[ Portal 2 Coop Mod ] beGLADOS

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Lpfreaky90
2,842 Posts
Posted Jan 12, 2014
Replied 1 hour later

tecsperk wrote:
I'm not the idea person here, as I said, I am just the texture artist.

Ask the actual map dev if you want.

Also, have you looked at the other screenshots as the videos (as I am told) are not reflective of the main dev's mapping abilities now.

fair enough; I'll see if I can do something within the next few days so we can get the signups working again. That should allow your mapper to sign up as well.

I can only judge the work from what I've seen so far, and what I've seen so far hasn't impressed me yet. I think I can't wait for next week then and see the more impressive stuff

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tecsperk
27 Posts
Posted Jan 12, 2014
Replied 4 minutes later
On a unrelated note, any tutorial for attaching a core to a core plug?

If there isn't, I'll post a thread.

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User
630 Posts
Posted Jan 12, 2014
Replied 3 hours later
Here an instance for you.
To open the Socket: InsSocket_Open
To get wheatley out: InsSocket_Aus

Hope you know how to use instances.

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tecsperk
27 Posts
Posted Jan 12, 2014
Replied 6 hours later
Thanks for the instance, I'm starting to map in Hammer..
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msleeper
4,095 Posts
Admin
Posted Jan 14, 2014
Replied 2 days later
Who came into IRC and linked me to this thread and why should I not berate you for bugging me over something I don't care about.
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tecsperk
27 Posts
Posted Jan 17, 2014
Replied 2 days later
I will be very happy to answer to your questions, you can add me on Steam.

We have a scripter (Felix Griffin) and he started to work, me too.

So i will post all screenshots of the mod here, you will be happy.

If you want to help the mod, you can. We search guys. (Texture artist, scripters, ideas, story writer, and more..)

Oh, and TecSperk gives me his account, so i'm samditmissile, the creator of the mod.

And do you know how to make the fog when you are outside of the test chambers?

Surprise
https://photos-3.dropbox.com/t/0/AADsanKyDUwhsXVeBsyiZbMrEdqW9kCRhiBCDHvU-Lp9nw/12/231997793/jpeg/1024x768/3/1389974400/0/2/58fkej54f0000.jpeg/6W0hYVkmwceJEK798qTUJGM8bc2B6P3DVNRIEbgnzE0%2COyX_lT7DGxdCezpjmVLXGuFBim04Y6JSnS-PyTevLY0%2CruEQaG71I9B0VfY_3Yl6MX0oORHYScvI1hK-Jq0LzuU

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User
630 Posts
Posted Jan 17, 2014
Replied 18 minutes later
Env_Fog_Controller
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Gemarakup
1,183 Posts
Posted Jan 18, 2014
Replied 1 day later
Together with a skybox if needed. Otherwise, use a tools/toolsblack.
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FelixGriffin
2,680 Posts
Posted Jan 18, 2014
Replied 13 minutes later
Since I haven't been able to get in touch with the mappers, I'll post a video here.

http://www.youtube.com/watch?v=qHeaz_XhfNk

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User
630 Posts
Posted Jan 18, 2014
Replied 33 minutes later
That is just too Awesome ... very impressive ..
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Gemarakup
1,183 Posts
Posted Jan 18, 2014
Replied 13 minutes later
That is bloody awesome.
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CamBen
973 Posts
Posted Jan 18, 2014
Replied 11 minutes later
Agreed. I have a vague idea of how you did it, is this correct?

So you have a view proxy in a black room with maybe reskins or a color correction or something. A game_ui with left and right movement keys add and subtract from a math_counter, which sends an outvalue-invalue output to a logic_case. Depending on which case it is, logic_relays are enabled and disabled. When you click, the relay that is enabled is triggered, another camera is enabled from that, plus any brushes that fit over the view/screen overlays. From there, a game_ui is activated that lets you control droppers and cameras.

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FelixGriffin
2,680 Posts
Posted Jan 18, 2014
Replied 12 minutes later
Thanks! It also supports turrets, paint sprayers, and rotating portalguns at the moment. The best part is that the icons are generated dynamically when the map loads: just drop the test element instances in and they'll be added to the UI.

CamBen wrote:
Agreed. I have a vague idea of how you did it, is this correct?

Close, but not quite. I'm using a script instead of a math_counter, and the rotation is managed by a func_rotating (which is carefully kept to the proper positions by the script). The icons are little brushes with a custom selfillum texture (I took a model-viewer screenshot, then used Photoshop: convert to black and white, glowing edges, minimize brightness, maximize contrast, then delete the red and blue channels and copy the green channel to alpha 1). When the script adds an icon it spins the ring to the proper position, spawns the template in front of the viewcontrol, parents it, then spins the ring back to 0.

Incidentially, in the course of making this I discovered that you can have multiple game_uis active at once. I built a mutex to prevent this, which is what causes the slight stutter when you "zoom out": one viewcontrol is deactivated before the other is activated, so you see out of the player's eyes for a moment.

EDIT2: That stutter is actually invisible in the video due to the heavy lag when recording. I hadn't noticed that.

EDIT: Also, the effect when you're looking through a camera is a carefully-placed func_brush in front of a viewcontrol with limited FOV. The texture uses the Modulate shader to change the colors the player sees rather than blocking their view. Bonus points if you can tell where I got the texture from.

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CamBen
973 Posts
Posted Jan 18, 2014
Replied 11 hours later
Ah, I see. Very clever!

Wait was the view texture from some half life 2 combine binoculars?

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Sejievan
232 Posts
Posted Jan 19, 2014
Replied 7 hours later

FelixGriffin wrote:
Since I haven't been able to get in touch with the mappers, I'll post a video here.

http://www.youtube.com/watch?v=qHeaz_XhfNk

Man, if the mod dies... you must do your own stuff with this. is just.. awesome =D!!

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Gemarakup
1,183 Posts
Posted Jan 19, 2014
Replied 1 hour later
Those look like PTI models in the green screen?
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FelixGriffin
2,680 Posts
Posted Jan 19, 2014
Replied 27 minutes later

CamBen wrote:
Wait was the view texture from some half life 2 combine binoculars?

Correct. It was meant to be used with an env_screenoverlay, but that no longer works.

yishbarr wrote:
Those look like PTI models in the green screen?

The box dropper, paint sprayer, and turret are. The camera and rocket sentry aren't.

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Arachnaphob
412 Posts
Posted Jan 19, 2014
Replied 10 hours later
Damn, Felix, that's the most amazing mechanic I've seen in portal!

Anyways, If you need a story writer or a musical composer, ill be glad to do that. I already have 2 ideas for stories, so you can just PM me for them.

Can't wait to see the final product!

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Portal Master
18 Posts
Posted Jan 19, 2014
Replied 2 hours later
I'd also gladly compose a few pieces if you need it. Though, the only thing I don't understand is how the puzzles will work. Would It be like normal single player, or something completely different?
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FelixGriffin
2,680 Posts
Posted Jan 19, 2014
Replied 40 minutes later
Wow, I'm honestly a little surprised at the number of reactions. Thank you!

I don't know how the mod creators plan to use this, I think one player will be a test subject and the other will be GLaDOS or another core. It could also work with single player once I get the portalgun element working properly, which gives you almost all the capabilities of a test subject.