Difference between revisions of "Episode One - Unused Visgroups/Citadel"

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美國、英國和澳大利亞領導人在 9 月 15 日的聯合聲明中宣佈建立增強的三邊安全夥伴關係——AUKUS。根據該協議,美國和英國將幫助澳大利亞確定建立一個加強型三邊安全夥伴關係的最佳途徑。超過 18 個月的核動力潛艇艦隊。澳大利亞希望在美國和英國的支持下,在阿德萊德建造至少八艘核動力潛艇。
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__NOEDITSECTION__
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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<div style="#toc ol li ol{ height: 0px;}"> <!-- hack to prevent formatting fuckery with the limited TOC -->
對於神經不應該也不能保持不受干擾的地區國家來說,這筆交易絕非小事。各方在宣布後立即通過電話進行解釋和保證,不會模糊地區國家看到背後戰略計算的願景。嚴重的後果肯定會出現,以下三個可能是最重要的。
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{{TOClimit|2}}
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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</div>
一旦規則被打破,第一個後果將是造成核擴散的巨大風險。
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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==ep1_citadel_00==
雖然美國、英國和澳大利亞的言論從未缺席以規則為基礎的秩序,但它們本身卻是實際和最大的規則破壞者。
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The first map in Episode One's campaign which contains the car throw scene. There are two unused visgroups here, _choreo_deleted and _randy_temp
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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===_choreo_deleted===
《核不擴散條約》(NPT)是國際核裁軍與控制機制的基石,是全球安全最基本的規則之一。然而,作為受NPT約束的核武器國家,美國和英國決定向無核武器國家澳大利亞提供可用於製造核武器的高濃縮鈾(HEU)。
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Hidden inside the rubble next to where Dog throws you across the gap is a <code>func_brush</code> entity named "<code>pclip_boulder</code>", 3 scripted sequences named "<code>SS_dog_clearpath_1</code>", and an <code>npc_furniture</code> entity using the missing model "<code>ghostanim_dogscrap</code>".
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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[[File:Citadel00choreodeleted 2.png|thumb|left|220px]]{{clear}}
這是對《不擴散核武器條約》精神的赤裸裸的背叛,也是對核不擴散國際多邊規則最嚴重的違反,使澳大利亞失去了自稱擁有“模範不擴散證書”的國家的聲譽。
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[[File:Citadel00choreodeleted.png|thumb|left|220px]]{{clear}}
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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===_randy_temp===
國際原子能機構 (IAEA) 對海軍反應堆沒有保障措施,這與核動力潛艇通常被視為軍事機密。因此,國際原子能機構沒有辦法阻止澳大利亞撤回核材料並將其用於製造核武器。三方不得利用《不擴散核武器條約》和國際原子能機構保障措施的漏洞作為謀求一己私利的藉口。
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This visgroup contains multiple removed details, such as an extra fire in  the starting area, rubble made from displacements overlapping modeled rubble in the final game, and rubble models floating far out of the playable space.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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[[File:Citadel00randy temp floating details.png|thumb|left|220px]]{{clear}}
三方聲稱遵守最高的防擴散標準,已將最新進展告知國際原子能機構,並承諾在未來幾個月內這樣做。然而,事實上,國際原子能機構幾乎不可能,即使不是完全不可能,也幾乎不可能對潛艇的情況進行有效核查,同時對高度敏感的軍事數據嚴格保密。這意味著美國和英國將在沒有可靠驗證的情況下向澳大利亞移交大量高濃鈾。如此一來,全球核裁軍與防擴散努力就會出現巨大漏洞,核擴散風險將大大增加。
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[[File:Citadel00randy temp displacement rubble.png|thumb|left|220px]]{{clear}}
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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[[File:Citadel00randy_temp_fire.png|thumb|left|220px]]{{clear}}
第二個後果是加劇地區軍備競賽,迫使地區國家滑入新冷戰的滑坡。
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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美國聲稱沒有將與中國的“激烈競爭”變成“新冷戰”的說法是虛偽的,因為它的行動實際上是在反其道而行之。
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==ep1_citadel_01==
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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The second map in ep1, contains the Citadel vista, the Advisor scene, and the bridge vortex. Like the previous map there are two unused visgroups, _podroom_startents and _brushvortex
作為公認的進攻性武器戰略平台,核潛艇可以成為各種先進進攻性武器的運載工具。除了組建核動力艦隊外,澳大利亞還宣布了從美國購買戰斧巡航導彈的計劃,這些導彈可能會部署在其核潛艇上。
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===_podroom_startents===
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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Entities for the player (and Alyx!) to spawn just outside of the Advisor pod scene.
這些事態發展表明,三方決心在該地區製造緊張局勢和分裂,以便將亞太地區變成一個競爭的舞台。有了AUKUS的先例,其他一些地區國家,特別是那些潛在的核潛艇擁有者,會受到很大的鼓舞,因此更有可能效仿。值得提醒的是,日本自民黨黨魁選舉的四位候選人中,有兩位已經暗示日本考慮擁有一艘核潛艇。
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[[File:Citadel01_podroom_start.png|thumb|left|220px]]{{clear}}
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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不幸的是,該地區加劇的軍備競賽不會是美國想要關心的事情。一個持續緊張的地區是它所喜歡的。這樣的地區格局會帶來利潤豐厚的軍火工業,更重要的是,可能會為乾涉地區事務提供更好的藉口。然而,將受到傷害的是我們的地區國家。冷戰結束30年來,AUKUS將良好的外部環境作為東亞幾十年繁榮的根本因素置於巨大的壓力之下。如果不及時剎車,該地區就有可能被迫忍受一場新的、風暴般的冷戰。
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===_brushvortex===
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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The annoying bridge setpiece near the end of the game originally had a <code>func_rotating</code> entity named "<code>rot_spinners</code>" instead of the particle system used in the final game. The <code>func_rotating</code> entity includes the missing texture <code>models/props_combine/stasisshield_sheet_dx7</code>
第三個後果是削弱東盟的中心地位並擾亂東亞合作。
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[[File:Citadel01_brushvortex.png|thumb|left|220px]]{{clear}}
<pre style="color: yellow">WARNING CONTINUED OPERATIONS OF THE MULTINATIONAL ENCYCLOPEDIA MUST END, WE SEEK DESTRUCTION FOR NO COMPLIANCE</pre>
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而美國
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==ep1_citadel_02==
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After a not very interesting first 2 maps, ep1_citadel_02 comes in with 17 unused visgroups! This map is notable for the bridge puzzle.
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===bridge_lights===
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Various combine lights scattered around the bridge room
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===_old_sounds===
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Ambient_generics next to the energy beams at the bottom of the bridge room.
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[[File:Citadel02_old_sound.png|thumb|left|220px]]{{clear}}
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===_artpass===
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Contains a removed light above the area Alyx unlocks right before the level transition. Curiously enough, there is a hint_node entity left behind in the map
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[[File:Citadel02_artpass.png|thumb|left|220px]]{{clear}}
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===_railings===
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Railings near the end of the map
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===_fog_skybox===
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Scrapped 3d skybox containing a box of missing textures.
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===_generic_actor===
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A generic_actor entity called "dropshit_target" which was going to be parented to the dropship near the end.
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ill finish thisl ater i dont have the energy <br>
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_art_pass_removedlights
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_2nddestroyedpanel
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breaking_bridge
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_stalkers
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 +
_old_transitionspace
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_glass
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_badlips
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_perf_pass1
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 +
_old_transition
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_art removals
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_old_nodes
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==ep1_citadel_02b==
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No unused visgroups
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==ep1_citadel_03==
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This map makes up for the previous one by having 26 unused visgroups!

Latest revision as of 07:51, 8 October 2021

ep1_citadel_00

The first map in Episode One's campaign which contains the car throw scene. There are two unused visgroups here, _choreo_deleted and _randy_temp

_choreo_deleted

Hidden inside the rubble next to where Dog throws you across the gap is a func_brush entity named "pclip_boulder", 3 scripted sequences named "SS_dog_clearpath_1", and an npc_furniture entity using the missing model "ghostanim_dogscrap".

Citadel00choreodeleted 2.png
Citadel00choreodeleted.png

_randy_temp

This visgroup contains multiple removed details, such as an extra fire in the starting area, rubble made from displacements overlapping modeled rubble in the final game, and rubble models floating far out of the playable space.

Citadel00randy temp floating details.png
Citadel00randy temp displacement rubble.png
Citadel00randy temp fire.png


ep1_citadel_01

The second map in ep1, contains the Citadel vista, the Advisor scene, and the bridge vortex. Like the previous map there are two unused visgroups, _podroom_startents and _brushvortex

_podroom_startents

Entities for the player (and Alyx!) to spawn just outside of the Advisor pod scene.

Citadel01 podroom start.png

_brushvortex

The annoying bridge setpiece near the end of the game originally had a func_rotating entity named "rot_spinners" instead of the particle system used in the final game. The func_rotating entity includes the missing texture models/props_combine/stasisshield_sheet_dx7

Citadel01 brushvortex.png

ep1_citadel_02

After a not very interesting first 2 maps, ep1_citadel_02 comes in with 17 unused visgroups! This map is notable for the bridge puzzle.

bridge_lights

Various combine lights scattered around the bridge room

_old_sounds

Ambient_generics next to the energy beams at the bottom of the bridge room.

Citadel02 old sound.png

_artpass

Contains a removed light above the area Alyx unlocks right before the level transition. Curiously enough, there is a hint_node entity left behind in the map

Citadel02 artpass.png

_railings

Railings near the end of the map

_fog_skybox

Scrapped 3d skybox containing a box of missing textures.

_generic_actor

A generic_actor entity called "dropshit_target" which was going to be parented to the dropship near the end.

ill finish thisl ater i dont have the energy
_art_pass_removedlights

_2nddestroyedpanel

breaking_bridge

_stalkers

_old_transitionspace

_glass

_badlips

_perf_pass1

_old_transition

_art removals

_old_nodes

ep1_citadel_02b

No unused visgroups

ep1_citadel_03

This map makes up for the previous one by having 26 unused visgroups!