standard source mod on steam for money you need to pay Havok $25,000 for the physics engine
[QUOTE=MrHashshashin;50913599]Unless its a yearly cost it most likely costs alot more than $1000 as just to sell a standard source mod on steam you need to pay Havok $25,000 for the physics engine[/QUOTE] I kinda doubt people like Bitl paid $26,000 to put their free mod onto Steam.
[QUOTE=MrHashshashin;50913599]Unless its a yearly cost it most likely costs alot more than $1000 as just to sell a standard source mod on steam you need to pay Havok $25,000 for the physics engine[/QUOTE] don't you need to do that only if you're going to sell your Source game for money?
[QUOTE=stimms212;50913012]Have you tried this with the sky_c17_05 textures? It's left in the Counter Strike: Source files, some clown put a thick fucking x on each file, this skybox isn't even in the hl2 leak to my knowledge.[/QUOTE] I have this from an old version of CS:S from before they were X'd [url]https://www.dropbox.com/s/72jnjltb8bpyqdv/sky_c17_05.zip?dl=0[/url] [editline]19th August 2016[/editline] keeping with posting concepts and sculpts, here's the original final design for the portal turret vs the final game mesh and texture Initial: [t]http://i.cubeupload.com/NhZlTx.png[/t] Final: [t]http://i.cubeupload.com/QkLkgs.png[/t] Initial is 2048x2048 and hand-painted, lots more detail, but it's rough and there are a lot of brush marks from hand-painting.
[QUOTE=PelPix123;50914002]I have this from an old version of CS:S from before they were X'd [url]https://www.dropbox.com/s/72jnjltb8bpyqdv/sky_c17_05.zip?dl=0[/url][/QUOTE] Wow, you actually have those too? Are you a god? Also that high res turret looks neato.
[QUOTE=PelPix123;50914002]I have this from an old version of CS:S from before they were X'd [url]https://www.dropbox.com/s/72jnjltb8bpyqdv/sky_c17_05.zip?dl=0[/url][/QUOTE] Just curious, how long and for what games have you been collecting all this data? Also can you confirm that anything has been removed from the source dev caches? If not I'm totally okay with that.
[QUOTE=natekill3;50914295]Just curious, how long and for what games have you been collecting all this data? Also can you confirm that anything has been removed from the source dev caches? If not I'm totally okay with that.[/QUOTE] Since 2006, and every Valve game. Don't have access, wouldn't be able to tell you about removals. sorry.
[QUOTE=PelPix123;50845981]my valve beta archive is about 700 gigabytes[/QUOTE] WOW! even thou its duplicates of files i think its still so much other content!
It would have been awesome if we got this intro in Portal 2: [video]https://youtu.be/8YFk1Nk4qac?t=1m18s[/video] The only Problem is the FOV. EDIT: It starts at 1:18 [editline]20th August 2016[/editline] [QUOTE=Creeper4414;50915171]It would have been awesome if we got this intro in Portal 2: [video]https://youtu.be/8YFk1Nk4qac?t=1m18s[/video] The only Problem is the FOV. EDIT: It starts at 1:18[/QUOTE] It's kinda funny that they used a curiosity core line for the turret that fell in the incinerator..
Anyone know where the overwatch sound files are stored in Ep2?
I don't think that intro was rendered in engine.
Someone got the source engine 2012's source code. [url]https://v3rmillion.net/showthread.php?tid=124017[/url] just found it on here.. update: didn't know this was source engine 2007
[QUOTE=whatisit;50915513]Someone got the source engine 2012's source code. [url]https://v3rmillion.net/showthread.php?tid=124017[/url] just found it on here..[/QUOTE] Yeah you can just go ahead and quote the post instead of having us register to view a restricted thread on a sketchy ass forum
[QUOTE=BandClassHAH;50915580]Yeah you can just go ahead and quote the post instead of having us register to view a restricted thread on a sketchy ass forum[/QUOTE] [url]http://prntscr.com/c7wt6d[/url]
[QUOTE=whatisit;50915513]Someone got the source engine 2012's source code. [url]https://v3rmillion.net/showthread.php?tid=124017[/url] just found it on here..[/QUOTE] Still the 2007 leak from 2012. Nothing interesting.
[QUOTE=BandClassHAH;50915580]Yeah you can just go ahead and quote the post instead of having us register to view a restricted thread on a sketchy ass forum[/QUOTE] [Quote]Louka Necessity knows no law! **** FaZe Posts: 557 Threads: 68 Joined: Feb 2016 Reputation: 27 Deputy I obtained the source code of the 2012 build of Valve's Source Engine (used by Portal 2 and recent versions of TF2, maybe CSGO?) through witchcraft and I have no idea what to do with it. There's also some X360 APIs in there but they aren't complete (Valve was probably rewriting their X360 port of the Source Engine at the time). Any ideas? (it's fully compilable as well) [IMG]https://vgy.me/mjZPGd.png[/IMG] [IMG]https://vgy.me/wZ6jMy.png[/IMG][/quote]
[img]http://i.imgur.com/BBXkwdl.png[/img] yep
[QUOTE=ProZak;50915605]Still the 2007 leak from 2012. Nothing interesting.[/QUOTE] what did i just posted - accidently and i didn't know it was source engine 2007
What you just 'did posted' is from a leak of the source 2007 build back in 2012, it notably included tf2 and portal code.
[QUOTE=stimms212;50915657]What you just 'did posted' is from a leak of the source 2007 build back in 2012, it notably included tf2 and portal code.[/QUOTE] i didn't know it was from 2007
the leak was from 2012 but the source code is the 2007 branch
Yes people have said this about 5 times now.
Would be cool if someone had a backup of Episode 1, from around 2007, when we could do "give npc_ministrider"
[QUOTE=BlackSnow;50915485]Anyone know where the overwatch sound files are stored in Ep2?[/QUOTE] sound/vo/outland_07/barn sound/vo/outland_10/olde-inne
[QUOTE=Mr. Someguy;50915772]sound/vo/outland_07/barn sound/vo/outland_10/olde-inne[/QUOTE] Thanks a lot!
Could someone point out which maps in the WC Mappack use the sky_c17_05 skybox?
[QUOTE=bw1119;50916453]Could someone point out which maps in the WC Mappack use the sky_c17_05 skybox?[/QUOTE] There is 84 maps that uses this skybox texture: [CODE]aaron\building_test.vmf aaron\columns_test.vmf aaron\E3\e3_strider.vmf aaron\e3_sewer.vmf aaron\e3_sewer1.vmf aaron\e3_strider.vmf aaron\e3_strider01.vmf aaron\e3_strider02.vmf aaron\e3_strider03.vmf aaron\e3_strider2.vmf aaron\e3_strider2a.vmf aaron\e3_strider_002.vmf aaron\e3_strider_lux.vmf aaron\e3_strider_test.vmf aaron\e3_strider_vis_1.vmf aaron\lighttest3.vmf aaron\lighttest3c.vmf aaron\missle_launcher.vmf aaron\prefabs\prefab_buildings2.vmf aaron\prefabs\prefab_industrial.vmf aaron\prefabs\prefab_modern.vmf aaron\prefabs\prefab_residential.vmf aaron\prefab_buildings2.vmf aaron\prefab_industrial.vmf aaron\prefab_industrial01.vmf aaron\prefab_modern.vmf aaron\prefab_residential.vmf aaron\proto_citadel_skybox.vmf aaron\proto_citadel_skybox3.vmf aaron\strider_street05.vmf aaron\strider_street12.vmf auto_compile\e3_techdemo_5.vmf dave\old\d1_sewer10.vmf dave\old\d1_sewer11.vmf dave\old\d1_sewer12.vmf dave\old\d1_sewer13.vmf dave\old\d1_sewer15.vmf dave\old\d1_sewer16.vmf dave\old\d1_sewer17.vmf dave\old\d1_sewer23.vmf dave\old\d1_sewer25.vmf dave\old\d1_sewer35.vmf dave\old\d1_sewer36.vmf dave\old\d1_sewer37.vmf dave\old\d1_sewer41.vmf dave\old\d1_sewer43.vmf dave\old\d1_sewer44.vmf dave\old\d1_sewer46.vmf dave\old\d1_sewer47.vmf dave\old\d1_sewer48.vmf dave\old\d1_sewer49.vmf dave\old\d1_sewer51c.vmf dave\old\d1_sewer51f.vmf dave\old\d1_sewer_steam1.vmf dave\old\d1_sewer_steam2.vmf demo\demo_citadel01.vmf e3_hydra\e3_hydra.vmf e3_techdemo\e3_techdemo_5.vmf justin\d4_palace01a.vmf justin\d4_palace_01.vmf marc\drive_modern.vmf marc\drive_residential.vmf prefabs\prefab_industrial.vmf prefabs\prefab_modern.vmf prefabs\prefab_residential.vmf randy\demo\demo_citadelpipes.vmf randy\demo\demo_physics.vmf randy\demo_camshaft.vmf randy\prefab_buildings.vmf randy\proto_citadel_002.vmf randy\proto_citadel_interior.vmf randy\proto_citadel_interior2.vmf randy\proto_citadel_interior3.vmf randy\proto_citadel_mechanical.vmf randy\proto_citadel_skybox.vmf randy\proto_citadel_tankroom.vmf d4_palace_01.vmf e3_hydra.vmf e3_strider.vmf tentacle.vmf test.vmf water_bug.vmf water_bug2.vmf water_error.vmf[/CODE]
Are there any other HL2 textures in leaked CSS that got the Purple X Treatment? Also, E3_Strider in the trailer and screenshot uses another skybox without any green (it's more brown, but still cloudy).
[QUOTE=BlackSnow;50915771]Would be cool if someone had a backup of Episode 1, from around 2007, when we could do "give npc_ministrider"[/QUOTE] I'm kinda sure you can find it on torrent trackers. I have my disc copy from 2006 but if I try to install it Steam would just update it. I guess. Or could I install it offline? Hmm. On an unrelated note, oh look, the source code for src 2006 still contains prop_stickybomb which is used in those proto_finale maps and got replaced by weapon_striderubster. It even calls for the pumpkin model: [CODE]void CPropStickyBomb::Precache( void ) { m_iszBreakableModel = AllocPooledString( "models/props_outland/pumpkin_explosive.mdl" ); PrecacheModel( STRING( m_iszBreakableModel ) ); PrecacheScriptSound( "NPC_AntlionGrub.Squash" ); BaseClass::Precache(); }[/CODE] Also looks like it wasn't supposed to break upon tossing it into world objects/other NPCs/props.
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