[SP] Sendificate

Avatar
hemotem
21 Posts
Posted Apr 24, 2012
Replied 7 hours later
Love the improvement to this map and the laser =) I look forward to seeing more of what this element can do =) 5/5 Top score 110%

And thank you =)

Advertisement
Registered users don't see ads! Register now!
Avatar
Alex_Olin
1 Posts
Posted Apr 29, 2012
Replied 5 days later
Wow, this is amazing!
Avatar
nerdkos
2 Posts
Posted May 03, 2012
Replied 3 days later
spent 2 days stuck on the tilted room, broke down and watched the video, and now I hate myself. Thanks pal!
Avatar
HMW
806 Posts
Posted May 04, 2012
Replied 1 day later
Again, thanks for the nice feedback, guys!

@nerdkos: Don't hate yourself too much, you're not the only one who didn't 'get it'

Avatar
bbkr
7 Posts
Posted May 04, 2012
Replied 6 hours later
So simple... yet so creative and fun to solve!
Avatar
Invorxt
24 Posts
Posted May 05, 2012
Replied 15 hours later
It might have already been said, but I'll repeat that this was a really interesting little mechanic. It was pretty straightforward throughout, except the absolutely last part. That took some thinking. 5/5
Avatar
evang
14 Posts
Posted May 12, 2012
Replied 6 days later
How hard would it be to get this on the Workshop? I'd love to be able to show it to my friends easily.
Avatar
HMW
806 Posts
Posted May 13, 2012
Replied 1 day later
Not hard at all, as far as I understand. I expect to have it up there soon. (It needs some minor tweaks to make it compatible with the workshop.)

Edit: Done!

Avatar
logicalDemoness
34 Posts
Posted May 19, 2012
Replied 6 days later
Great maps! I got the last puzzle in the second room after about half an hour of fooling around trying everything.

I downloaded this before you put it on Workshop and I gotta ask: did you fiddle with the files to make the download 13.4 MB or was that just a coincidence?

Avatar
HMW
806 Posts
Posted May 20, 2012
Replied 16 hours later
Nope, coincidence. That would have been quite a stunt though
Avatar
That Greek Guy
124 Posts
Posted May 22, 2012
Replied 2 days later
will you upload the instance of the sending device somewhere for others to use?
It could really brin some very original maps.
Avatar
HMW
806 Posts
Posted May 22, 2012
Replied 2 hours later

Oh crap, I forgot that the readme file is of course no longer available with the workshop version. That contained the link to the source files.

Here it is:

http://dl.dropbox.com/u/51831059/Portal ... _v3_src.7z
Licence: http://creativecommons.org/licenses/by/3.0/

It's slightly out of date; with this version you have to do a lot of special stuff to handle glass correctly. The version I currently have, handles glass automatically. I'll update the source archive when I have some time, and put this link in the workshop description.

Avatar
That Greek Guy
124 Posts
Posted May 22, 2012
Replied 4 hours later
Thanks a lot.
This is gonna be awesome.
I am making a new facility like aperture and i need some new elements and this is just perfect.
Avatar
Groxkiller585
652 Posts
Posted Jun 03, 2012
Replied 11 days later
Just thought i'd let you know:

I tried loading up the test map, and when I compiled (without edits) the sendificators did not work. (that or the buttons are not working) There was no script error in the console, so I am not sure what went wrong.

EDIT: Ignore the above, it's me being stupid: I collapsed the instances by accident.

Also I'd like to ask two things:

  1. Can I use this in one of my maps as-is (ie add a sendificator to the map)?

  2. Can I edit this to do something similar?

You would ofc get full credit for the script.

Avatar
HMW
806 Posts
Posted Jun 03, 2012
Replied 2 hours later
Answer to both 1 and 2: yes!

I have still not found the time to update the source archive with my current version, which removes the awkward workaround for windows. (Or rather: I completely forgot about it.) I'll do my best to make some time for that next week, because it would be awesome to see this used in more maps!

(The interface will not change; updating is just a matter of dropping in new instances + script and re-compiling.)

Avatar
Groxkiller585
652 Posts
Posted Jun 03, 2012
Replied 5 hours later

HMW wrote:
Answer to both 1 and 2: yes!

I have still not found the time to update the source archive with my current version, which removes the awkward workaround for windows. (Or rather: I completely forgot about it.) I'll do my best to make some time for that next week, because it would be awesome to see this used in more maps!

(The interface will not change; updating is just a matter of dropping in new instances + script and re-compiling.)

Thank you! I'll make sure you receive credit.

EDIT: One last question: Does this work in Coop?

EDIT2: The anwser is both yes and no. It does it's job, but it does not go through portals (probably too many to account for, maybe you need two portal detectors, one for each portal pair?)

Avatar
HMW
806 Posts
Posted Jun 04, 2012
Replied 19 hours later
I haven't tested coop yet. (Heck, I haven't ever played coop yet in any meaningful way.)

The current code assumes 2 portals max, which makes things easy since when the tracing code detects a portal, it just looks up the other portal that it isn't detecting and continues from there.

Having two portal detectors seems like a good way to go about it. Perhaps we can have each detector set the "sendtor_active" variable to a different value, to tell them apart. (Instead of just true/false, have it be 0 = off, 1 = ballbot portal, 2 = eggbot portal. Something like that.)

I'll have to experiment a bit, but as I said, I don't have much experience with coop. If you would like to tinker around with it yourself, go right ahead!

Avatar
Groxkiller585
652 Posts
Posted Jun 04, 2012
Replied 1 minutes later
EDIT: Whoops, hit quote then post too quickly.

Anyway i'm having headway intomaking it coop-compatible.

What you WILL need to do, on your end if you want this to be coop-compatible as well as sp, is open every instance with a "logic_auto" in it, and copy the I/O again but now have it be "OnMultiNewMap" instead of "OnMapSpawn". "OnMapSpawn" is not called in coop, the other output is. This won't affect sp at all, and make it work in coop. (You need some script edits too but i'm working on that.)

(For the record, Chell's portal ID (0) is NOT Altas's ID. This caused me some initial confusion. Atlas's ID is 1, and P-Body's is 2.)

Avatar
Groxkiller585
652 Posts
Posted Jun 04, 2012
Replied 7 hours later
Sorry for double post but:

I got it working! (Ignore the missing machine/laser, I was breaking down how you did things and accidentally saved.)

To get around which portal was which I cheated: I named all the coop portals in an instance and just loaded them into an array. There's probably a better way, but I don't know if you can get the linkage ID from a portal.

Granted this is ss_map, not real coop, but I think it will work there too.

I need to steamroll a few things before I upload here for you, but it's working!

Advertisement
Registered users don't see ads! Register now!
Avatar
HMW
806 Posts
Posted Jun 05, 2012
Replied 14 hours later
Wow, that's quick Excellent work!

I don't entirely understand what you mean by "naming the coop portals". Did you pre-place named prop_portal entities in the map?

I was thinking about having two map-enveloping detectors, one for each portal ID. Each then sets the sendtor_active variable to something different so the script can tell them apart. But perhaps your method is easier. I'm looking forward to seeing what you made!