Felix's Hammer Notepad

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Flo2912
80 Posts
Posted Sep 04, 2013
Replied 3 hours later

FelixGriffin wrote:
Only gel bombs for now, since gel streams don't interact with triggers. If I replace the Gel 1 with a custom effect it'll work with streams too.

I don't think replacing Gel 1 is a good Idea. It has an own function since the Peer review DLC, and there is a Bunch of maps wich is using this feature. replacing its would break other puzzles :/

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FelixGriffin
2,680 Posts
Posted Sep 04, 2013
Replied 5 hours later
But it only replaces it for this particular test. Just don't use lasers in Adhesion tests and nobody will notice.

I have a replacement, but if I use it then every gel except Adhesion will have to be in blobs. Right now it's the other way around.

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Flo2912
80 Posts
Posted Sep 05, 2013
Replied 9 hours later
Ok, that would be a Totla of 4 disabled testelements
- No Speedgel
- No Conversiongel
- No Reflectongel
- No lasers and things that are activated by a laser.

As Customgel we could use all this things but have only Gelbombs. Why is it such a problem?

I'm for the custom-version, at least as alternate compatible-edition

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TeamSpen210
608 Posts
Posted Sep 05, 2013
Replied 15 minutes later
If I understand how Felix is doing this, you could still use lasers, but they would reflect off of the adhesion gel (don't use in the same room). You might be able to get away with speed gel, but some of the effects would be wrong.
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Snapper576
81 Posts
Posted Sep 05, 2013
Replied 41 minutes later

TeamSpen210 wrote:
If I understand how Felix is doing this, you could still use lasers, but they would reflect off of the adhesion gel (don't use in the same room). You might be able to get away with speed gel, but some of the effects would be wrong.

Which effects and why?

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Flo2912
80 Posts
Posted Sep 05, 2013
Replied 20 minutes later
You could use them, but they would all look the same. You'll have the color of both gels change to purple, because Gel 1 uses particles of the speed and Textures of the conversion gel, so the player can't different them from each other. Also reflection and adhesiongel together is impossible if they use the same gelslot. Also I'm afraid it would replace the greay Gelbomb texture of stylesmod for the purple gelblobs
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I would like to have it custom, you would have more possibilitys even if streams are not available then
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FelixGriffin
2,680 Posts
Posted Sep 05, 2013
Replied 4 hours later
Okay, I found a REALLY hacky way to make this compatible with speed gel. It depends on being able to fire outputs when the player dies but before the map reloads, which I think a logic_playerproxy will let me do. The trick is that the gel-on-ground color requires a mapload to take effect, but the gel-on-player color changes immediately. When the player dies or finishes a test I'll switch the color to orange, then switch it to some sort of reddish purple as soon as the map loads.

Lasers would reflect off Adhesion Gel, but remember that Adhesion Gel only works on perpindicular corners. Reflecting wouldn't do much.

I suppose I could also replace Conversion Gel with this and let people use Reflection Gel in the same map, but they'd have to be the same color on the ground. It would get confusing, and replacing Conversion effects would require a VPK addin.

This would only replace the Reflection Gel effects for a single map. If you play any map that doesn't have Adhesion effects paked into it, you'll see normal reflection gel.

I'm planning to make this into a custom gel eventually, but it's much less interesting than trying to get other testing elements compatible with the concept of Adhesion Gel in the first place. Yesterday I got it to play nicely with tbeams, bridges, lasers, and box droppers. But now the player automatically drops the box when they step on Adhesion Gel, which isn't good, etc. That's the part that's the most exciting to program, so I'm doing it first. Once I have almost total compatibility I can start to replace ithe paint sprayer gel with a custom blob.

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FireFusorf
57 Posts
Posted Sep 05, 2013
Replied 2 hours later
Whoo great job ! I just read the part of this topic I missed, and i'm really impressed by your work
Concerning the "laser problem", it will work until you put a redirection cube into your map, because the player will be able to angle the laser, and so your adhesion gel will reflect it...
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Flo2912
80 Posts
Posted Sep 05, 2013
Replied 31 minutes later

FireFusorf wrote:
Whoo great job ! I just read the part of this topic I missed, and i'm really impressed by your work
Concerning the "laser problem", it will work until you put a redirection cube into your map, because the player will be able to angle the laser, and so your adhesion gel will reflect it...

yeah, but you missunderstand this xD
It was about that the adhesiongel isn't suppose dto reflect Lasers, thats the normal function of Gel 1 that should stay as an own Gel. For example I have made a Map-Pack about Gels in PTI using all kind of Gel - including Gel 1 as reflection gel - If I continue the mappack and adding map with this adhesiongel it would be confusing why the reflective gel suddenly enables walking on the wall, or why the adhesion gel is also usable as reflection gel.

Its one of some reasons I would prefer it as custom-Gel, but thats not so important now. First thing to do, is to get it completly working like it should

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FireFusorf
57 Posts
Posted Sep 05, 2013
Replied 20 minutes later
I actually understood all of that, maybe my message was not well formuled ^^
It's about this quote :

FelixGriffin wrote:
Lasers would reflect off Adhesion Gel, but remember that Adhesion Gel only works on perpindicular corners. Reflecting wouldn't do much.

It doesnt reflect if the laser is angled 90? (goes straight) into the wall, BUT if you put a laser redirection cube in your room, you will be able to reflect the laser (unintendedly, of course) into the adhesion gel :/

I wish valve added an unused customisable gel, to help creating custom ones. I think Gel 1 used to be like this until the last DLC ?

(Also, If you don't understand me, please tell me ^^)

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FelixGriffin
2,680 Posts
Posted Sep 05, 2013
Replied 26 minutes later

FireFusorf wrote:
I actually understood all of that, maybe my message was not well formuled ^^
It's about this quote :
FelixGriffin wrote:

Lasers would reflect off Adhesion Gel, but remember that Adhesion Gel only works on perpindicular corners. Reflecting wouldn't do much.

It doesnt reflect if the laser is angled 90? (goes straight) into the wall, BUT if you put a laser redirection cube in your room, you will be able to reflect the laser (unintendedly, of course) into the adhesion gel :/

I wish valve added an unused customisable gel, to help creating custom ones. I think Gel 1 used to be like this until the last DLC ?

(Also, If you don't understand me, please tell me ^^)

You're right on both counts. I hadn't thought about that, for now I just won't put laser cubes in my map. And until DLC1 Gel 1 was an empty gel which didn't share any resources with the others--it had all its own colors. Omni made it into Adhesion Gel, Reepblue made Electric Gel, someone else made Turretspawning Gel, etc.

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FelixGriffin
2,680 Posts
Posted Sep 05, 2013
Replied 10 hours later
New version of the gel, this time in a test chamber!

youtube.com/watch?v=7P0TPGGc7KI

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CamBen
973 Posts
Posted Sep 06, 2013
Replied 2 hours later
Might just be me, but it appears the video is unavailable.
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Snapper576
81 Posts
Posted Sep 06, 2013
Replied 10 minutes later
Click the youtube button it's still being processed
EDIT:its up now
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User
630 Posts
Posted Sep 06, 2013
Replied 9 hours later
@Felix did you do that Moving water with an func_water_analog? ^^
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FelixGriffin
2,680 Posts
Posted Sep 06, 2013
Replied 1 hour later
Yes, I wanted to make that joke at some point and only analog water works with Adhesion Gel, so I combined the two.
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FelixGriffin
2,680 Posts
Posted Sep 06, 2013
Replied 9 hours later
No new video today, but I've made some progress. I figured out the glitch that happens sometimes if you carry a cube onto the gel, and mostly fixed it--it's caused by a small gap in the collision model for the cube dropper, which the cube can sometimes clip through when the world rotates.

I also added the ability to walk straight from the gel back onto the ground, which makes it a little easier to use. But PotatOS's "AAGH" reaction is still rather justified.

Two unrelated questions: do any of you know of a good way to punish the player for stepping into an excursion funnel? And do any of you know a way to film from a static camera? (For example, is it possible to record a demo, then recompile the map to have a viewcontrol in the camera, then run the demo while recording with Bandicam?)

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CamBen
973 Posts
Posted Sep 07, 2013
Replied 4 hours later
You could have the main excursion funnel exploitable areas covered by a fizzler or death field off the ground. Then, you could safely pass the gel through, but after going in and going on it for about 128 units upwards, your portals are fizzled.
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FelixGriffin
2,680 Posts
Posted Sep 07, 2013
Replied 6 hours later
I suppose. The problem arises from this: with the exception of the up-to-down transition, which has a bunch of hacky workarounds attached to it, transitions between two perpindicular walls don't work properly. Sometimes they crash, sometimes they just launch the player out of the map. But it's seldom good. So I need a way to stop players from going to the ceiling with the funnel.

EDIT: Got it. I'll just make the player stand on a button to activate the funnel.

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FelixGriffin
2,680 Posts
Posted Sep 07, 2013
Replied 2 hours later
I built a prototype with the fake gel, but it didn't look very good. I can't use overlays with Adhesion Gel, so all the thin splatter brushes started zfighting with each other. Unless someone comes up with a better way to do it I'm keeping this as Gel 1.