Half-Life Alpha 0.52 dem1, dem2, demogrunts and demohet3
 

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In the leaked Half-Life Alpha 0.52 there exists .dem files which are basically videos you can watch in Half-Life 0.52, however there are 4 .dem files that don't work, dem1.dem, dem2.dem, demohet3.dem and demogrunts. I have tried making the files the demos need but it still doesn't work. The only information i have found about it was on reddit which said that the .dem files were probably made for an earlier version of Half-Life. If you know how to fix it please tell me.
info_player_start
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I was working on recovering this demos for the last couple of days. Came across this topic and now I can share my result.
It was quite painful to get it all playing, even though just 2 functions has changed:
* svc_weaponanim got second byte field (same as Retail)
* CL_ParseUpdate (Quake function, replaced with svc_*delta* stuff in Retail) changed encoding of some fields, so I had to guess how to convert it to the 0.52 format.

Eventually I just rebuilt this demos omitting unknown(new) fields.

I believe that this files were recorded with *newer* version of engine, since they use more complex (road to Retail) encoding compared to 0.52.

I also wonder why trigger_changelevel is visible in one of the demos and why it has texture with someone's face. !suprised

Original demos were recorded by the user named "thanos".
Recovered has username "Kevorkian".

bruno

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Nice stuff. Could you also upload it to a drive of some kind like Google Drive or MEGA? The forums servers aren't known to work that well and sometimes the downloads may just not work (Like for me now with your stuff). Thanks in advance.
𝕸𝖔𝖟̇𝖊 𝖙𝖞 𝖘𝖎𝖊̨ 𝖏𝖊𝖘𝖟𝖈𝖟𝖊 𝖐𝖚𝖗𝖜𝖆 𝖟𝖆𝖏𝖒𝖎𝖊𝖘𝖟 𝖈𝖍𝖔𝖉𝖔𝖜𝖑𝖆̨ 𝖏𝖊𝖉𝖜𝖆𝖇𝖓𝖎𝖐𝖔́𝖜?  𝓙𝓮𝓫𝓪ć 𝓟𝓲𝓢! 𝓟𝓞 𝓽𝓮ż 𝓳𝓮𝓫𝓪ć!
🅚🅞🅜🅤🅒🅗🅨 🅓🅞 🅦🅞🅡🅐 🅐 🅦🅞🅡 🅓🅞 🅙🅔🅩🅘🅞🅡🅐
My ModDB
Also my YouTube (I don't really post often)
@brunototal
Oh, and join the HL2 Beta Discord too I guess.
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Original demos were recorded by the user named "thanos".
That would be Brett Johnson.
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I was working on recovering this demos for the last couple of days. Came across this topic and now I can share my result.
It was quite painful to get it all playing, even though just 2 functions has changed:
* svc_weaponanim got second byte field (same as Retail)
* CL_ParseUpdate (Quake function, replaced with svc_*delta* stuff in Retail) changed encoding of some fields, so I had to guess how to convert it to the 0.52 format.

Eventually I just rebuilt this demos omitting unknown(new) fields.

I believe that this files were recorded with *newer* version of engine, since they use more complex (road to Retail) encoding compared to 0.52.

I also wonder why trigger_changelevel is visible in one of the demos and why it has texture with someone's face. !suprised

Original demos were recorded by the user named "thanos".
Recovered has username "Kevorkian".

Very nice! However, I can't get the fixed files to work on my end. Here's what happens when I try to run them:

==============================================================
dem1_rec.dem
Console log when running: "playdemo dem1_rec"
==============================================================
model models/h_player.mdl not found

decals must hit mod_brush!
decals must hit mod_brush!
decals must hit mod_brush!
decals must hit mod_brush!
decals must hit mod_brush!
decals must hit mod_brush!
..........................
..........................
^^^^^^
This never stops.
==============================================================
demohet3_rec.dem
Console log when running: "playdemo demohet3_rec"
==============================================================
model models/h_player.mdl not found
godmode on
decals must hit mod_brush!
decals must hit mod_brush!
decals must hit mod_brush!
decals must hit mod_brush!
decals must hit mod_brush!
decals must hit mod_brush!
..........................
..........................
^^^^^^
This never stops.
==============================================================
demogrunts_rec.dem
Console log when running: "playdemo demogrunts_rec"
==============================================================
model models/h_player.mdl not found

And then it crashes

==============================================================
dem2_rec.dem
Console log when running: "playdemo dem2_rec"
==============================================================
No output, just crashes
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I forgot to tell that I placed dummy models for:
gib1.mdl
gib2.mdl
gib3.mdl
h_player.mdl

I retested(after placing the models) on a clean version and it is playing fine.

decals must hit mod_brush!should cause no problem, it is just a warning.

Here is the same file (external upload):
https://mega.nz/file/LMBVRbyb#rq0bY873f3-y-mmVB84F5E4Qk2l7RCnSgjzTf-ZierI

In some recordings there are invisible NPCs, I am not sure how to fix it or tell what type of NPC should be there. This is probably caused by wrong map version we have.

If you run in Software there will be visible weapon select menu.

By the way, it would be nice if someone uploaded renders on youtube.

Some statistic:
------------------  -----------------  ---------  -------------------------------
c1a1.dem            maps/c1a1.bsp      thanos     VERSION 1.07 SERVER (48136 CRC)
c1a2a.dem           maps/c1a2b.bsp     Choryoth   VERSION 1.07 SERVER (48136 CRC)
c1a2b.dem           maps/c1a2b.bsp     Choryoth   VERSION 1.07 SERVER (48136 CRC)
c1a2c.dem           maps/c1a2c.bsp     Choryoth   VERSION 1.07 SERVER (48136 CRC)
c1a3.dem            maps/c1a3.bsp      player     VERSION 1.07 SERVER (48136 CRC)
c1a3a.dem           maps/c1a3a.bsp     player     VERSION 1.07 SERVER (48136 CRC)
c1a3b.dem           maps/c1a3b.bsp     player     VERSION 1.07 SERVER (48136 CRC)
c1a3c.dem           maps/c1a3c.bsp     player     VERSION 1.07 SERVER (48136 CRC)
c2a4.dem            maps/c2a4.bsp      number_6   VERSION 1.07 SERVER (48136 CRC)
c2a4a.dem           maps/c2a4a.bsp     number_6   VERSION 1.07 SERVER (48136 CRC)
c2a4b.dem           maps/c2a4b.bsp     number_6   VERSION 1.07 SERVER (48136 CRC)
c2a4c.dem           maps/c2a4c.bsp     number_6   VERSION 1.07 SERVER (48136 CRC)
c3a1.dem            maps/c3a1.bsp      Kevorkian  VERSION 1.07 SERVER (48136 CRC)
c3a2.dem            maps/c3a2.bsp      Kevorkian  VERSION 1.07 SERVER (48136 CRC)
c3a2a.dem           maps/c3a2a.bsp     Kevorkian  VERSION 1.07 SERVER (48136 CRC)
dem1_rec.dem        maps/c1a3.bsp      Kevorkian  VERSION 1.07 SERVER (57997 CRC)
dem2_rec.dem        maps/c1a3b.bsp     Kevorkian  VERSION 1.07 SERVER (57997 CRC)
demogrunts_rec.dem  maps/silodemo.bsp  Hamster    VERSION 1.07 SERVER (57997 CRC)
demohet3_rec.dem    maps/c1a3a.bsp     player     VERSION 1.07 SERVER (57997 CRC)
------------------  -----------------  ---------  -------------------------------
Отредактировано: 05 Мар 2023, 08:13:54 от hlstuff
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Thanks for your help!

I got it all working, and here's a video showcasing them:



homo sapiens

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Thanks for your help!

I got it all working, and here's a video showcasing them:


good job, glad to see that someone is restoring such antiquity.
P.S it seems to me or did the Valve have problems with computers while recording the demo?
Я мыслю, следовательно существую.
P.S. sorry for bad english, i use google translator
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I would like to make some final clarifications on why render looks like this.

The demo file contains a list of models, list of sound and list of decals.
It also contains information on entities changes:
entnum - identificator
frame - animation frame
origin - position in the world
angle - rotation
model - what model from the list mentioned earlier should be applied
Also decal info, like what decal should be applied to what entnum.
What sound from the list should play and when.

So!
The entnum is hardcoded in the DEM file, and it is also hardcoded in BSP.
Since BSPs are wrong, this leads to a mismatch we are seeing in the renders.

"decals must hit mod_brush!"
because indeed, game tries to put decal on something wrong.

In "demohet3" we can see how most props are misplaced or disappeared.
That's because something like a func_breakable Box got a HGrunt model and Origin, and is now trying to pretend attacking the player.

Same happens with the invisible catwalk in the dem2.
func_breakable is simply moved somewhere else, and the catwalk entity is either nothing or wrong entity.
Fan we see instead of lever near the Vent puzzle on "demohet3" - same story.

And now we can also answer a question on why monster_human_assault is clearly seen in the demo (original working ones) but not in the game itself.

It does indeed exist on the maps, but game does not known how to handle it, because it has no implementation whatsoever! Simply no code in HL.DLL

Demos on the other hand, has all the info to create illusion of it acting.
Sounds are played, model is applied, animations are activated, firing is emulated.

I checked all the demos and maps, and "monster_human_assault" is the only such "complete ghost" entity.

List of all entities in HL.DLL:
worldspawn

trigger_push
trigger_once
trigger_multiple
trigger_monsterjump
trigger_hurt
trigger_counter
trigger_changelevel
trigger_cdaudio
trigger

train_info
path_corner
multisource
multi_manager

monster_turret # has A.I
monster_tentacle_beak
monster_tentacle
monster_scientist
monster_polyrobo # NO A.I.

#
monster_panther # NO A.I.
monster_m44 # vehicle, NO A.I
monster_human_sarge # throws shade sprite into player on damage
monster_human_grunt # HAS A.I
monster_houndeye # HAS A.I
monster_headcrab # HAS A.I

# techdemo - panther eating scientist
monster_cine_scientist
monster_cine_panther
monster_cine_barney

# c1a2a - barney/scientist dragged into vent
monster_cine3_scientist
monster_cine3_barney

# missing scene
monster_cine2_slave
monster_cine2_scientist
monster_cine2_hvyweapons

monster_bullchicken # HAS A.I
monster_boid_flock
monster_boid
monster_barney
monster_alien_slave # NO A.I.
monster_alien_grunt # HAS A.I.

momentary_rot_button
momentary_door

light_spot
light
john_train # only like 5-9 lines of code, speeding up player?
item

info_player_start
info_player_deathmatch
info_null
info_landmark

hint_stairsup
hint_stairsdown

func_water
func_wall
func_train
func_rotating
func_rot_button
func_pushable
func_plat
func_pendulum
func_ladder
func_illusionary
func_glass
func_friction
func_door_rotating
func_door
func_button
func_breakable

explode
env_sound

# shoot - change animation dummy
cycler_turret
cycler_secure
cycler_scientist
cycler_reddoc
cycler_prdroid
cycler_panther
cycler_olive
cycler_human_grunt
cycler_human_assault
cycler_houndeye
cycler_headcrab
cycler_greendoc
cycler_doctor
cycler_desert
cycler_bullchicken
cycler_bluedoc

And the last part I want to share is model classification:
This build contains two types of MDL files.
The ones Alpha supports (v6) and the older (v4) which cannot be displayed in our build.

Alpha V6:
agrunt.mdl
barney.mdl
boid.mdl
bullchik.mdl
ceilinggibs.mdl
cindergibs.mdl
cine-barney.mdl
cine-panther.mdl
cine-scientist.mdl
cine3-barney.mdl
cine3-scientist.mdl
debris.mdl
doctor.mdl
GIB_B_Bone.mdl
GIB_B_Gib.mdl
GIB_Legbone.mdl
GIB_Lung.mdl
GIB_Skull.mdl
grenade.mdl
hassault.mdl
headcrab.mdl
hgrunt.mdl
hornet.mdl
houndeye.mdl
islave.mdl
m44.mdl
panther.mdl
polyrobo.mdl
prdroid.mdl
scientist.mdl
shell.mdl
shrapnel.mdl
spit.mdl
tentacle.mdl
turret.mdl
v_crowbar.mdl
v_glock.mdl
v_mp5.mdl
woodgibs.mdl

OLD v4:
panthereat.mdl
bluedoc.mdl
desert.mdl
greendoc.mdl
hsarge.mdl
olive.mdl
PLAYER.MDL
reddoc.mdl
scienceeat.mdl

We can assume that everything under "OLD v4" is coming from even older build of the game.

My interpretation on how leaked build was created:
1. On the Alpha++ version(newer network protocol), 4 broken demos were recorded for trailers.
2. This demos moved back into the Alpha+(which has monster_human_assault) and someone recorded 15 additional demos.
3. Alpha+ got recompiled into Alpha(we have), without monster_human_assault, and probably other unseen entities.
4. Model folder of Alpha also has remaining models of Alpha- (which supported v4 models).

Alpha++ = VERSION 1.07 SERVER (57997 CRC)
Alpha+ = VERSION 1.07 SERVER (48136 CRC) but different HL.DLL
Alpha = VERSION 1.07 SERVER (48136 CRC) - what we have
Alpha- = older build

This info is my tribute to this amazing Alpha build B-)
I played with it for four days, and I think checked everything I wanted, that was not covered before.

I am also giving confirmation, that game is working in both Software and OpenGL modes on Windows 11, and even on Windows 11 for ARM. (some magic needs to be applied)
Отредактировано: 06 Мар 2023, 08:01:34 от hlstuff
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Thanks everyone for the help!
info_player_start
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Since this is the only topic where people reply to me, does anyone have any information of half-life versions before alpha 0.52 (valve.avi, grunt1, grunt2)
info_player_start
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Sorry for Bumping this, But I think the demohet3.dem File was used for one of the Game's Trailers

Look at 04:01 to 04:10 of Toast's Video then look at the 0:30 to 0:38 Portion of the 8.17mpeg.mpg Video