Another New Bug
Quote from volt on November 27, 2007, 12:11 amThis one found on some video on Youtube which hasn't seen much circulation by my friend NubSawace, who made a video of it.
Any two surfaces that you are able to make portals on (including nodraw) that are in the same plane and separated by less than 32 units, can cause some problems.
This is demonstrated on all of the official maps in this video.
Trying to put a portal_bumper inside the wall does not fix the problem.
A possible workaround is editing your nodraw texture in your Materials directory so that it is not portable. I can't think of a situation where you would need to put a portal on a nodraw texture (if there are, tell me).
Discuss
This one found on some video on Youtube which hasn't seen much circulation by my friend NubSawace, who made a video of it.
Any two surfaces that you are able to make portals on (including nodraw) that are in the same plane and separated by less than 32 units, can cause some problems.
This is demonstrated on all of the official maps in this video.
Trying to put a portal_bumper inside the wall does not fix the problem.
A possible workaround is editing your nodraw texture in your Materials directory so that it is not portable. I can't think of a situation where you would need to put a portal on a nodraw texture (if there are, tell me).
Discuss
Quote from volt on November 27, 2007, 1:15 amTry it at the end of level 13, in the small room at the end.
Turn around and put a portal on the wall that the door is on, against either side wall. then try to put a portal closer to the wall.
Try it at the end of level 13, in the small room at the end.
Turn around and put a portal on the wall that the door is on, against either side wall. then try to put a portal closer to the wall.
Quote from Lorithad on November 27, 2007, 1:24 amYeah, I was able to reproduce it at the end of level 13 like you suggested. That's some messed up shit indeed.
Yeah, I was able to reproduce it at the end of level 13 like you suggested. That's some messed up shit indeed.
Quote from volt on November 27, 2007, 1:30 amIt only works if you have two surfaces that are portable (nodraw included!) and within 32 units of each other. From what I have seen, Valve uses 16 unit wide walls for walls that have only one textured surface, 16 unit walls where you see a "thin" door (door_model_reference), and 32 units where you see at "thick" door (door_wide_model_reference).
I'm pretty sure that the ones that NubSawace put in the video includes all of the instances on the official map set where this is possible, that he found.
Try to find a wall that is common to two rooms, and go to the room has less of the shared wall, and try this.
To reproduce this on the floor of Testchamber 15, you could do mat_wireframe 1 (So it will show you the border of the portal), then put a portal on the floor with the long side against the glass. Then shoot the other portal in the gap between the portal's wireframe and the base of the glass.
Enjoy!
It only works if you have two surfaces that are portable (nodraw included!) and within 32 units of each other. From what I have seen, Valve uses 16 unit wide walls for walls that have only one textured surface, 16 unit walls where you see a "thin" door (door_model_reference), and 32 units where you see at "thick" door (door_wide_model_reference).
I'm pretty sure that the ones that NubSawace put in the video includes all of the instances on the official map set where this is possible, that he found.
Try to find a wall that is common to two rooms, and go to the room has less of the shared wall, and try this.
To reproduce this on the floor of Testchamber 15, you could do mat_wireframe 1 (So it will show you the border of the portal), then put a portal on the floor with the long side against the glass. Then shoot the other portal in the gap between the portal's wireframe and the base of the glass.
Enjoy!
Quote from theprogram00 on November 27, 2007, 2:29 ami found this problem in my map that i'm created that meant you could skip most of a puzzle. I solved it by creating 3 separate brushs, rather than 1 long one. It appears this bug doesn't work over different brushes, but i haven't tested it fully.
i found this problem in my map that i'm created that meant you could skip most of a puzzle. I solved it by creating 3 separate brushs, rather than 1 long one. It appears this bug doesn't work over different brushes, but i haven't tested it fully.
You just keep on trying till you run out of cake!?
Quote from volt on November 27, 2007, 2:45 amYou could do that, or move one of your walls by a fraction of a unit (by pressing alt) (or does it round to the nearest unit while rendering?)
You could do that, or move one of your walls by a fraction of a unit (by pressing alt) (or does it round to the nearest unit while rendering?)
Quote from youme on November 27, 2007, 9:11 amLets face it, portal is full of bugs. All we can really do is point them out so valve can try and fix them.
Lets face it, portal is full of bugs. All we can really do is point them out so valve can try and fix them.