Half-Life 2 Beta: E3 2002 Mappack
 

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This mappack contains the majority of the maps that were developed for the canceled E3 2002 presentation.

In this pack you will find:

- E3 2002 Maps that include many revisions.
- Some test maps where they tested and debugged issues with the E3 maps.

The mappack contains 35 maps. Check "Map List.txt" for a full list.


Note: Valve did create cfg files for many of their E3 maps, these are sets of console commands and binds that they used for the presentation. To load the cfg files, put: "exec *cfg file's name*" (without the quotes or stars) in the console. The files can be found inside of "e3_2002_mappack\cfg" (Also, many of their CFG files overwrite binds and start recording demo files.)

Download
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Missing models, textures, and scripts were all fixed/updated on all the maps.
The maps were fixed to be as original as possible. However, because many of the textures, models, etc were missing in the beta originally, it's impossible to keep the look 100% original.

Binds:

"i" gives all weapons that are known to exist in 2002.
"n" for notarget.
"v" for noclip.



(If you find missing models and textures, etc, please tell me so that I can fix that issue.)

Installation:

You will need HL2 beta (ideally with Mega Patch 4.1) and the latest version of Leaknet installed.

Copy the "e3_2002_mappack" folder into the root folder of the leak and launch with modlauncher.exe, or the change game button in the menu.


Credits:

ToastTheFox - Map fixes.
Klow - Texture recreations.
QuakerCraft - 2002 Shotgun recreation.
Cvox - Remakes of various 2002 models
Last Edit: 25 Jun 2021, 15:55:40 by Toasttf
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Yo, nice job. Waited for it for so long.
Don't like HL2 beta actually. But the visualization is pretty cool tho.
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Lighting on all maps is borked for some reason, second screenshot is how it should be. I recompiled vmf straight from the map pack, so there must be some issue with hammer and compilers setup.
I tried several things, but couldn't recreate the broken lightmaps, so I'm not sure what exactly needs to be done on your end.
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Last Edit: 24 Jun 2021, 17:11:36 by Shift
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Lighting on all maps is borked for some reason, second screenshot is how it should be. I recompiled vmf straight from the map pack, so there must be some issue with hammer and compilers setup.
I tried several things, but couldn't recreate the broken lightmaps, so I'm not sure what exactly needs to be done on your end.
Image
Image

That's strange, I thought something was up with the lighting but wasn't too sure, thanks for letting me know. I think it might have something to do with my custom compilers that I used for this. I'll try it with the older ones.
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Lighting on all maps is borked for some reason, second screenshot is how it should be. I recompiled vmf straight from the map pack, so there must be some issue with hammer and compilers setup.
I tried several things, but couldn't recreate the broken lightmaps, so I'm not sure what exactly needs to be done on your end.

The compiler ended up being the issue. I guess increasing the max thread count for vrad caused it to do that for whatever reason (Although in my testing vvis doesn't have any issues with it... so far.)

I also noticed that the issue seemed to be intermittent in where it popped up. Many of the other terminal revisions didn't have that problem, and so on.

Anyway, I've recompiled every map with the old vrad and the lighting is good to go now incase there were more problems I didn't notice.

The download link has been updated to the fixed version.

VXP

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Interesting lightmap issue. What compilers did you have to use before? And what compilers did the job better in the newer version of maps?
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Interesting lightmap issue. What compilers did you have to use before? And what compilers did the job better in the newer version of maps?

The one's that I've been using before this bug was found are the LeakNet 6065 ones, except I recompiled them to increase max threads to 24. Doing this makes compiles way quicker. (The 24 thread ones)

(The changes I made were in utils\common\ for threads.cpp and threads.h)
(In threads.h, I changed both MAX_TOOL_THREADS and THREADINDEX_MAIN to 24)
(In threads.cpp,  I set MAX_THREADS to 24)

Initially when testing them, no issues were found with the lighting and I thought it was all good to go.

Once Shift pointed out this issue, I moved back to the standard compilers that come with LN. 6065 and the lighting worked as expected.

The oddest thing about this though, is that this lighting bug isn't on every single map, only some here and there. (For example with this mappack, other e3_terminal revisions don't have this issue, but the final one does.)

bruno

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Absolutely love the mappack, but there is one problem. How do you trigger the Alyx area exactly? I always get stuck on the strider destroying the building with the map refusing to progress. Am I doing something wrong or is this how it's supposed to work? Help would be greatly appreciated.
𝕸𝖔𝖟̇𝖊 𝖙𝖞 𝖘𝖎𝖊̨ 𝖏𝖊𝖘𝖟𝖈𝖟𝖊 𝖐𝖚𝖗𝖜𝖆 𝖟𝖆𝖏𝖒𝖎𝖊𝖘𝖟 𝖈𝖍𝖔𝖉𝖔𝖜𝖑𝖆̨ 𝖏𝖊𝖉𝖜𝖆𝖇𝖓𝖎𝖐𝖔́𝖜?  𝓙𝓮𝓫𝓪ć 𝓟𝓲𝓢! 𝓟𝓞 𝓽𝓮ż 𝓳𝓮𝓫𝓪ć!
🅚🅞🅜🅤🅒🅗🅨 🅓🅞 🅦🅞🅡🅐 🅐 🅦🅞🅡 🅓🅞 🅙🅔🅩🅘🅞🅡🅐
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Absolutely love the mappack, but there is one problem. How do you trigger the Alyx area exactly? I always get stuck on the strider destroying the building with the map refusing to progress. Am I doing something wrong or is this how it's supposed to work? Help would be greatly appreciated.

In pretty much all of the strider maps, the only way to trigger these scripts is tied to when the player killed the strider. (Apart from a few early revisions)

In the older revisions, there was a brush (and then model) rocket launcher that you would use to kill it, however in the latest revisions of strider, they completely removed the launcher. Because of that, they ended up removing the only way for the player to kill the strider without using impulse 101 to get an RPG, AR2 grenades, etc.

It seems they were aware of this issue, and inside of the e3_strider.cgf file, they included the impulse command to address it by giving the player weapons to kill it.

(In retrospect I probably should of added a point_servercommand that activates impulse 101 in the final revisions of strider. The 3 rockets and 3 AR2 grenades it gives you is just barely enough to kill the strider if you don't miss any shots.)

So TLDR; you have to kill the Strider before the map progresses.
Last Edit: 14 Jul 2021, 18:22:41 by Toasttf

Gurluas

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With the release of the real e3 2002 citizen and combine soldier, any chance we can see an update to this pack?
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With the release of the real e3 2002 citizen and combine soldier, any chance we can see an update to this pack?

There's actually a good chance of it yeah. I've been thinking of updating the 2002 mappack as well, given all the new stuff that's out. (and I could release some more maps alongside that I missed the first time.)

Gurluas

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With the release of the real e3 2002 citizen and combine soldier, any chance we can see an update to this pack?

There's actually a good chance of it yeah. I've been thinking of updating the 2002 mappack as well, given all the new stuff that's out. (and I could release some more maps alongside that I missed the first time.)

Sweet! I am looking forward to it!

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