IL7

Description

The mystery takes a strange turn

ANOMALOUS MATERIALS
Discord: https://discord.com/invite/U4D7R5W

Featuring the Voice/Narration of Fomi
@hifomi
https://steamcommunity.com/id/hifomi

devText by Pumodi
@pumodi
https://jeffbriceaudio.com/

Featuring footage from
https://www.youtube.com/watch?v=4ddJ1OKV63Q
archived by @muffinhunter

TRANSLATORS:

Russian Subs by Whestlys
@whestlys

If you would like to try translating to other languages, find the
video-translation channel in Anomalous Materials Discord!

#source #mystery

Summary

  • Black special Anomi presentation
  • Projectskybox.net intro
  • 01:25 Presentation by psb.lucy in the model version of Lucychat
    • History of the source engine as a member of a lineage
    • 02:35 Rhetorical themes about pushing against the limits of an engine
    • 04:59 Brief clip of what appears to be a dmnpc but is likely a sfm dramatization
    • Describing the Demo Void: "​​​On Interloper 5, we made probably one of the biggest breakthroughs in the entire investigation. A giant, interconnected world, running inside of Source.​"
  • gmod collisionless probes with camera objects
  • 07:47 Voiced Anomi clip
    • While replaying a demo while using int_menu to render a Demo Void view, pressing the gmod key for the probe switches Portal RTX to the gmod camera
  • Model extraction around viewport (limited to geometry nearby or visible)
  • cp_steel
  • VRAD-OR followed to gmod demo (in Demo Void)
  • Light
    • In Source, light is baked, not raytraced.
    • Placing a BSP file in the hardcoded path actually captures the lighting data on the client machine (unlike demos, which don't save)
    • We don't have access to where the data is coming from, just the final light
    • Pinhole camera design
    • Pinhole camera captures light from Demo Void sites, not just maps that render in the demo
  • Ravencheck.exe
    • Expecting november (???)
    • "We'll be ready... if it's really still there..."
    • Photo taken in the Umbrella Decal alleyway reveals a red object
  • 24:06 Strange movement of presenter model
    • Appears to show removing a VR headset and then returning to a fixed model position. May be designed to rule out dmnpc.
  • Anomi Staggered Text postscript: Photos reveal movement
  • Outro

Rhetorical themes about pushing against the limits of an engine

Because no matter how lofty the goal or motivated the team,
2001 technology is only capable of so much until it reaches a hard limit.
A picture like this is photorealistic, until it's not.
And this is exactly what happened with Half-Life 2.
The ambition was too big for the game, and more importantly, the engine.
And as the shortcomings of technology became clear, the game became "trapped", in a way
Unable to breath freely as it was originally intended to.
The engine that was originally to bring this world to life, became more like a prison
bound by limitation.
These worlds simply don't have the required power to become truly dynamic.
They were static, merely giving off the illusion of something more.
An illusion that can quickly be broken.