Difference between revisions of "Talk:Dhabih Eng Era"
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* o Old console variables for charged gravity gun | * o Old console variables for charged gravity gun | ||
* Sounds for this still exist | * Sounds for this still exist | ||
+ | * - 3/01/2002 crow sounds | ||
+ | * o Used sack tick model while being programmed | ||
+ | * - 4/01/2002 hammer 3.4 | ||
+ | * o Proto_sniper code still refers to program as worldcraft, this is the date the name changed | ||
+ | * - 4/02/2002 first e3 sounds | ||
+ | * - 13/02/2002 visual studio 7 (version before was the last version to use dsp, v6) beta 2001 | ||
+ | * o Still Had Ipion physics | ||
+ | * o Ice axe | ||
+ | * o Combine | ||
+ | * o Flare gun | ||
+ | * o Sack tick | ||
+ | * o Brick bat, no gravity gun | ||
+ | * o Conscript | ||
+ | * o Only wasteland scanner | ||
+ | * o Normal zombie only? | ||
+ | * o Owen/odell |
Revision as of 00:14, 29 February 2020
Dhabih Eng around 23-28/7/2000 evidenced by Siggraph content (https://valvearchive.com/archive/Other%20Files/Email%20Archive/David%20Speyrer/Bun_FreeTVs.PNG)
- - Long train ride introduction
- o Hl1 gargantua slice
- - Borealis moved to later in plot (not in arctic to begin with, no sack ticks)
Combine are now a combination of the 3 race ideas
- Troops from the 3 races are featured together, some are fused designs others are not
- Slightly cartoonish like early tf2 style but dark
- Synths styled to have glowing exposed components
- Character proportions are a bit strange
Scanner from this era is only in concept art and sounds
- Sounds indicate charging stations and possible ability to fire energy balls, also a dive bombing behaviour and poison gas later
- Piranha like movement
Man hack from this era only has textures and sounds
- Possible outline in graphics card wallpaper
- More clothing variety
- Kids in factories
- o Captain Vance
- Conscripts
- Younger alyx
- distinguishable clothing
- - Something about hl1 styled xen enemies
- o Gargantua train sequence
- o Slightly updated bullsquid, higher res than hl1 but still cartoony
- - Manhack arcade
- - Lab teleport introduced
- o Originally fails to go to kraken base
- - Quarry town with monk, traps and mines
- o Went into scurry mine field then encountered some antlions
- o Next place is a safe camp run by Captain Vance or eli
- o First proper player drivable vehicle, digger, earlier was manhack and rocket
- o Vehicles where designed to be small segments, changed later for more engagement
- - Eli Maxwell Scrapyard tbot
- o Concept art for tbot has the right proportions and features but different details to the textures and known model components
- o Era started with tbot design
- o Scrapland vignette seems related to some inspiration from forbidden planet
- Dusty glass grill
- Extending legs
- New posture Looks like a beetle sitting down
- o Early Physics manipulator design (beam physgun)
- - Antlion caves
- o Much larger open spaces after eli den, planned to be even larger than the Antlion caves introduced with grub extract
- o Antlion grubs were partially used but never fully as their purpose was still being figured out, left until episode 2 to be refined
- o No bug bait control, guard actually threw dangerous version like poison
- - Wasteland
- o Catch train, after a bit need to move on foot for some reason
- - Depot
- o Originally a prison
- o Gunship construction
- o Catch train to air ex
- o Antlions attack with you but against you too
- - Citadel incinerator
- - Trench coat metro cop older icon stunstick
- - Computer Chips plot element in spire/weather control
- o Weather related?
- o Allowing use of combine weaponry?
- Specifically mentioned in audio
- Player may already have one to use physics manipulator
- - Cremators
- - Early physics implementation (ipion virtual physics still used)
- o brickbat
- o Physics manipulator considered as an ingame weapon
Particle storm
- Only limited particle system remains
- Sounds for forming, dissipating, hovering and lightning strikes
- A node for “particle storm rock spawn”, possibilities include
- Something for it to grab and throw
- Something that is a consequence of it attacking, allowing you to attack it
- Something for it to protect and for you to attack
- Something for it to spawn from
- If not a proper enemy it is Possibly a method to keep the player within the playable area, like leeches or piranhas in the ocean, somewhat similar to the guardians in halo multiplayer maps
- - Sand Barnacle?
Real world antlions inspired 3 things
- The name of the hl2 antlions, a minor ability to be hidden under the ground
- Helped inspire the sacktick
- Behaviour might have inspired the sand barnacle
The sand barnacle: (speculation based on engine features and mechanical analysis of antlions that theres no way the devs didn't do) Trapping method
- Slippery sand funnel using an animated displacement activated with player or enemy moving close
- Real antlions also throw sand at their victims to make them fall quicker
Hiding method
- Mostly buried in sand
Attack method
- Melee attacks by wriggling body when close
Corpse removal method
- Re-burry self with body?
Normal barnacle:
trapping method
- dangling Sticky tongue
Hiding method
- Attach to ceiling
Attack method
- Melee attacks with mouth when close
Corpse removal method
- Move ragdoll into ceiling
Differences before
- Plane changed to helicopter? Or vice versa (voice files and outline in rtb: uncorrected proof)
Two Different consul designs
- More cartoony
- - Two different consul confrontations
- o Kidnapped alyx
- o Semi-immortal tormented machine
- - Maybe Kleiner/Eli
- - Tile semi-organic metal citadel vs laser weapon on top in vignette and concept art
- o Bus ride
- - Skitch added in later half
- - City 17 full of sky scrapers
- o Plane crashes into one of them in Vertigo map, alyx captured, escape to other roof tops that have stalkers on them
- - Citadel positioning in relation to manhack arcade
- - air exchange
- o polluter
- o atmosphere portal dam
- - New Tripod hopper?
- - Vertigo art deco museum then palace
Differences after
Two Different consul designs
- Consul Patrick Stuart star trek inspiration
- - Vignette tbot description vs concept art
- - Skitch added in later half
- - City 17 barely any sky scrapers
- - air exchange
- o polluter
- o atmosphere portal dam
- - Antlion caves merged with quarry cave part of raven holm as victory mine
- - Player drivable Vehicle added to Wasteland traversal
- - Wasteland cut down to coast
- - Slow drift from cartoon esque to realistic with same maps/plot
- - ??/11/2001 chargeable gravity gun added maybe
Key dates
- 11/10/2000 stalker sounds
- 17/10/2000 all headcrab bite sounds
- 23/10/2000 binocular signal sounds
- 28/10/2000 alyx voice lines and after hurt
- 29/10/2000 much more sounds for flying apc turret
1/11/2000
- enemy soldiers after crash (helicopter) into sky scraper
- ricochet release date
- idea for city logo from platform designs
- possible reuse of content from tf2 development
- • heads from realistic tf2
- • armour is similar to space romans
- slight possibility of late development aleph character model
- 8/11/2000 new bullsquid sounds
- 14/11/2000 first mention of town, phys town zombie town trap town
- 15/11/2000 to 14/12/2000 manhack sounds
- 17/11/2000 to 22/11/2000 ice axe sound
- -
- - 8/01/2001 first manhack test room
- - 12/01/2001 to 16/01/2001 vortigaunt voice
- - 23/01/2001 vort test map
- - 9/03/2001 first wasteland scanner sound
- - 27/03/2001 alien assassin ball sounds for tripwire
- - 30/03/2001 gunship sounds
- - 30/05/2001 to 6/11/2001 roller and roller bull sounds
- - 6/09/2001 roller mine sounds
- - 21/09/2001 to 26/09/2001 Particle storm sounds
- - ??/11/2001 vampire: the masquerade -bloodlines starts development
- o barely updated the sdk once downloaded, forced into crunch so no time to deal with changes in how source worked
- o Old console variables for charged gravity gun
- Sounds for this still exist
- - 3/01/2002 crow sounds
- o Used sack tick model while being programmed
- - 4/01/2002 hammer 3.4
- o Proto_sniper code still refers to program as worldcraft, this is the date the name changed
- - 4/02/2002 first e3 sounds
- - 13/02/2002 visual studio 7 (version before was the last version to use dsp, v6) beta 2001
- o Still Had Ipion physics
- o Ice axe
- o Combine
- o Flare gun
- o Sack tick
- o Brick bat, no gravity gun
- o Conscript
- o Only wasteland scanner
- o Normal zombie only?
- o Owen/odell