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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 - identificatorframe - animation frameorigin - position in the worldangle - rotationmodel - what model from the list mentioned earlier should be appliedAlso 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.DLLDemos 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:Код: [Выделить]worldspawntrigger_pushtrigger_oncetrigger_multipletrigger_monsterjumptrigger_hurttrigger_countertrigger_changeleveltrigger_cdaudiotriggertrain_infopath_cornermultisourcemulti_managermonster_turret # has A.Imonster_tentacle_beakmonster_tentaclemonster_scientistmonster_polyrobo # NO A.I.# monster_panther # NO A.I.monster_m44 # vehicle, NO A.Imonster_human_sarge # throws shade sprite into player on damagemonster_human_grunt # HAS A.Imonster_houndeye # HAS A.Imonster_headcrab # HAS A.I# techdemo - panther eating scientistmonster_cine_scientistmonster_cine_panthermonster_cine_barney# c1a2a - barney/scientist dragged into ventmonster_cine3_scientistmonster_cine3_barney# missing scenemonster_cine2_slavemonster_cine2_scientistmonster_cine2_hvyweaponsmonster_bullchicken # HAS A.Imonster_boid_flockmonster_boidmonster_barneymonster_alien_slave # NO A.I.monster_alien_grunt # HAS A.I.momentary_rot_buttonmomentary_doorlight_spotlightjohn_train # only like 5-9 lines of code, speeding up player?iteminfo_player_startinfo_player_deathmatchinfo_nullinfo_landmarkhint_stairsuphint_stairsdownfunc_waterfunc_wallfunc_trainfunc_rotatingfunc_rot_buttonfunc_pushablefunc_platfunc_pendulumfunc_ladderfunc_illusionaryfunc_glassfunc_frictionfunc_door_rotatingfunc_doorfunc_buttonfunc_breakableexplodeenv_sound# shoot - change animation dummycycler_turretcycler_securecycler_scientistcycler_reddoccycler_prdroidcycler_panthercycler_olivecycler_human_gruntcycler_human_assaultcycler_houndeyecycler_headcrabcycler_greendoccycler_doctorcycler_desertcycler_bullchickencycler_bluedocAnd 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.Код: [Выделить]Alpha V6:agrunt.mdlbarney.mdlboid.mdlbullchik.mdlceilinggibs.mdlcindergibs.mdlcine-barney.mdlcine-panther.mdlcine-scientist.mdlcine3-barney.mdlcine3-scientist.mdldebris.mdldoctor.mdlGIB_B_Bone.mdlGIB_B_Gib.mdlGIB_Legbone.mdlGIB_Lung.mdlGIB_Skull.mdlgrenade.mdlhassault.mdlheadcrab.mdlhgrunt.mdlhornet.mdlhoundeye.mdlislave.mdlm44.mdlpanther.mdlpolyrobo.mdlprdroid.mdlscientist.mdlshell.mdlshrapnel.mdlspit.mdltentacle.mdlturret.mdlv_crowbar.mdlv_glock.mdlv_mp5.mdlwoodgibs.mdlOLD v4:panthereat.mdlbluedoc.mdldesert.mdlgreendoc.mdlhsarge.mdlolive.mdlPLAYER.MDLreddoc.mdlscienceeat.mdlWe 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.DLLAlpha = VERSION 1.07 SERVER (48136 CRC) - what we haveAlpha- = older buildThis info is my tribute to this amazing Alpha build 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)
worldspawntrigger_pushtrigger_oncetrigger_multipletrigger_monsterjumptrigger_hurttrigger_countertrigger_changeleveltrigger_cdaudiotriggertrain_infopath_cornermultisourcemulti_managermonster_turret # has A.Imonster_tentacle_beakmonster_tentaclemonster_scientistmonster_polyrobo # NO A.I.# monster_panther # NO A.I.monster_m44 # vehicle, NO A.Imonster_human_sarge # throws shade sprite into player on damagemonster_human_grunt # HAS A.Imonster_houndeye # HAS A.Imonster_headcrab # HAS A.I# techdemo - panther eating scientistmonster_cine_scientistmonster_cine_panthermonster_cine_barney# c1a2a - barney/scientist dragged into ventmonster_cine3_scientistmonster_cine3_barney# missing scenemonster_cine2_slavemonster_cine2_scientistmonster_cine2_hvyweaponsmonster_bullchicken # HAS A.Imonster_boid_flockmonster_boidmonster_barneymonster_alien_slave # NO A.I.monster_alien_grunt # HAS A.I.momentary_rot_buttonmomentary_doorlight_spotlightjohn_train # only like 5-9 lines of code, speeding up player?iteminfo_player_startinfo_player_deathmatchinfo_nullinfo_landmarkhint_stairsuphint_stairsdownfunc_waterfunc_wallfunc_trainfunc_rotatingfunc_rot_buttonfunc_pushablefunc_platfunc_pendulumfunc_ladderfunc_illusionaryfunc_glassfunc_frictionfunc_door_rotatingfunc_doorfunc_buttonfunc_breakableexplodeenv_sound# shoot - change animation dummycycler_turretcycler_securecycler_scientistcycler_reddoccycler_prdroidcycler_panthercycler_olivecycler_human_gruntcycler_human_assaultcycler_houndeyecycler_headcrabcycler_greendoccycler_doctorcycler_desertcycler_bullchickencycler_bluedoc
Alpha V6:agrunt.mdlbarney.mdlboid.mdlbullchik.mdlceilinggibs.mdlcindergibs.mdlcine-barney.mdlcine-panther.mdlcine-scientist.mdlcine3-barney.mdlcine3-scientist.mdldebris.mdldoctor.mdlGIB_B_Bone.mdlGIB_B_Gib.mdlGIB_Legbone.mdlGIB_Lung.mdlGIB_Skull.mdlgrenade.mdlhassault.mdlheadcrab.mdlhgrunt.mdlhornet.mdlhoundeye.mdlislave.mdlm44.mdlpanther.mdlpolyrobo.mdlprdroid.mdlscientist.mdlshell.mdlshrapnel.mdlspit.mdltentacle.mdlturret.mdlv_crowbar.mdlv_glock.mdlv_mp5.mdlwoodgibs.mdlOLD v4:panthereat.mdlbluedoc.mdldesert.mdlgreendoc.mdlhsarge.mdlolive.mdlPLAYER.MDLreddoc.mdlscienceeat.mdl
monster_cine2_slave, monster_cine2_scientist and monster_cine2_hvyweapons Refers to a possible scripted sequence from early alphas like 0.52, where a heavy weapons guy defends a scientist about to be attacked by a Vortigaunt. Tyler McVicker also mentions that this is one of the first, or even the very first, scripted sequences from the development of Half-Life, although I think that if this were the case, the scientist would be the model who appears exaggeratedly frightened.
was going to ask if it was possible to somehow implement the sequence in alpha or half-life retail, but those are files I don't understand, since I only know .smd files and these are .qcx and .max for the models and animation.