• The Half-Life 1 Alpha leak
    1,545 replies, posted
[QUOTE=GameDev;39199471]A friend of mine found someone with the same cd as me.. in fact he has two versions.. [thumb]http://www.tricorponline.com/phox/Phoxfiles/half-life%20crazyness/HPIM0385.JPG[/thumb][/QUOTE] I was lucky to find someone who sold Half-Life, expansions, and Gunman Chronicles in their original boxes for a cheap price. Too bad the UK versions don't have those cool flaps.
[QUOTE=exevideogamer;39201491]Soooooooooo...what happened? did he find the disc or what?[/QUOTE] From what I remember reading, the owner is moving in a month and when they go through their stuff they'll look.
[QUOTE=Wormy;39203077]How do you fix the tiny resolution when you use Half-Life.bat? I have set the colors to 16 bit. It looks like this for me: [img_thumb]http://sadpanda.us/images/1346698-987FNTQ.png[/img_thumb][/QUOTE] It looks like you're running it in software mode. Change "engine" to "enginegl" in the bat file.
[QUOTE=Wormy;39203077]How do you fix the tiny resolution when you use Half-Life.bat? I have set the colors to 16 bit. It looks like this for me: [img_thumb]http://sadpanda.us/images/1346698-987FNTQ.png[/img_thumb][/QUOTE] Press Esc > Options > Video modes.
[QUOTE=Wormy;39203139] When I followed your advice I keep getting this error: Hunk_Alloc: failed on 22624 bytes[/QUOTE] Try a low resolution.
[QUOTE=Wormy;39203139]When I followed your advice I keep getting this error: Hunk_Alloc: failed on 22624 bytes[/QUOTE] Try to change the resolution before loading a map.
[QUOTE=GameDev;39199471]A friend of mine found someone with the same cd as me.. in fact he has two versions.. [thumb]http://www.tricorponline.com/phox/Phoxfiles/half-life%20crazyness/HPIM0385.JPG[/thumb][/QUOTE] What is that white disk in the lower right corner? It looks familiar, but I can't remember what it is.
[QUOTE=supersoldier58;39204310]What is that white disk in the lower right corner? It looks familiar, but I can't remember what it is.[/QUOTE] Looks like Half-Life and Counter-Strike.
[QUOTE=ZaxonYin;39171312]Alex Truman 18 hours ago ERROR: error writing .BMP: "\Users\Zaxon\Desktop\New folder\" ERROR: error writing .BMP: "\Users\Zaxon\Desktop\New folder\-Þóï" ERROR: error writing .BMP: "\Users\Zaxon\Desktop\New folder\1äYä" ERROR: error writing .BMP: "\Users\Zaxon\Desktop\New folder\" Writing .QC: "C:\Users\Zaxon\Desktop\New* folder\headcrab.qc" im getting somewhere to decompiling Alpha Models :D[/QUOTE] When will this decompiler be released?
[QUOTE=Wormy;39203077]How do you fix the tiny resolution when you use Half-Life.bat? I have set the colors to 16 bit. It looks like this for me: [img_thumb]http://sadpanda.us/images/1346698-987FNTQ.png[/img_thumb][/QUOTE] Do vid_forcemode 3 or vid_forcemode 4.
[QUOTE=Bitl;39205523]When will this decompiler be released?[/QUOTE] well, we've seen some stuff, i really cant wait for a decompiler, or at least the models ready for goldsrc
[QUOTE=Jad Hinto;39201112]Holy shit. That's the goddamn motherlode of Valve stuff.[/QUOTE] you didn't even see the other half [thumb]http://www.tricorponline.com/phox/Phoxfiles/half-life%20crazyness/HPIM0381.JPG[/thumb] [editline]13th January 2013[/editline] also if you didn't notice he has both further data one and two, which is probably just as rare as those alpha discs
[QUOTE=GameDev;39206438]you didn't even see the other half [thumb]http://www.tricorponline.com/phox/Phoxfiles/half-life%20crazyness/HPIM0381.JPG[/thumb] [editline]13th January 2013[/editline] also if you didn't notice he has both further data one and two, which is probably just as rare as those alpha discs[/QUOTE] so many lambdas
[QUOTE=GameDev;39206438]you didn't even see the other half [thumb]http://www.tricorponline.com/phox/Phoxfiles/half-life%20crazyness/HPIM0381.JPG[/thumb] [editline]13th January 2013[/editline] also if you didn't notice he has both further data one and two, which is probably just as rare as those alpha discs[/QUOTE] You do realize that the Further Data disks were given out for free in stores right? They are far from rare.
[QUOTE=GameDev;39206438]you didn't even see the other half [thumb]http://www.tricorponline.com/phox/Phoxfiles/half-life%20crazyness/HPIM0381.JPG[/thumb] [editline]13th January 2013[/editline] also if you didn't notice he has both further data one and two, which is probably just as rare as those alpha discs[/QUOTE] I might have beaten him in one aspect, does he have the Sony Underground demo disc of the June 2002 issue of PlayStation Magazine? (It is the only disk ever made that has uplink for PS2 on it, apparently not many people know that).
[QUOTE=Bitl;39205523]When will this decompiler be released?[/QUOTE] i used a Hex Editor on it it works but you need to Hex it all. witch could take 2 to 4 hours :;{
Just played the singleplayer maps on multiplayer with a friend. NPC's don't show up, only scripted events show. It was interesting, but the same experience of course. EDIT: Play on Coop, and NPC's show up for you and the player.
[img]http://i.imgur.com/5mMg5.jpg[/img] :v:
[QUOTE=JustGman;39207822][img]http://i.imgur.com/5mMg5.jpg[/img] :v:[/QUOTE] [I] Superbus via inscientiae[/I] ? Isn't that the scripture seen in the questionable ethic labs in the final version ?
PowerVR PCX2 works with it fine, steady around 28fps in 32-bit color [IMG]http://leileilol.mancubus.net/powervr/hla-pcx2.jpg[/IMG] [IMG]http://leileilol.mancubus.net/powervr/techdemo0003.jpg[/IMG] [IMG]http://leileilol.mancubus.net/powervr/techdemo0005.jpg[/IMG] If you think these screenshots are normal, consider that this is one of those exotic video cards that don't have a proper GL icd, and does things [I]very differently[/I] (infinite planes, tiled rendering, no blending modes, video passthrough on the bus, and one of the few to even have a stencil buffer and 32-bit color at the time). PowerVR was 3dfx's first real dangerous competitor since it was the only other that performed as well.
[QUOTE=_Axel;39208503][I] Superbus via inscientiae[/I] ? Isn't that the scripture seen in the questionable ethic labs in the final version ?[/QUOTE] [img]http://images.wikia.com/half-life/en/images/c/cc/Superbus_via_inscientiae.png[/img]
[QUOTE=GameDev;39206438]you didn't even see the other half [thumb]http://www.tricorponline.com/phox/Phoxfiles/half-life%20crazyness/HPIM0381.JPG[/thumb] [editline]13th January 2013[/editline] also if you didn't notice he has both further data one and two, which is probably just as rare as those alpha discs[/QUOTE] What are those tiny discs in the middle, and what's the difference between the three Blue Shift boxes lying down? Pictures like these always spark my curiousity.
-snip-
Another guy on the Reddit post claims to have been a beta tester and had a lot of disks that he lost. He has a signed box of the game. [IMG]http://web.archive.org/web/20030225193108/http://planethalflife.com/nostalgia/halflife/packaging/signed_box.jpg[/IMG]
[quote=Above image]most fluid and intricate motion ever seen[/quote] times were tough
Is it possible for someone to covert the Hassault model version to the current version for the alpha, so it can spawn?
Somebody should start a Beta Discussion Thread. I'm no good at OP's so I'm just throwing the suggestion out there.
[b]Version 6 MDL[/b] (0x0000) id: int (0x0004) version: int (0x0008) name: char[64] (0x0048) length (bytes): int (0x004C) unknown count: int (0x0050) unknown offset: int (0x0054) unknown count: int (0x0058) unknown offset: int (0x005C) unknown count: int (animations?) (0x0060) unknown offset: int (0x0064) unknown count: int (textures?) (0x0068) unknown offset: int [b]Texture Format[/b] name: char[64] width: int height: int offset: int This is a work in progress, feel free to help out if you know what you're doing. I barely have any idea what I'm doing [img]http://www.facepunch.com/fp/ratings/funny2.png[/img]
[QUOTE=DevinWatson;39222471][b]Version 6 MDL[/b] (0x0000) id: int (0x0004) version: int (0x0008) name: char[64] (0x0048) length (bytes): int (0x004C) unknown count: int (0x0050) unknown offset: int (0x0054) unknown count: int (0x0058) unknown offset: int (0x005C) unknown count: int (animations?) (0x0060) unknown offset: int (0x0064) unknown count: int (textures?) (0x0068) unknown offset: int [b]Texture Format[/b] name: char[64] width: int height: int offset: int This is a work in progress, feel free to help out if you know what you're doing. I barely have any idea what I'm doing [img]http://www.facepunch.com/fp/ratings/funny2.png[/img][/QUOTE] I have a bit of experience with Valve's model formats in C++. I'll be messing around with these models in my spare time. It's like the hl2 beta all over again :D Edit: Messed around with the header a bit before bed, this is what I have so far.. not extensively investigated yet As you can see there's a lot missing in this version (compared to retail v10). No hitboxes, no sequence groups, no flags, etc.. Edit again: more structures, I never got into animations so I don't really know how to work with those :( [code]//Structures for Half Life 1 Alpha studio models *.mdl struct mstudiobone_t { char name[32]; // Looks like only first bone has a name?? all following are null int parent; // parent bone, root = -1 int unused[21]; //no positions or rotations are stored here like later versions, default pose must be stored in animations }; struct mstudiotexture_t { char name[64]; int flags; int width; int height; int index; }; struct mstudiobodyparts_t { char name[64]; int nummodels; int base; int modelindex; // index into models array }; struct mstudiobonecontroller_t { int bone; // -1 == 0 int type; // X, Y, Z, XR, YR, ZR, M float start; float end; }; struct studiohdr_t { int ident; int version; char name[64]; int length; int numbones; // bones int boneindex; int numbonecontrollers; // bone controllers int bonecontrollerindex; int numseq; // animation sequences int seqindex; int numtextures; // raw textures int textureindex; int texturedataindex; int numskinref; // replaceable textures int numskinfamilies; int skinindex; int numbodyparts; int bodypartindex; int unused[14]; }; [/code]
that hi-poly robot kinda remind me the P-Body on portal
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