Portal: DeJa-Vu [Demo]

by audiotrash · Uploaded Feb 20, 2012

Screenshot 1

File Size: 43.20 MB

Downloads: 1926

Rating: (17 votes)

Description

Thank you for testing Portal: DeJa-Vu. How to Install: Place the Portal_DeJaVu folder in to STEAM/STEAMAPPS/SOURCEMODS - restart steam. Thank you to Skotty for his Instances & help. Thank you to Tyronis3 for his complete destruction during testing. UPDATED VERSION! FIXED SOUND!

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audiotrash • Feb 20, 2012 • #50780
43 posts

[url=http://knight.gamebanana.com/img/ss/maps/4f42c692cf45d.jpg][img]http://knight.gamebanana.com/img/ss/maps/thm_4f42c692cf45d.jpg[/img][/url][url=http://knight.gamebanana.com/img/ss/maps/4f42c69cd7270.jpg][img]http://knight.gamebanana.com/img/ss/maps/thm_4f42c69cd7270.jpg[/img][/url]
[url=http://knight.gamebanana.com/img/ss/maps/4f42c6a1b55f0.jpg][img]http://knight.gamebanana.com/img/ss/maps/thm_4f42c6a1b55f0.jpg[/img][/url][url=http://knight.gamebanana.com/img/ss/maps/4f42c695c72b3.jpg][img]http://knight.gamebanana.com/img/ss/maps/thm_4f42c695c72b3.jpg[/img][/url]



Thank you for testing Portal: DeJa-Vu.

How to Install:
Place the Portal_DeJaVu folder in to STEAM/STEAMAPPS/SOURCEMODS - restart steam.



Thank you to Skotty for his Instances & help.
Thank you to Tyronis3 for his complete destruction during testing.

UPDATED VERSION! FIXED SOUND!

File Name: Portal.DeJa-Vu.Demo.zip
File Size: 43.2 MiB
Click here to download Portal: DeJa-Vu [Demo]

Skotty • Feb 20, 2012 • #50781
671 posts

Great work so far! Can't wait for the other chambers. I'm excited about the BTS and Boss areas.

soad667 • Feb 20, 2012 • #50782
86 posts

Awesome stuff. As i said to you on Steam, it really feels like replaying the original, but yet feels fresh at the same time with the slightly different design.

As for issues, you already know the only two i met, but i'll repeat them for the others:
1. At the wake up chamber, when you look only the inside timer for some reason only the seconds are counting down. If you look at both timers, in and out, the counting goes back to normal.

2. Missing glados speech. I guess that doesn't count, since the fix you said was quite easy. Better mention this fix on the first post too, except if you reupload the whole thing.

fix: create a folder named vo in Portal_DeJaVu\sound\ and move the aperture_ai folder in there

benvent • Feb 20, 2012 • #50783
154 posts

Nice job. Looking forward to the rest. I was wondering why some doors seemed to take along time to open and then I saw you updated it to fix the sound. Much better with the Glados lines.

OnePortalizedGal • Feb 20, 2012 • #50784
156 posts

Well done. It is what I've been waiting for - Portal Maps - only smoother and cleaner than the original. It seemed to lag a bit for me - I like to speed run. Thanks for making - please continue. I'd love to see some of Portal: Prelude maps included, which are much more challenging. But that's another story........thanks again!

Thepast42 • Feb 20, 2012 • #50785
9 posts

I knew someone would eventually do this! Thanks so much!

Having run through Portal 1 many times, I've used ninja solutions time and again, just because. Would it be possible to re-open such solutions for this mod?

Ninja solutions or not, I still enjoyed this!

inax • Feb 21, 2012 • #50786
23 posts

i replaced all the files that appear to replace and now the game doesnt open you fuckd me up!

audiotrash • Feb 21, 2012 • #50787
43 posts

inax wrote:
i replaced all the files that appear to replace and now the game doesnt open you fuckd me up!

Does it give an error message or something?
Also - where did you replace them? Don't tell me you put the folder in the Portal 2 folder.

Random • Feb 21, 2012 • #50788
171 posts

Looking good so far.
There's a weird half-overlay for me in chamber 0. http://steamcommunity.com/id/Randomiser ... 056906325/
Are you considering adding the portal gun's charge sound effect for the second chamber?
It is kind of weird what happens if you shoot a camera off the wall while GLaDOS is talking. She either talks over herself or stops to give the "vital apparatus" speech.

audiotrash • Feb 21, 2012 • #50789
43 posts

Random wrote:
Looking good so far.
There's a weird half-overlay for me in chamber 0. http://steamcommunity.com/id/Randomiser ... 056906325/
Are you considering adding the portal gun's charge sound effect for the second chamber?
It is kind of weird what happens if you shoot a camera off the wall while GLaDOS is talking. She either talks over herself or stops to give the "vital apparatus" speech.

Damn, i thought i fixed the "half overlay"
Seems like i accidently forgot to save the fixed one and compiled this version again.

About the cameras- i wasn't sure if i should add the vital apparatus speaches or not, so i just rushed a few in before i released. It will be fixed.

protoborg • Feb 21, 2012 • #50790
288 posts

The chamber signs are far too brightly lit. It makes it difficult to see what testing elements are present in the chamber. It is otherwise an amazingly accurate recreation of the original game.

audiotrash • Feb 21, 2012 • #50791
43 posts

protoborg wrote:
The chamber signs are far too brightly lit. It makes it difficult to see what testing elements are present in the chamber. It is otherwise an amazingly accurate recreation of the original game.

I did the stupid mistake of compiling with HDR enabled. This makes maps look way better, just not in Portal 2.

SLOOGOVS • Feb 21, 2012 • #50792
14 posts

When I first saw the title, I thought you stole my idea and my mapname...
After playing it, I know better now: This map is awesome!

Some minor issues:
-The arms in testchamber 5 aren't solid.
-There are missing quite a lot of frames around the checkers.

Thanks for making, by the way.

protoborg • Feb 21, 2012 • #50793
288 posts

audiotrash wrote:
I did the stupid mistake of compiling with HDR enabled. This makes maps look way better, just not in Portal 2.

Did you build any cube maps? I always have HDR enabled and my maps never come out that bright. Besides, the rest of the map is not nearly that bright. I recommend going into the properties of your signs and adjusting the light settings.

Skotty • Feb 21, 2012 • #50794
671 posts

If you don't build cubemaps they are just not there. They are just very bright if you renamed the map without rebuilding the cubemaps or if building cubemaps failed.

For my opinion, the maps lighting is perfect. It's hard to handle the right HDR settings in maps with a lot of white walls.

audiotrash • Feb 21, 2012 • #50795
43 posts

protoborg wrote:
audiotrash wrote:

I did the stupid mistake of compiling with HDR enabled. This makes maps look way better, just not in Portal 2.

Did you build any cube maps? I always have HDR enabled and my maps never come out that bright. Besides, the rest of the map is not nearly that bright. I recommend going into the properties of your signs and adjusting the light settings.

It's because i use custom textures for the signs.

Patko0770 • Feb 22, 2012 • #50796
10 posts

Great Job! I really loved this.
Too bad its still not finished.
I found some minor bugs:
1. Counter in Relaxation Vault counts only seconds.
2. In chamber 0, next to a cube dropper, a warning image is only partially visible (the one on ground) (Half-overlay)
3. There are bit long pauses between GLaDOS lines.
4. The Portal Gun in Chamber 2 doesnt shoot portals.
5. In the same chamber, when one of the blue portals is moved on the other wall, the previous portal spawner still glows blue after the portal has been moved.
6. And anotherbug in the same chamber: when you take the Portalgun, and the pedestal "sinks" into the ground, the upper part of it is still visible.
7. In chamber 0, the elevator departs before the door closes.
And a small detail: In Portal 1, if you use cheats to destroy the cube in Chamber 0, GLaDOS says that Vital Apparatus Vent will deliver a replacement. I tryed this in you mod, but it isnt there. Its just a small detail, but it would be nice to see it there.

silic • Feb 23, 2012 • #50797
93 posts

Thoroughly enjoyed it. Thats all i can say. errors have already been pointed out.

Billybobjoey • Feb 24, 2012 • #50798
7 posts

I have the Original Portal and it is ok. But this makes it look AWESOME! 1-up for you!

audiotrash • Feb 24, 2012 • #50799
43 posts

Thanks everyone! I'm working hard to keep this project running. Don't forget to thank skotty for helping with some technical stuff. That weirdo finds pleasure in fixing together stuff that would totally rape my brain.

Sniper_GER • Feb 26, 2012 • #50800
11 posts

Well, I'm working on exact the same thing. Though my version is not that excellent produced, I'd like to see both projects finished, yours AND mine.

Also, I'r really like to play the demo, but it keeps crashing on startup

KennKong • Feb 28, 2012 • #50801
942 posts

Well done, so far, 4/5. Many of the voiceovers overlap. I'm not a mapper (yet), but I have created mods for playing custom maps (see my sig). Most of the files in the cfg directory are unnecessary, because you aren't using the chapter menus. The only file I include in mine is modsettings.cfg, and I'm not even sure that's needed, either. Since you've done such a nice job making the maps look good, while not add a thumbnail to the menu, and update its title?

audiotrash • Feb 28, 2012 • #50802
43 posts

KennKong wrote:
Well done, so far, 4/5. Many of the voiceovers overlap. I'm not a mapper (yet), but I have created mods for playing custom maps (see my sig). Most of the files in the cfg directory are unnecessary, because you aren't using the chapter menus. The only file I include in mine is modsettings.cfg, and I'm not even sure that's needed, either. Since you've done such a nice job making the maps look good, while not add a thumbnail to the menu, and update its title?

Will all be done when the maps are done. The game itself is more important to me than some little thumbnail nonsense

BlooMeth • Feb 29, 2012 • #50803
19 posts

inax wrote:
i replaced all the files that appear to replace and now the game doesnt open you fuckd me up!

If you placed them in portal2/portal2 instead of steam/sourcemods then it's easily solved.
Head to steam > library > right click portal 2 > properties > local files > and there should be an option verify game cache. This will check your installation and replace broken files.

DarkEdmund • Mar 04, 2012 • #50804
2 posts

I registered here just to provide feedback.

Firstly I've been waiting a long time for somebody to do this and was wondering if someone had yet - It was a nice surprise to find that someone is actually working on this, and that it's being done really well. Like others have said, it really does feel like the original game if it was done in the P2 engine/style. Very, very good work!

Overall I do like how you've kept the important elements from the first game, such as the high-energy pellet and the un-stationary scaffold, and how you've swapped out obsolete set pieces for new ones to make them more consistent with P2's newer level design style, such as the robotic-platform stairs as opposed to the old platform lifts from P1 (if that made sense). I do wonder how you're going to do the later backstage areas in a way that's consistent with both games though - For the offices, are you going to re-use elements from the '80s offices in P2?

As for critique that hasn't been given to you already, I have 2 suggestions:

1) For the sake of canon you should keep the starting chamber like it appears both in the original and in the second game - Complete with bed, radio, table, and toilet which thanks you for flushing it. The hotel room only worked in Portal 2 because it was viewed as a complete room from the inside - If some of the walls are transparent with clear views into the white, sterile environments of the test chambers, the hotel-like deco looks out of place.

2) You really should add the music from Portal 1 - I made this vid to demo this (Particuarly at 3:02, 6:55 and 8:25 - Sorry about the corruption, YouTube doesn't like my vids for some reason). However be aware that the music cuts out during the loading screens in the original game - since you've merged some of the levels together you may want to make the music also fade out at the appropriate times according to the original game.

There are some other points but I won't nitpick too much. Thank you so much again for doing this - Apart from what others above me have said, and my own points, it's looking incredibly good so far. Keep it up!

audiotrash • Mar 04, 2012 • #50805
43 posts

I will add radio's with the samba music later Or maybe some other music. Depends on how i feel at the time of doing.

Djinndrache • Mar 09, 2012 • #50806
1,442 posts

Nice to play the good old maps once again. Now serve the rest :p

z4CvkhWImaw
(Link: http://www.youtube.com/watch?v=z4CvkhWImaw)

Motanum • Mar 15, 2012 • #50807
248 posts

I've sent you a private message. Please take a look at it asap. Thanks

Lpfreaky90 • Mar 16, 2012 • #50808
2,842 posts

One word:

lhamil64 • Mar 18, 2012 • #50809
10 posts

Wow! This is amazing! I can't imagine how much time and effort you've spend on this. I will definitely follow your progress and try out newer versions .
There were a few glitches I found, like if you moved too quickly to the next chamber in some places, GLaDOS's voice would be cut off for the next line. It looks like you tried to fix this by preventing the doors to open until she was finished, but some places it still occurs (I don't remember specifically right now).

Are you planning on recreating the entire game (even the backstage part and the ending)?

Spam Nugget • Mar 20, 2012 • #50810
492 posts

This is really good, I thoroughly enjoyed it. Few things, like a couple of people before me, I noticed half an overlay in the first chamber. Also, though its a bot nitpicky, I found the colour of the writing on the main menu was a bit hard to see because the background image was so white. Also, when you release the complete mod, it would probably be a good idea to change the images for the loading screens (P-body jumping though a portal or Chell and destroyed GLaDOS) to something that fits your mod better.
But like i said, its good and im waiting for the rest!

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