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Felix's Hammer Notepad

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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. :P

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.

Falsi sumus crusto!

New version of the gel, this time in a test chamber!

youtube.com/watch?v=7P0TPGGc7KI

Falsi sumus crusto!

Might just be me, but it appears the video is unavailable.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

Click the youtube button it's still being processed
EDIT:its up now

@Felix did you do that Moving water with an func_water_analog? ^^

Yes, I wanted to make that joke at some point and only analog water works with Adhesion Gel, so I combined the two.

Falsi sumus crusto!

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?)

Falsi sumus crusto!

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.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

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. :P

Falsi sumus crusto!

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.

Falsi sumus crusto!
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