Beta character in german half-life files Created 17 years ago2007-07-02 16:12:41 UTC by splatzone splatzone

Created 17 years ago2007-07-02 16:12:41 UTC by splatzone splatzone

Posted 17 years ago2007-07-02 16:12:41 UTC Post #227185
OK, I don't believe this. In an earlier thread of mine, Muzzle said that in Germany they don't like animated deaths.

Well, I thought I'd look in the GCF of the german half-life.

What did I find?

Robogrunt! Instead of human grunt, the robo one is there, from the beta/multiplayer!

I'm still in shock.

I might've expected this for the japanese half-life :P

Pic!
User posted image
I can't believe this!
Posted 17 years ago2007-07-02 16:24:33 UTC Post #227188
Ooh - now to try german opposing force.... ;)
Posted 17 years ago2007-07-02 16:25:29 UTC Post #227189
Of course this was also a deathmatch model way back when the 5th patch came out.

This model is nearly as old as Team Fortress Classic. :zonked:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 16:26:30 UTC Post #227190
Yeah, but its an enemy in-game.
Posted 17 years ago2007-07-02 16:53:59 UTC Post #227193
There are robogrunts (dead) on Xen when you talk to the Gman (if you're using the HD pack). They replace the grunt outpost over there...
Posted 17 years ago2007-07-02 17:22:47 UTC Post #227194
Yeah, but its an enemy in-game.
Like in Sven-Coop then. Still very old.
There are robogrunts (dead) on Xen when you talk to the Gman (if you're using the HD pack).
What?

If you use the HD pack there are dead HD Grunts during the Gman outro.

In HL dead grunts and live grunts use the same model so therefore that is not possible.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 17:23:12 UTC Post #227196
Yeah, the robogrunts are in place of the human grunts in singleplayer. They bleed oil or something if I recall too. This has been around for a while, ever since the first release of HL, to my knowledge...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2007-07-02 19:53:57 UTC Post #227214
They bleed oil? Interesting.

Hey - do they speak like robots?
Posted 17 years ago2007-07-02 20:07:29 UTC Post #227215
@Urb: Well then my version is jacked up, because that's the way it works for me... when I first saw it I was pondering how they did it...
Posted 17 years ago2007-07-02 21:29:06 UTC Post #227218
Hey - do they speak like robots?
Don't the HECUs ALREADY sound like robots in HL1? Honestly now.

So wait, this is from an OLD version of German Half-Life? Later on they changed it to humans? Typical censorship.
Posted 17 years ago2007-07-02 21:42:49 UTC Post #227219
MEGASIGH

Guys, this is incredibly old news. Are you telling me that nobody here knew about this?

I've been thinking of implementing them into my FUBAR mod, since they have the same AI as grunts... it could make an interesting chapter.
So wait, this is from an OLD version of German Half-Life? Later on they changed it to humans? Typical censorship.
No, they're still around. And yeah, they speak like robots.
Posted 17 years ago2007-07-02 21:54:44 UTC Post #227225
Whoa, that's cool, I had no idea.
AJ AJGlorious Overlord
Posted 17 years ago2007-07-05 10:09:31 UTC Post #227437
Cool. This means that when making a spirit mod u can get robo human grunts and normal human grunts :)
Skals SkalsLevel Designer
Posted 17 years ago2007-07-05 11:14:50 UTC Post #227441
Wow.
About the no blood thing - the original HL code actually has exceptions for german language in the parts responsible for violence stuff. Fuck knows why.
Quoted from combat.cpp (the part of hl.dll which has the most control over blood/gibs/violence stuff):
if ( g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
		{
			vecSpot = pev->origin + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
			UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ),  ignore_monsters, ENT(pev), & tr);
	                UTIL_BloodDecalTrace( &tr, m_bloodColor );
}
This is responsible for leaving a blood decal where a gib touches the ground. I always thought it was just some joke-ish debug feature.. ;o
Daubster DaubsterVault Dweller
Posted 17 years ago2007-07-05 13:39:26 UTC Post #227468
Really? So it was in the half-life code all along? I thought they made a different version for Germany!
Posted 17 years ago2007-07-08 14:00:21 UTC Post #227953
Germany doesn't like game violence, so in the german version there's no gibs , blood , death or hgrunts.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-07-08 14:03:19 UTC Post #227954
robogrunts dont bleed oil tho... &gt;.&lt; i thought that would be way cool.
Posted 17 years ago2007-07-11 13:21:45 UTC Post #228430
What about Barney, the Scientists, the female black ops, and Gordon (if he is killed and gibs in the process)?

Were BS and OpFor ever released in Germany? If so, do they also have ridiculous censorship? Because the robogrunts contradicts any human grunts in BS and contradicts all of OpFor.
Posted 17 years ago2007-07-13 12:18:58 UTC Post #228805
Germany has tight controls on violence in video games - the "german" version of farcry has reduced blood and no ragdolls for example. Not that it matters, since a "patch" comes out usually the next day after release, if not immediately.
Posted 17 years ago2007-07-13 12:23:03 UTC Post #228808
Anyone can see the robots, just switch to no blood mode.
Posted 17 years ago2007-07-13 12:30:56 UTC Post #228810
so they would rather see explosions. ... so do i actually. :nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-13 12:33:26 UTC Post #228811
They explode into a puddle of blood, hearts, guts, and skulls if you contact grenade them :P
Posted 17 years ago2007-07-13 12:35:40 UTC Post #228812
Woah - is this thread still going?

How the content lock thing work if there was no robogrunt model in the original game?
Posted 17 years ago2007-07-13 12:39:15 UTC Post #228813
Ummm, the robogrunt resources are in every version of Half-Life.
Posted 17 years ago2007-07-13 13:40:18 UTC Post #228823
Dave is absolutely right. Open up your .GCF
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